We had skipped PAX West (formerly PAX Prime) last year, and missed it terribly, so deciding how to spend our 2018 Labor Day weekend was a no-brainer. As usual, the whole process of obtaining the tickets was a white-knuckle affair—most especially and unexpectedly a few days before the show, when one of our PAX friends’ passes got lost in the mail. Fortunately, he was able to get things sorted out, and after a week of preparations on our end (including taking care of our own little emergency involving a pet sitting cancellation), we all met up in Seattle. This even included one of our group who had decided to skip PAX, but wanted to be in town nonetheless. PAX was here!
The following four days were packed with panels, games, and some delicious food, including some from longtime favorites Juicy Cafe and MOD Pizza. Downtown Seattle’s Rock Bottom Grill, our regular post-show spot, had since closed, but the Gordon Biersch in a nearby mall was a decent substitute; it was also the location of the first post-PAX Cheap Ass Gamer meetup that I organized seven years ago.
Welcome to the home of PAX Prime, the Washington State Convention Center in lovely Seattle, WA!
This was where we spent much of our weekend—attending panels, checking out the cosplayers, and going hands-on with upcoming games in the massive Expo Hall(s). Actually, we didn’t get to play as much as we liked, since the lines for popular titles, most memorably Star Wars: The Old Republic, were incredibly long. As with PAX East, panels were our main priority.
However, we did watch a lot of games being played, in all sorts of genres, and checking out the booths themselves was also enjoyable. The booth that was hardest to ignore was the one for FireFall. They were a major sponsor of the show this year by the looks of things; in addition to the huge booth, there was an animatronic display near the Expo Hall entrance (Prototype 2‘s booth was also in that area), FireFall branding on the PAX swag bag, ads on the escalators, and more. Clearly the goal of FireFall‘s publishers was to get the name and look of the game firmly entrenched in our minds. As for the game itself, I didn’t get to play it, but it looks like an MMO action game of some sort. It is also highly derivative in its aesthetics—even the logo is StarCraft-ish.
Bethesda’s booth was impressive as well, thanks to a large dragon that loomed over the area dedicated to The Elder Scrolls V: Skyrim. Bethesda also had some Prey 2 stuff as well as Rage in playable form. Save for some canned, stiff animation, Rage looks absolutely stunning, though I seriously doubt that my computer will be able to run it.
Although I didn’t see anything of the game itself, the BioShock Infinite display was marvelous, and the most unique thing I saw on the show floor. There were a few other standouts scattered about, including a plant-like thing for Rift, the inflatable Normandy hovering over Mass Effect 3, the secret society quiz terminals for The Secret World, and Sega’s Rise of Nightmares prison cell. For the Kinect version of Just Dance 3, Ubisoft had a simple stage, but dancing con-goers added the extra hook.
Some people tend to forget this, but geeky non-video games have a large presence at PAX as well. There were a lot of areas dedicated to board, pen-and-paper, and trading card gaming, including a whole branch of the Expo Hall. Publishers of such games had their own booths, plus there were a handful of booths selling games, gaming accessories such as dice, and even dedicated pieces of gaming and collection furniture.
Other vendors included Seattle import specialist Pink Gorilla (which had plenty of import games at their booth, but strangely, no PS2 ones) and artbook localizer Udon, who shared space with comic book publisher Oni Press. There was also a booth selling general anime merchandise, but I was immediately turned off once I noticed that the Nendoroids and certain other items were bootlegs. Square Enix had Deus Ex: Human Revolution Play Arts Kai figures on display at their booth but, much to my dismay, the company wasn’t selling any of their collectables at the show.
Upstairs was a sort of annex to the main hall, where indie game publishers and lesser-known PC hardware manufacturers lived. This room saw a lot of traffic thanks in large part to the presence of Mojang, aka the Minecraft developer. Meanwhile, there was the Handheld Lounge, a land of beanbag chairs occupying hall space on two floors, and sponsored by Nintendo. Although Ninty had a large booth in the Expo Hall, they showed additional games here, including two upcoming Kirby games and Dragon Quest Monsters. Unfortunately, I had somehow forgotten to take photos of both areas.
I could go on, but to describe everything I saw would double the length of this post. Therefore, I’ll close out with brief impressions of the games I actually played.
Kirby Mass Attack for the DS is one of the most unique platformers I have seen in some time. The entire game is played with the stylus, and up to ten Kirbies can be controlled at once. These Kirbies are obtained by eating food found on the field (Maxim Tomatoes, as expected, are the “strongest” of these foods), and some areas can only be reached with a certain number of Kirbies. Though the game is being released very soon, the copies available for play in the Handheld Lounge were in Japanese. I guess the localization wasn’t ready for the show.
Kirby’s Return to Dream Land and Fortune Street were the only Wii games shown in the Handheld Lounge. The former supports up to four players at once and is as madcap as one expects from the studio that also makes the Smash Bros. games; unfortunately, the other characters aren’t as versatile or as necessary as Kirby, which is this game’s greatest weakness. Fortune Street is the first of the Itadaki Street games to be released outside of Japan, but I don’t think it will do very well since, for a board-style party games, it is way too complicated.
Pokedex 3D is neat, and I’ll probably download it once/if I get a 3DS. Dragon Quest Monsters: Joker 2 is about what I expected, which is to say I’m still planning on buying it.
At the Microsoft booth, I played around a little with Sonic CD, which thankfully has an option to turn on the original graphics, since the “new” ones look horrible. My husband and I also tried out Trine 2, which looks and plays very well, and Pinball FX 2 which is great save for the fact that the balls blend into the playfield a bit too much.
The main indie game I tried at the show was Path of Exile, a Diablo clone with not much to it. The user interface reminded me of Torchlight‘s, but having the health and mana meters on opposite sides of the screen was inconvenient.
That’s about it for the Expo Hall. In tomorrow’s post, I’ll talk about the panels and certain other events which I attended.
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And here’s the conclusion! This one was delayed since I was waiting for namatamiku to get his box of Cool Stuff. He should’ve received it by now, but I haven’t heard from him personally yet. Anyway, I have other posts I want to write and can’t wait any longer, so here’s Part Three in all its glory. Also, nama, if you haven’t done so already, open the box and check out the Cool Stuff before reading this post; not everything I sent you is mentioned here, but I would like to keep it all a surprise 😉
So, we went home for Thanksgiving, then it was off to the Caribbean for a long-needed vacation; we got back on the 5th and quickly settled back into old routines. My husband brought his DS and some games for the trip, though the only one he touched was the excellent Dragon Quest Heroes: Rocket Slime. He put some more hours into it over the course of the trip, though he still has yet to finish it.
Me, I didn’t bring my DS, or any portable system. Having been playing a ton of games during my year of mostly-unemployment, I needed a break. Any games I played were of the non-video variety at my parents’ house—the local paper’s Universal Sudoku and Wordy Gurdy, mainly. Also, as we don’t watch TV here, we saw some Wheel of Fortune and Jeopardy! and naturally, we all played along. Slight non-sequitur: Pat Sajak and Alex Trebek are definitely getting on in years, but Vanna White still looks fabulous.
Neither of us touched games at all once the vacation part of the trip got underway, though I did read more of the copy of Edge (issue no. 208) I’d asked my husband to pick up shortly before we left home at the start of all of this. As is typical, some of the articles were interesting (the TGS wrap-up, also the cover story; the columns and retro features, as usual; etc.), and others just made my eyes glaze over in a “I don’t care about this; why am I reading this?” sort of way (the Ninja Theory interview). The Inbox section concerned one of those topics I totally don’t give a shit about: story in games. This is the sort of thing I generally look upon with eye-rolling, as I do with the “games as art” validation-seekers, because most of the people arguing tend to miss the bigger picture. I still haven’t read the article that sparked this whole brouhaha, but I got the basic gist of what it was about from readers’ letters. However, out of all the mail and forum posts that were printed, I agreed with the last one the most, as its author really seemed to get it. Here’s an excerpt: Also, (Clint) Hocking speaks as if the entire gaming community is composed of MMOG, RTS, and FPS players… (T)he gaming market is broad and diverse, and there are many genres that simply don’t lend themselves to interactive storytelling and some that lend themselves better to linear storytelling. The highly popular Ace Attorney series couldn’t exist without linear storytelling, and yet it provides the unique experience of interactively exploring a set narrative, something that just cannot be achieved with other media. Bravo, Jose Bonilla; I couldn’t have said it better myself, and though you didn’t win Letter of the Month, I’d send you a DSi if I could.
Anyway, we’re back, and have spent the past week catching up on real life, as well as console gaming. Assassin’s Creed II is being played nearly every night by my husband; the meta-narrative gets twistier and twistier, while the controls continue to annoy. Meanwhile, I’ve started Radiata Stories, my first tri-Ace game. It’s one of those quirky types of RPG, and features things like nearly two hundred possible party members and a restricted sort of freedom. Of course, I plan to write more about it later. Oh, and a certain weird “bug” I kept noticing in Tales of Legendia might actually be my controller’s fault, as I think it briefly happened again in Radiata. What happens is that sometimes, usually right after a save file is loaded, my controlled character will just start randomly walking, usually to the right. It’s not bad enough that I feel the need to replace my controller, but fortunately, I have a new DualShock 2 still in the packaging if it comes down to that. Still, as I’m not 100% sure that I saw that same oddity in Radiata, it might really be a Legendia bug after all. We’ll see.
Special Stage: Had a lot of internet to catch up on once I came back, and have read even more since then, so here are a couple of the more interesting links. First off, there’s word of a new, serious gaming periodical on the horizon called Killscreen. I don’t know if I’ll get a subscription, but I love this sort of thing, so maybe. Second, Kotaku isn’t one of my favorite sites, but they do some good posts on occasion, and this time around, there’s two I’d like to share: Achievement Chore, the true tale of a housewife with a huge Gamerscore, and the 2009 Gift Guide, which includes suggestions from the sublime—I very much second the recommendation for the Cloud Strife and Hardy Daytona set, though their description of it leaves much to be desired—to the bizarre.
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