Which game do you think is the winner of this holiday season?

Wednesday 19 December 2012

The importance of death...



Peril is a crucial part of most story telling.  Even though we all know that there is very little chance that the protagonist of our favourite stories can fail in their journey, it's very important to believe that they might.  Whether it's Harry Potter at the end of JK Rowling's books or Frodo at the end of the Lord of the Rings, we need to believe they could die..

What's got me thinking about this is the distinct lack of peril in games.  For example, I love Skyrim and have spent around a hundred hours in the remarkable world created by Bethesda.  As my level 50 warrior strolls around clad in Dragon Bone armour with swords and shields suitably enchanted, the chances of me meeting anything that should even begin to bother me is minimal.  However, even early in the game the thought of backing away from a confrontation is virtually zero. Why?  Well, if I should die when charging brainlessly in to battle then I simply reload from a few minutes before and avoid the battle entirely or approach it in a different way.

Anyone who has played a Call of Duty game online is well aware that people charge around like they're Superman, shooting anything that moves for 10 minutes or so and likely get killed by nearly as many people as they kill (everyone would of course tell you their Kill Death Ratio is much better than 1:1 though).


Imagine if you will though, walking across one of Skyrim's beautiful vistas and seeing a dragon circling on the horizon but instead of charging in fearlessly, ducking behind a tree and hoping the majestic beast hasn't seen you.  Why?  Because dying in the game has real consequences.  Perhaps even the permanent death of a character that has seen you through 50-100 hours of gaming.

The joy inherent in this tension has struck me following hours spent playing XCom: Enemy Unknown and indie hit FTL (Faster Than Light).  In both games death can be a genuine consequence of making poor choices.  In XCom my 15 hour, 70 kill, top level Heavy Colonel could be brought to an untimely death through one simple and poor move on my behalf leaving a genuinely somber tone as you imagine poor Colonel Wang's little children.  Recognising this emotion Firaxis have taken a step further with their global Facebook Memorial Wall found here.  The level of feeling attached to what should be virtual cookie-cutter soldiers wouldn't have felt nearly as touching had Firaxis made it easy to keep these characters alive or reload an earlier save.

Now, I'm not stupid of course and realise that most gamers would be put off in an instant by perma-death of a 70 hour RPG character or if death in Call of Duty multiplayer meant a 24 hour lockout of the multiplayer component but perhaps there should be an option or rewards for selecting this most hardcore of hardcore gameplay styles.  I worry that without it games and gaming lack an edge of excitement that they could have.  

The Walking Dead by Telltale games managed to make you fear death throughout its first season and never left you resting on your laurels.  Perhaps this is why the game has garnered such positive reviews and the delight in not knowing who would make it to the next episode kept many playing (and voting it as their game of the year).

I know that this is a post that will mean nothing to most and in fact, death is becoming less and less of an issue in gaming.  From near constant autosaving forcing the loss of a few minutes of game time in most games through to the actually impossible to die 2008 Prince of Persia game (which was excellent), the aim to gather more casual gamers will likely make death more and more unlikely.  I just state for the record, I would like more peril in gaming as it's what makes story-telling exciting.

As always, love to get your comments and thoughts.

Sunday 23 September 2012

Faster Than Light


Thanks to Gamespot.com, I've recently discovered another Indie gem in Subset Games' FTL: Faster Than Light.  The game is a mix of Serenity and Star Trek with your motley band of space farers fighting pirates, collecting scrap and surviving through the battles and text encounters you face.

The game consists of choosing a starting ship, naming it and your crew and setting off with a message of vital importance to the federation.  What the message is, I have no idea, but it's vitally important so me and my crew better get moving.  When you start the game (and in each subsequent system) you are confronted with a collection of stars you can jump to.  Each jump leads to a text based message and often a choice of help, fight or flee as you approach the exit to the next system.  This is combined with a system of upgrading your ship and improving your weaponry and an improving crew which leads to an engaging brand of short burst gameplay.  The graphics are presented in a blocky 16-bit style and most of your time will be spent looking at a plan view of your ship as your crew get to work.

This is a simplistic explanation of a deceptively difficult game.  Death means a restart of the whole journey, not just a return to an earlier save which, whilst frustrating at times, adds tension in a world of infinite respawns and no lose gaming.  An average game lasts anything from 10 minutes to an hour or so and restarts are quick after a long journey through space ending in a terrible disaster because of an angry mercenary or a broken oxygen creator.

The game does at times get a little samey and, in spite of the developers arguments about 25000 lines of text, I found most of the mini-stories basically the same.  This is a little trite though, like saying Tetris was a bit repetitive.  Of course it was but something about the core gameplay is compelling with enough choice and new upgrades to make you feel like a commander of a starship.  

I was driven to think of some of the most enjoyable times I had in Mass Effect whilst simply interacting with my crew (no, not like that you with your dirty mind).  I found the characters in Mass Effect often engaging and enjoyed building the time spend building relationships with the ship and the games cast some of the more engaging sections.  FTL manages to capture much of that heart in an indie way.  Sure your little self-named crew are given less character by the writers as they run around the little ship but the story you can build is an often compelling one.

There is a bit of me that wonders if this sort of gameplay could work in a AAA or perhaps Live Arcade/PSN quality title.  With a bigger team and a few tweaks could this have mass appeal or would it simply be lost in a world of big budget titles.  

I've wanted a game that is more about the journey than the goal for quite some time and FTL manages to go a little way to doing that.  After all, life isn't about where you end up, it's about how you get there.

The Good

  • A bargain price tag of £6.99 (UK) or $9.99 (US)
  • Compelling core gameplay that keeps you coming back for more.
  • No game has made you feel more like Captain Kirk or Mal Reynolds.


The Bad

  • Slightly repetitive scenarios.
  • Would benefit from a bigger storyline or more longer quests.

(Zom)Believe in Steam



In a very short update to an earlier posting about Project Zomboid by The Indie Stone, good news all around as the game has been Greenlit by Steam to launch on the platform.

In a short post on their site, the developers thanked the fans for getting it through the Greenlight scheme and for all their support.  They do warn however, that it's a long road ahead to getting it released on Steam but I'll keep my eyes peeled.

I think the game is clearly an enjoyable and engaging game and look forward to a Steam supported version.

See my earlier write up here.

Sunday 5 August 2012

Deadlight Review

Deadlight Vancouver image


In what is developing in to a zombie based theme (in my gaming or in gaming in general?), I've recently played Xbox Arcade title, Deadlight.

The game is a 2D side-scrolling puzzle, adventure, platformer in a similar vein to previous Xbox Arcade game Shadow Complex or Limbo.  It casts you as the near instantly forgettable, gravel voiced protagonist Randall Wayne in a far less forgettable 1980s Seattle.  The world has been ravaged by some undefined virus and (for a change) people have been turned in to 'shadows' (read zombies of the lumbering George Romero style).  As an aside this game suffers that peculiar zombie game, film and book issue, in so much as they call them shadows not zombies.  We've all known about the idea of zombies for a long time now, why do characters in zombie fiction seem to have so much trouble identifying a name for these humans that rise from the dead and eat flesh?  Anyway, quite enough of that.  If the recent spate of zombie based games hasn't put you off yet then you'll be fine with this.  I still prefer zombies since the Twilight series managed to ruin vampires AND werewolves for all but mid-teenage girls.

As you would expect from a team that includes former employees of Weta Digital (Peter Jackson's studio), the graphics in Deadlight are fantastic and the game looks consistently beautiful.  Looking a little like Limbo with its dark silhouette at the front and drab, well realised vistas behind.  Also, whilst it is a 2D side scroller for the player, the levels do have depth with Shadows approaching from the background and on rare occasion flitting across the foreground to spark a little jump.  The graphics manage to convey a strong atmosphere and the game is mildly nervy and well designed throughout.

Deadlight's story is standard horror film stuff and even the 'shocking' finale doesn't shock quite as much as it thinks it does.  I found it hard to particularly care about the generic protagonist or barely fleshed cast of characters.  There is nothing here that you will remember beyond the end of the game (and you might not particularly remember it whilst you're playing).
The gameplay itself is a mix of platforming and puzzling and both fall a little short of being great.  The gameplay is marred by clunky controls that require slow animations to be completed before carrying out more moves.  This led to often swinging my axe a number of times as the game slowly responded.  It also often led to my death, in particularly when requiring a precise wall jump and Randall didn't respond to my presses in time. 
The puzzles are often fairly simplistic with a clear direction to your jumping and moving of boxes etc...  Any gamer who is even mildly accomplished with this sort of gaming will find nothing too taxing in the move the box/flick the switch based puzzles.

Most deaths in the game are due to a distinctly trial and improvement method.  Perhaps Tequilla Works had taken their 80s setting too seriously and decided that we needed a 20 year throw back in game design to control pad smashing frustration and cheap tricks.  Perhaps games these days are too easy but they generally feel like they're playing fair.  Playing Deadlight did remind me of the frustration of cheap deaths that couldn't be predicted and it wasn't a memory of gaming I particularly wanted to recall.  I guess this replay of sections following an array of cheap deaths does add some length and it's worth noting that this game is short, and I mean VERY short.  My playthrough clocked in at under 2 hours with an 85% completion and secrets found.  At a cost of 1200 MS Points (a little over £10) it's not cheap for such a brief experience.  But even though it was short, I wasn't left craving more.

Sadly it's hard to recommend Deadlight without reservations.  From a combination of shaky controls, a mostly seen it all before story and short campaign Deadlight is a game with a number of problems that fails to live up to some of the previous Summer of Arcade greats like Braid, Trials HD and the earlier mentioned Limbo or Shadow Complex.  There is an experience worth having here though and if you're not put off by the price, length and some likely control irritations then it's probably worth a go in these game starved summer months.  After all, it won't take long.

The Good
  • Beautiful graphics throughout.
  • An enjoyable and underused 1980s, North West American setting.
  • Zombies again.  Yay!
The Bad
  • Very short for it's 1200 MS Points price tag.
  • Unresponsive controls can lead to a number of frustrating deaths.
  • Trial and improvement gameplay.
  • Zombies again. Boo.



Average performer



Wednesday 4 July 2012

DLC the Future of Gaming


DLC Playstation Store


Recently I have been playing Skyrim: Dawnguard and Civ V: Gods and Kings, both good DLCs in a world of mixed output.  With the advent of online consoles has come one addition to the hobby that is both a blessing and curse.  DLC (downloadable content) began on consoles with the Dreamcast and Xbox but, since the advent of large hard drives and broadband internet on the 360 and PS3 has become a completely necessary income stream for almost all developers.  Gamespot journalist Guy Cocker recently stated that DLC was his worst 'advance' of the current console generation and I have to agree in large.  Here are some of the good and the bad of the DLC history.

The Good


Some meaty DLC has released over the years for a variety of games.  Most of the good DLC is lengthy and adds a large amount of new content.  Adding content that hasn't been possible in the history of gaming is a good thing.

GTA IV's The Lost and the Damned and The Ballad of Gay Tony both added lengthy, new stories and new weapons to the excellent 2009 game.  They came in 6 month intervals after the release (timed exclusively to 360, more on that later) and they weighed in at a fairly weighty 1600 MS Points (around £12).  In similar hefty story DLC, Bethesda released the Dawnguard expansion for Skyrim.  Adding a new story, game area and weapons amongst other things to Skyrim it is certainly on the good end of the spectrum but weighing in at 1600 MS Points, my first few hours have been slightly disappointing.  This could be because Skyrim is so incredibly generous with its content (that I doubt many have completely finished) that it's hard to be overly impressed by what is offered.  Also from Rockstar was Red Dead Redemption's Undead Nightmare.  A DLC that offered a whole new story, game areas and completely new play style to the Wild West epic.

Also something positive about the much-maligned EA (really)!  The recent Euro 2012 tournament would normally have brought a full game with a full price tag to UK and European stores.  In an interesting change EA released the Euro 2012 tournament as DLC for last year's Fifa 12.  At a pretty reasonable £15.99 (1800 MS points) added stadiums, kits, commentary, game modes and a Euro 2012 skin to the game.  I have to admit to not having played it but believe it is a reasonable addition that is certainly better than the full retail World Cup games of the past.

The Bad


Most of the bad for me can be summed up in one (long) word - microtransactions.  Games companies, and perhaps gamers, seem to be convinced that spending a small amount on something fairly useless or pointless is quick and impulsive.  It is a system that has worked to great effect on the App Store and iTunes where 69p games are bought in huge quantities.  I'm not writing about whether the business side of it makes sense, I'm wondering whether it is good for gaming. 

From the infamous horse armour to costumes for everything in many games microtransactions exist in most games in some form or another.  A recent piece of work by Gamesradar.com, showed that buying everything for PS3 hit Little Big Planet 2 weights in at an astonishing £304.65.  How much of this content could have (should have) been included in the original game or at a vastly cheaper cost?  Is this purely about monetising and exploiting hardened fans of any series.  The release of map packs has become regular big business for the likes of Call of Duty and Battlefield 3 and the recent influx of 'Elite' season pass systems means charging in excess £35 for an unspecified number of map packs and various other advantages.  Without the access to map packs it can create something of a haves and have nots society on line and for those who want to be included in clans and groups the pressure to buy is large.  The upcoming Fifa 13 is set to trial micro DLC by charging customers to download classic kits amongst other things.  Unnecessary but certainly something that taps in to a fans desires.

On disc 'DLC' is another controversial aspect currently hitting the gaming industry.  Capcom sparked controversy when admitting that 'downloadable' characters were actually included on the disc and unlocked on purchase of a download code.  Whilst the anger around this centred around paying for something that had already been bought, I think people missed the wider problem.  Capcom aren't going to start giving these characters away, they are simply going to not include them on the disc and then release them as genuine DLC in future.  The wider issue is the holding back of finished content to release it at a later date.  Where is the line with this?  Ridge Racer Vita released at a reduced price and you bought the content you wanted.  Buying all of this content meant that the game eventually weighed in at a regular Vita game price (£30.84) and I guess there is an argument for buying the game you want, tailored to your desires.  This is a confusing addition for more casual gamers however and perhaps serves to make gaming more hardcore in an age of more casual games.

The final bad for me is exclusivity of releases.  Again I'm sure that this makes great business sense for Microsoft and Sony but can leave consumers left out.  Many consumers can only afford one console and the idea of timed exclusive content for a game that is out for multiple consoles it does cause me some concern and widen the console divide. 

Overview


DLC is here to stay.  It makes too much money for publishers for it to go anwhere and sadly microtransactions and 'freemium' gaming (free game and paid microtransactions) might become an increasingly regular business model. Freemium is already regular on mobile games and Cevat Yerli CEO of Farcry and Crysis developer Crytek, believes that free to play games are the future.  Microtransactions will be necessary to compete in most games.  Will this lead to a total cost that out weighs the current off the shelf cost of games?  If it does, will it be a development that kills the industry as people feel that they can't compete unless they're willing or able to pay lots of money? 

I'm already concerned by the direction single-player, story based gaming is going as online multiplayer becomes a more important business model to combat trade-in.  If companies are able to make huge amounts of money by releasing identikit, microtransaction based games then what will the future hold for single player or offline experiences? 

As always, your thoughts about free to play games would be appreciated and replied to.

Friday 22 June 2012

Holy Lego Batman 2 Review



With a distinct lack of Vita specific reviews around for this newest release from Traveller's Tales in the Lego series.  The game is obviously a follow up to the first Lego Batman game and let's start by saying it plays exactly like other Lego games I've played.  If you've played Lego Star Wars, Harry Potter or Batman before then you'll know what to expect.

Despite some of the misleading write ups on sales websites (including Amazon), the game does not include an open world Gotham City as the full console versions do. The game is instead based on the PSP and DS build of the game.  This heritage shows itself particularly in the cut scenes that play out in a startlingly low resolution that look truly horrendous on the Vita's beautiful OLED screen.  This is a great shame as the comic story telling is truly a joy in the modern, hyper violent game world.  The dynamic between Batman and Superman is consistently amusing with Robin's idolisation for The Man of Steel only adding to Batman's irritation.  Whilst the resolution is incredibly poor they are still watchable and fun.  One slightly jarring sign that the game is shoehorned together from other ideas is the fact that characters in these cut-scenes will at times be wearing costumes that not only were you not wearing at the end of the stage but that don't even exist in the Vita version of the game.  It's this sort of shoddy work that makes the game seem a little like an insult to Vita gamers.

Instead of the open world the game is played out in continuous stages with a Bat Cave hub accessible at the end of each stage to create characters and enter game modes such as Justice League and Freeplay.  Whilst it is a shame that the game lacks this mode, there is a feeling of, 'If it's not broke, why fix it.' and the level to level gameplay is fun. Without having played the full console version it's impossible for me to say how much of a loss the open world and vehicles etcetera are.

The graphics in the actual game are good and look very close to the console version of the game.  Things have the usual Lego charm all around and the stages are nicely designed with enough density to keep you collecting for some time.

The talking minifigures actually added to the story sections for me and didn't make the game lack charm as many have complained.  Much of the humour is still apparent and the nice dialogue is added to the clever physical comedy that Traveller's Tales Lego games are so famous for.  Sound in general is a little tinny but this is largely a problem with the Vita itself and is cleared up a lot with a good set of headphones plugged in instead of relying on the onboard speakers.  Traveller's Tales have certainly put some effort in to the voice actors including big game voice actor Nolan North and Hollywood 'star' Clancy Brown.

One of the game's strongest points is the fan service that it pays.  I'm broadly a superhero fan and dozens of DC Heroes and Villains show up at some point.  From the expected arrival of the likes of Superman and The Penguin to the slightly more obscure Captain Boomerang and Hawkman the game is littered with heroes and villains.  The opening chapter alone has The Caped Crusader plouging through a large number of villains in quick succession.  The first time Superman arrived gave me a little buzz of joy with the familiar John Williams score and flapping red cape.

Overall this is a lazy port for the Vita.  As it's not Traveller's Tales first Vita release (Harry Potter Years 5-7 is already out), I would have expected a little more effort from the company.  From the low resolution cut-scenes to the lack of any open world it is a great shame that more effort wasn't put in.  The Lego game magic is still here in spades.  It's a fun addition to the Lego series and as a superhero fan it was an enjoyable way to spend some portable time.  I hope that future Lego games (I'm looking at you Lego Lord of the Rings), port the big console version to the extremely powerful Vita and not leave portable gamers with a watered down version.

The Good
  • Great fun gameplay (and replayability) that's good for the whole family.
  • Enjoyable cut scenes.
  • Stacks of great DC Universe characters.
  • Any game worth playing on the Vita is a good thing.
The Bad
  • Lack of the Gotham City open world from the full console version.
  • Terrible resolution on the cut-scenes.
  • Lazy port of PSP/DS version that lacks love and attention.
Overall









Must try harder

Monday 18 June 2012

Do online sales make sense?


 
Due to the paucity of Vita games at my local major supermarket and my incredible inpatience I took an unprecedented move in my gaming history and last week paid full price for a digital download of Gravity Rush.  The price was pretty reasonable clocking in at £29.99 when the boxed product of the game seen in HMV a few days later was £34.99 without the DLC that was included with the download product but I did immediately suffer a touch of buyers regret. 

The game itself is fantastic (I will post a review in a few days) and the purchase itself isn't what I regretted, it was the digital purchase. 

According to a recent BBC story digital downloads now account for 25% of gaming sales and gamers by their nature are surely one of the first demographics to get on board with this sort of purchase.  PC markets such as Steam are doing very well with convenience and reasonable pricing (particularly during regular sales) but there are several things that don't tally well for me with the way consoles are selling their products.

Firstly, the cost.  Boxed products must be physically created, shipped around the world and sold from stores that demand a cut of the profit.  Why then is the cost of a digital download usually very similar or often more expensive than boxed products, particularly when sold through online retailers.  Sony, Microsoft and Nintendo can obviously take a bigger cut through their own online stores but a quick comparison of best prices found online and Xbox Live or PSN is included here:


The difference is quite striking on this fairly random selection of recent releases and top sellers climbing as high as a ridculous £30 difference.  

Second problem (and the one that should make publishers want me to buy digitally) is the lack of ability to trade in.  For gamers whose income is limited the ability to trade in is surely a must and when digital downloads cost as much or more than boxed products why would people buy them.  My copy of Gravity Rush sits on my memory stick and can't be loaned to friends or traded in.  The money is spent and never to be seen again.  I don't trade in a lot of games these days and have a growing collection of boxed games on all of my home consoles but I know I could trade in any of them if I wanted to.  Pre-owned games is currently big business for high-st retailers, generating billions of pounds worth of revenue worldwide. Money that isn't making it to the games creators or publishers.

The third problem for me is the actual lack of a boxed product.  As a gamer I quite like having the product on my shelf, showing an impressive collection of games.  I also like having the instruction books and 'stuff' that go with buying a boxed product.  Where would I be without my lovely big map of Skyrim or Liberty City to help me find my ways through the early days?

Another issue is the worrying existing of who holds the digitial rights to downloaded games.  Amazon's Kindle faced ownership issues when it digitally deleted two George Orwell books over copyright issues.  Could Microsoft or Sony pull an Amazon and delete or remove a game if an issue becomes a problem?

Finally the actual cost falls to me for providing a storage medium.  This is less and less of an issue but with the cost of a PS Vita memory card costing £25 for an 8 GB card it only takes a couple of games to fill this.  My aging 360 that came with a once adequate 20 GB hard drive is struggling to have room for the DLC I want, let alone full games.

What benefits to digital download? 

It means that I can get the game I want, when I want with very short wait time and without getting off my couch.  Online stores demand a wait for delivery although this is negated slightly by the fact that preorders are often shipped and arrive before or on release date from major online retailers.

The only other benefit I can think of is being able to get difficult to find games.  Vita games are currently very poorly stocked at most stores near me and I live in central London and my 'local' stores are flagship Oxford St outlets of Game and HMV.

Now I understand that PSN or Xbox Live is simply selling at RRP but why are the games manufacturers shackling themselves to a price that other retailers simply do not.

At the moment console manufaturers are slightly beholden to games stores and undercutting them completely is probably not wise but at the moment they're not even competitive.  With the vast difference in boxed prices of games and downloadable games and the actual product that you buy, downloadable games on consoles are a tough sell.  I would doubtlessly be more tempted to make online purchases of big titles more regularly if they were more reasonably or competively priced (I'm as lazy as the next man). 

I do worry about a time when console manufacturers take the choice out of gamers hands.  With the ill-fated PSP Go, Sony ventured in to the digital download only market.  The iPhone and Android devices are proving that games can be sold en-masse to gamers in downloadable form.  What's certain is that games companies are trying to take more control of their own market with the increasing prevalence of extra codes to play games online and the rumours that just won't go away about one use games on next gen-consoles.

If games were noticablly cheaper through PSN or Xbox Live then I would buy more games from them as price is without doubt more important to me than the other issues I've mentioned here.  Let's hope that the future of our industry sees good changes to the way games are sold and pricing.

(*All prices taken on 18/6/12 from PSN, Xbox Live, Shopto.net, game.co.uk and amazon.co.uk)




Tuesday 12 June 2012

Take play seriously!

Probably wondering why he bought Two Worlds and not Skyrim

Is the mainstream media's view of gaming range from the short-sighted to laughable?  This week CNN, one of the world's biggest news outlets, published a peculiar report from E3 asking whether the Wii's new controller (the Wii U) would breathe new life in to the ailing console.  There was no mention that this was a completely new console or new hardware for the Wii and will doubtlessly lead many millions of Wii owners down a distinctly misinformed area.  Would similarly poor reporting be accepted with regards to other areas such as sport, news or even movies?  This terribly misinformed article made me think about other views of gaming in mainstream media.

Ranging from the horribly misinformed, and infamous Alan Titchmarsh video games conversation (I couldn't find one without captions) through to an array of horribly negative reports in a wide number of mainstream publications, is enough positivity or even balance given to our increasingly popular hobby?

The Times UK has separate film, music, books, TV and stage sections on its website.  The BBC makes some effort with it's Click section available under the 'technology' heading, not in the 'entertainment and arts' area of the website.  The BBC does devote a regular BBC one TV show to a mature look at movies but nothing specific for games.  CNN reports on films, music and TV under its 'entertainment' section and again any scant gaming news is placed in 'technology'.  The Daily Mail includes film, music and theatre reviews without a look at games at all; if you search for the word game on the site one of the top stories to appear is a negative story about Carmageddon's kickstarter project.  There is some effort made by some national newspapers online sections with The Sun, The Guardian and the Daily Mirror containing reasonable sections on gaming although from my experience the amount of space given to gaming within the newspaper is minimal.

Is it fair to compare gaming to other areas with regards to the amount of coverage it deserves?  The statistics seem to suggest that yes it is.  Global video games revenue is certainly comparable to that of the movie and music industry and, from a business stand point, is significantly more profitable than movies.  Call of Duty: Modern Warfare 3 beat Avatar to a billion dollars worth of sales by a day and through ongoing sales, map packs, and Call of Duty: Elite continues to be a cash cow for the publishers.  Finally the average gamer is reported to be in their 30s and close to 50% of US homes own a dedicated gaming console.

Why then, is gaming viewed so negatively in the mainstream?  Obviously a number of violent video games are made and sold although reports suggest that only 5% of game ratings in Europe are given 'Mature' ratings and only 4 of the top selling computer games in 2012 were rated at the highest age rating.  How different is this to movies with such films as the Saw films, Hostel and The Human Centipede gracing the UK recently.  Although it shouldn't really matter what the rating of the game is.  With an average gamer age of 30, isn't it up to the parents of gamers to manage what children are playing not up to games to be pilloried for violence.  In a strange twist, violent movies such as Tarantino's Inglorious Basterds get nominated for numerous Oscars and the Daily Mail review calls for more scalpings but the same newspaper contains dozens of stories about the effect of gaming.

I personally want gaming to be treated with more balance in the mainstream media.  The games industry is still in it's infancy in comparison to music and movies and there is plenty of room for growth.  I hope that as the current generations grow up, it will be viewed in closer terms to other entertainment and artistic businesses.  As an adult working in a professional job, colleagues and friends are still somewhat surprised by the fact that I still choose gaming as a primary hobby and the idea that perhaps I should have moved on is noticeable (no such prejudice exists when I say I'm going to watch a movie however).

Sunday 10 June 2012

(Zom)Believe in giving little games a go.

Project Zombie Ronald Aniban
For the last few days I've been satisfying my wait for The Walking Dead Episode 2 by playing a little indie game called Project Zomboid by Indie Stone.  The version I have been playing is the current 'full release' of version 0.15d which is several months old and is soon to be replaced by version 0.2r which addresses some of the issues I faced (if this is the case then I have not included any gripes about it here).  I can't claim to be an expert on this game having played for a length of time in low double digit hours but have tried to get a taste of much of what is available at present and some of what is to come.

The game itself is about survival; plain and simple.  It challenges you to tell the story of your own death in the game world.  There is no pretence that you can 'win', you simply last as long as you can.  I guess a little like Tetris in that respect, you'll never finish it, simply increase the delaying of your inevitable flesh chompy death.  In order to help you survive you have a deceptively detailed crafting mechanic to help you.  You can use planks and nails to board up windows and doors, you can chop down doors to get planks, you can use sheets to make bandages and to cover windows and so on.  There is plenty of food to eat although some of this spoils and goes off if you don't do anything with it and can be combined with other things to be cooked.  The player has some simple 'moodlets' that let you know if your character is tired, hungry, scared, sick, wet etc. This allows you to carry out actions accordingly.

There is a basic introductory story mode that includes a nicely tense lead in to the game and some good character introduction with a shotgun toting psychopath.  The true heart of the game however lies in its sandbox mode.  The opportunity to choose from a small set of similar player characters, choosing some skills from a skill tree and surviving for as long as you can is thrillling for a number of play throughs.  Do you want to sacrifice being overweight to have the bonus of strength or hard of hearing to have the bonus of great sight but remember, when you're dead, you're dead!  No save points!  No chance to try again so you better not make a mistake or it's game over for good. 

My personal longest survival was a fraught affair, holed up in a house with as much food as I could muster early on.  All the windows sheeted over and spiked baseball bat in hand I even managed to hold out through a few days with a sickness and fever.  The problems came as food (and Whiskey) began to run low after a dozen days and I needed to venture in to nearby houses for supplies.  On reaching a warehouse the goods were too good to turn down and I overstocked.  Weighed down by a shotgun, stacks of food and gas canisters progress home was slow and I was caught out in the open at night.  Even an expertly crafted Molotov Cocktail in their midst wasn't enough to hold off the drooling hoards of flesh-eaters and I was destined to be starting again.

The crafting system is still limited in what you can create.  There are bugs and crashes early on.  The graphics and moodlets are reminiscent of The Sims from 12 years ago.  But it's unfair to judge Project Zomboid for its flaws as it is clearly in its early stages with big plans for growth.  Playing like The Sims meets Left 4 Dead, if Indie Stone can apply some polish there is clearly a diamond here waiting to be discovered.

The Project Zomboid community looks as if it's thriving with tens of thousands of views of posts in the company's own forums and an impressive 11,000+ likes of the company's Facebook page.  Even celebrity gamer Graham Linehan is a fan.  It's certainly a community and a game that I will be keeping a close eye on in the coming months and years to see what they can do with this with more and more input.  Is it possible that this could become the next Minecraft and go big?  I say, why not?  This is doing something that I haven't seen anywhere else and clearly there is a desire for what Indie Stone are doing.  Whether the core of the game will be able to be kept as the game becomes more popular and there is more call for casual features to be added will be interesting to see.  Whilst some sort of ability to save and return is a necessity, I for one hope that we don't see too many more casual friendly features added as the fear of death is the mechanic that keeps tension in each playthrough.

If you want to know more you can find the game at http://projectzomboid.com/

Thursday 7 June 2012

Save our Vita!

Don't touch the Sad Face.

The Vita was launched earlier this year to a mild and underwhelming fanfare.  At a high-end price point, Vita was targeting the core gaming market with it's dual analogue sticks, top quality graphics, true online multiplayer and the ability to touch every screen possible.  A few months and one E3 later the Vita is limping along with sales of 1.8 million to the end of May.  The sales figures aren't what worry me most as a Vita fan but the lack of support from Sony is terrifying.  Sony have targeted sales of 10 million in this financial year but who is going to buy one at its current price with the games lined up?

I have to admit upfront to being a Vita fan.  I bought one on day one and have loved Uncharted, Rayman Origins, Everybody's Golf and I can't wait for Gravity Rush next week (the demo is great).  With enough good games I could easily see the handheld become my primary game console with high quality games without the requirement to take over the lounge; something that is more and more important with a grown-up life.

We're in the early days of Vita's life but what worries me is the distinct lack of big name exclusive titles.  Assassin's Creed Liberation and Call of Duty Declassified both look like big name potential system sellers and Playstation All Stars might sell consoles in the US where Super Smash Brothers is immensely popular.  As a quick aside, it takes some skill to ignore Jack Tretton's gaff of describing COD as the first dual stick, online multiplayer game on a portable system which must have made Resistance Burning Skies developers, Nihilistic, cry in to their collective dinners.

Where though were the big name internal announcements for the handheld?  Where was Gran Turismo, God of War or Killzone?  We're left looking forward to spin-offs and remakes this year like Metal Gear Solid HD (a game released on other consoles months ago), a remake of Jet Set Radio, portable versions of Lego games and no doubt stripped down versions of a collection of EA sports games.  Until Sony can build some confidence in the console by releasing games that sell what would make a Rockstar or Capcom release a decent, exclusive Grand Theft Auto, Resident Evil or Monster Hunter, a guaranteed system seller in Japan. 

PS One Classics and PSP games, whilst a nice addition to current Vita owners, are simply not going to sell systems.  I will download my already purchased Final Fantasy games and recently picked up the Persona games from PSP but this isn't going to get people buying the console in their masses.  The fact that PS One Classics was a 'reveal' in the Sony conference is remarkable and I hope that Jack Tretton was embarrassed to announce it as a big deal.

What future for the Vita then?  The sales, whilst slow, aren't significantly behind the sales of the DS and 3DS in their early days and both of those managed to catch up.  With the Vita's links with the PS3 coming, it will be interesting if there is anything that can increase sales over the next year and in to the Wii U's life where the Vita has the potential to rival the tablet controller on Nintendo's next gen system and SmartGlass on the 360. 

Despite a 50 euro price cut in France, Sony insist that they have no intention of cutting the  price elsewhere.  I can't help but feel the 10 million proposed sales is somewhat ambitious for a system that was outsold in weekly sales by the Wii  at the end of May (and by the PSP in Europe and Japan).  Unless Sony act now to save the Vita then it could be too late before they get off their behinds and do something about it.

Tuesday 5 June 2012

Game design by numbers.

Action games all the same
Having seen both the Sony and Microsoft conferences over the last 24 hours, I can't help but feel a worrying convergence in the games market.  Only a few of the games weren't big number sequels or copies of other, already popular games.  Playstation All Stars: Battle Royale looked like PS3 Super Smash Brothers (with less lovable characters), as I said yesterday Forza Horizons looks like Need For Speed or Burnout and the similarities between COD, Battlefield, MOH Warfighters and Ghost Recon Future Soldier are startling.

Some of the stand out games of E3 (Beyond, Watch Dogs and The Last of Us to name the top three from Sony's conference) were new IPs and both doing something different to the rest.  With many of the games sticking to accepted formulae how do we expect to find the next big thing?

I worry we're stuck in something of an 80s action movie era.  The films came thick and fast with various muscle-bound, wise cracking heroes and sure, there were some hits, but the majority were forgettable movies with a by the numbers plot that could practically be interchanged.  Save the world... blah blah... kills the bad guys... yeah yeah... get the girl... and so on.  This could be said of many of the current set of hits.  Take a heroic protagonist/group of soldiers, put them in a world ending conflict and blow stuff up.

Why does this problem exist though?  I can only suggest that it's our fault.  Probably not yours if you're reading this as it's a pretty obscure gaming blog and only likely to be read by hardcore gamers.  But is it the masses of gaming that cause this.  Call of Duty sells like the proverbial hot cakes every year no matter how bad it's considered by the majority of players and why wouldn't EA, Ubisoft and co all want a part of that action?  Forza 3 (Metacritic 92) sold less than 4 million copies but Need for Speed The Run (Metacritic 68) sold around 4.6 million, it must be noted that NFS, whilst much worse, is on all formats.  Why wouldn't the excellent Forza try to become more like the mediocre Need for Speed if it can boost sales?

How do we change this problem then?  I implore everyone who reads this to try something different in gaming.  Go and download Journey on your PS3, The Walking Dead on everything, To the Moon or Frozen Synapse on PC.  Support smaller developers and let them give us games that take risks.  This has happened in movies with smaller indie film makers rising up to give us such film beauties as The Royal Tenenbaums, Lost in Translation and Up In The Air.  I'm not saying that I don't want to play the next Splinter Cell, (I really, really do want to play it) but I am saying get out there and try something little and give it a chance. it may surprise you.

Monday 4 June 2012

Microsoft E3 Press Conference

File:Xbox 360 Logo.svg

'Games at the forefront of what we do,' was one of the key messages given by Microsoft's Xbox team throughout their hour and half press conference from E3 today and they weren't entirely lying although it was sadly a little underwhelming.  Halo 4, Call of Duty: Black Ops II, Fable: The Journey, Forza: Horizon, Tomb Raider, Resident Evil 6 and Gears of War: Judgement all made unsurprising appearances in some form or another during the show and it would be trite to say that they didn't get my gamer blood flowing.

Halo 4 is looking good and polished with an opening of a UNSC science ship crashing on to an unknown planet.  Master Chief turns up to investigate and soon comes across some covenant, using a redesigned battle rifle and assault rifle the chief makes short work of a few of these before they are destroyed by an unknown foe.  We're then introduced to an organic-looking AI enemy, one of whom drops a weapon which Cortana quickly explains is early Forerunner technology.  A few new Forerunner weapons and a new heat-sensitive visor are shown off but again nothing overwhelming.  Call of Duty went through its usual paces of scripted scenes and big explosions.  Some were certainly impressive, especially a building collapse near the end of the scene.  How much do people care about what Call of Duty does in its single player mode though?

The most interesting gaming addition of the show, for me, was the announcement of Splinter Cell: Blacklist.  It looks like the same engine as the very enjoyable Splinter Cell Conviction with Sam Fisher, now firmly back in the fold as the leader of a newly founded unit Fourth Echelon.  With Sam moving quickly through his environment killing on the way, the game looks polished and surprisingly close to ready considering its Spring 2013 release date.  Kinect support is integrated and Sam can distract guards and call in support from home base using voice commands.

Whilst we're on it, Kinect support looks to be highly pressed by Microsoft with the addition of Kinect features for Fifa 13 and Madden.  A slightly puzzled looking NFL legend Joe Montana was dragged out to make a few calls as a quarter-back and Kinect seemed to pick them up nicely and a short video and talk demonstrated Kinect being used to change formations, make substitutions and direct your players in 'Be a Pro' mode.  A quite nice touch was shouting at the referee and the commentary picking up on the anger at a bad decision; I was left wondering if you get booked for swearing though.  Fable Journey looks a little like a fancier Gunstringer, although I do love the universe Lionhead have created.

The biggest 'surprise' of the show was the announcement and demonstration of Xbox SmartGlass.  This had previously been leaked but some of the integration, particularly with games, could be very interesting.  We saw a return to Madden 13 with the use of a Windows 8 tablet being used to select and draw out plays and a return to Halo 4 with the integration of game and tablet by selecting a ship on screen and getting information on the tablet.  With the right developers this could be a brilliant addition to the Xbox but I worry the best uses will be limited to a few creative developers.  Rather brilliantly however is that this will work on existing tablets including iOS and Android devices.

Most disappointingly though were the apparent attempts at copying other games and console ideas.  Tomb Raider and Resident Evil 6 both look like they're trying to capture some of the pace of the Uncharted series with scripted moments through collapsing environments.  New Xbox Live game Wreckateer is a fairly shameless Angry Birds ripoff in 3D (and was described as rad!).  Forza Horizons has too much of Burnout or Need for Speed with more realistic vehicles look for me.  New game from Signal Studios, Ascend New Gods, looks like it has clear pretensions to Shadow of the Collosus.   And even Xbox SmartGlass, whilst quite interesting, is a clear attempt to pick up the Wii U market before the Wii U even comes out.

Asides from a handful of celebrity appearances, the aforementioned Joe Montana, South Park creators Trey Parker and Matt Stone showing South Park RPG and a frankly peculiar 5 minute Usher interlude linked to Dance Central 3 near the end of the presentation, it was a pretty by the numbers press-conference.  The reveal of the previously leaked SmartGlass raises some interesting possibilities and I'm intrigued to see what innovative developers can do with it beyond inventory management and maps.

I'd be intrigued to know what others think so leave your comments in the box below.

Sunday 3 June 2012

This is a man's world!


assassins creed 3 liberation slider 2 Assassins Creed III: Liberation Revealed For Vita

"Female assassin in the lead role? big fail ! nooo thank you"

"Okay, I'll say it: I think having a female assassin is a bad idea!"

This weekend Games Informer let slip that the Playstation Vita was getting its own Assassin's Creed and, not without controversy would be staring a female assassin, Aveline.  From outright aggression to the attempts at humour with the mention of 'touch screen input', message boards I've looked at have been dotted with negative comments. Now whilst the two quotes I've shown above are in the minority, sadly the fact they exist raises a question about how accepting gamers are.  Female characters have existed in games for a number of years but have always been overtly sexualised creations with big chests, small waists and flawless looks.  Even supposedly 'strong' female leads such as Lara Croft have widely been characters flaunted for their looks whilst they jump, shoot and swing around the environment.  In the soon to be released Lollipop Chainsaw, there exists an Xbox achievement achieved by taking a peek up the lead characters incredibly short skirt.

Women are represented in games.  The much maligned publisher EA has included default female versions of the lead characters in Dragon's Age and Mass Effect (the latter of which raised it's own controversy).  Beyond Good and Evil had the strong female protagonist Jade who doesn't come across as an overly sexualised piece of eye-candy for male gamers.  And of course Metroid's Samus Aran is an almost completely positive role model even if she did appear in an 8-bit bikini at the end of the original Metroid.  Excluding the question mark over whether Lara Croft is a good role-model or not, the negative portrayals far outnumber the positive.  From Dead Or Alive: Xtreme Beach Volleyball (which amazingly got a sequel and a PSP spin-off) to Bayonetta's high-heels wearing 'sexy' clothed witch, women have regularly been little more than sex objects in games.

How different is this from the way men are treated in games though?  In my experience they either lean towards the wise-cracking and handsome (Nathan Drake, Ezio Auditore) or brutish commando (Gears of War).  I don't personally mind these male stereotypes and accept that as most games are in someway attempting to be action movies I am likely to be either Bruce Willis or Arnold Schwarzenegger.  Whether or not I am supposed to relate to an American voiced, hulking super-soldier doesn't seem to be considered.  Do I relate to Marcus Fenix?  Not particularly.  He is just a vessel through which to play an enjoyable and well-crafted game.  Would it matter if the lead was female or out of shape?  I don't believe it would, although I accept that the muscles are vaguely in role for the game.

This doesn't mean that games shouldn't be more representative though.  Like no other medium games project us on to the world that we play in.  The drama that surrounds women, homosexuality and religion when they are represented in games is astounding in a supposedly enlightened 21st Century.  Studies seem to suggest that around 40% of gamers are women and 60% of The Sims 125 million players are female.  I don't believe that female gamers need more female protagonists though but perhaps more games designed with women in mind or even by female developers.

Back to the original idea of Assassin's Creed: Liberation though.  Regardless of the gender of the lead assassin, more high quality reasons to play on my Vita are warmly accepted.  I'm looking forward to spending time in 18th century New Orleans with Aveline and look forward to finding out more about the game at E3.

Thursday 31 May 2012

E3, can't wait to see

I have to be honest and admit that I've wondered whether I enjoy the world around gaming almost as much as I enjoy the playing. I eat up previews, new releases and anticipation of new things. As many gamers do, I await E3 with a keen excitement each year to find out what's coming. Here are my hotly anticipated games this year (everyone else writes one, why not me?).

The Last of Us (Naughty Dog)


Following up Naughty Dog's Uncharted trilogy is a task for a brave set of men but like pioneers embarking on a trip to uncharted territories the California based company look like they might pull it off. What little I know of the game so far can be gleaned from a few short videos although they show a well crafted game world and solid believable characters. Joel looks like the sort of character that I want to spend some time with. He's a brutal killer who has been surviving for a long time in a world that seems set to try to kill you.

It will be interesting to see how Naughty Dog balances the question of which is more brutal, the monsters that roam the world, your fellow humans or your own character and his loss of humanity. Whilst Joel is a brutal survivor, his fellow young survivor, Ellie, might be the heart in the story. I don't expect Joel to have Nathan Drake's wisecracking demeanour but hopefully Ellie can give us something worth fighting for in this desolate world.

Looking like it's one part Uncharted, one part I Am Legend and one part The Road, The Last of Us looks like one to eagerly look forward to. Whilst we're about it though, if Naughty Dog want to announce Uncharted 4 then that would be pretty good too.

Grand Theft Auto V (Rockstar)

Sadly we're currently working on even less with GTA 5 than we are with The Last of Us. Just one video that has been doing the rounds for 6 months and a bucket load of, 'What we want from GTA V' pieces on websites. After the hours I put in to GTA IV and its expansion DLCs, how could I not wait expectantly for this.

Hopefully this keeps the more serious and realistic tone of the previous game but it looks like having a pinch of humour and in game jokes with the glimpse of a tired and drunk Niko Belic-alike. I can't wait to find out a little more at E3 and hopefully, with a rumoured release before the end of the 2012/13 financial year then now is the time for Rockstar to stop hiding the goods.

The Last Guardian (Team Ico)

Sure, this may not be at E3. In fact, it may not even exist anymore. It has been a long time since this game was first seen (E3 2009 for those that are counting) but how could this story of a boy and his massive bird, dog, cat creature not be near the top of everyone's most anticipated list? Rather upsettingly for a gamer with the commitment I have, I only played Shadow of the Colossus and Ico when they were re-released on PS3. However I found both to be remarkable games. Fumito Ueda is a designer who tells stories written very specifically for games. Unlike many other designers he doesn't appear to be a frustrated film director but understands the medium he works in. With open-ended and interesting tales to be told Team Ico's next game could well be a classic; should it ever appear.

On that note Sony recently stated that progress was slowly continuing and that Ueda worked on the game on a daily basis. This is from a team that assured us in February of 2011 that it would release during that calendar year though. When it comes, will it be worth the wait? After playing earlier Team Ico games, I sure hope so and in the mean time bring on the Colossi... again.

Tuesday 29 May 2012

A Journey to be savoured


I can't hep but liken Journey to a story of a life. From the tentative ambling hops of your beginning, to the confident, swooping strides of adult life, to meeting a stranger to spend your time with, to your slow shambling loss of this physical freedom as you reach the end of your tale.  A little deep for a game that involves flying around a desert and making beeping noises but the best metaphor for this wordless masterpiece.

As I'm sure anyone who is reading this is already aware you begin in a nondescript desert with a shining mountain top in the distance.  The hand-holding so apparent in many modern games doesn't exist here and you're more or less left to decide where to go from there.  A few button presses and you're taking your first small hops and glides around the landscape and sliding down the odd dune.  Like a newborn fawn, you're beginning to find your feet and begin your journey in the only direction that seems to have a point (literally and figuratively).

Before long you've collected a few of the glowing symbols the dot the landscape and your flights and glides have increased.  It's enjoyable to soar around the landscape and all would be lovely as a single player experience.

What sets Journey apart however is the subtle yet affecting multiplayer.  The first fellow wanderer I came across filled me with a feeling of desire to share this desolate, lonely world with someone.  And whilst I adventured through Journey I met around 10 or so other souls to share my journey with.  Whilst I was with them the world became a slightly better place and after the brief but effective story sections, I found myself seeking out my nameless fellow wanderer in the new section of the game.  I was also reluctant to turn off the game whilst I was with someone and at times had to drag myself away from a playthrough so as not to just plough through the game in one sitting.

Multiplayer gaming is in quite a state if you ask me. I'll write in more detail about why I think this some time soon but the Journey  gets multiplayer, amongst many other things, right.

Some won't get it, will miss the point entirely and I can only imagine in years to come people will be amazed as this nears the top of best game ever lists.  The premise is simple.  The input minimal.  But the Journey is an experience not to be missed. 

Sunday 27 May 2012

Aliens: Colonial Marines - Multiplayer impressions.

Saving the world, one bad haircut at a time.


This weekend I attended London's MCM Expo and was lucky enough to get an all too brief hands-on with Aliens: Colonial Marines multiplayer component.  The game I got to play is the 360 version, currently running on PC and firstly it looks great.

I began by watching a team of Gearbox playtesters taking on a group of Colonial Marines in 6v6 combat.  The xenomorphs move quickly and gracefully around the scenery, based on the Hadley's Hope colony from the Aliens movie.  The stage is suitably dark and scary, although the Alien moves without fear.  The xenomorph I saw was quick and versatile and leapt from surface to surface with a deadly ease.  This is made easier for the player through the use of a 3rd person camera.  The marines you are seeking are outlined in yellow through walls and scenery for the alien to quickly close in on.  And when they did... well, things got bad quickly for any marines nearby.  I watched the xeno go through a number of special kills including walking up behind an unwitting marine and lifting him from his feet before its 'inner mouth' was used for the kill and using its tail to impale and lift the marine.  The coolest death sequence however was a xenomorph dropping from the ceiling above a marine and landing on top of him, killing him quickly.  These quick kills lead to a small death sequence.  In terms of gameplay though, it's important to remember that these instant kills did lead to a short time that the alien is caught in a kill sequence and is vulnerable to the guns of any marines nearby.  The player I watched spent much of his fight using his vision to see through walls and pick off any marines that strayed too far from the pack.

The feeling whilst watching the Alien was that they were something of solo, cannon-fodder killers and staying alive individually wasn't the most important aspect.  This didn't feel true whilst playing as a marine and the fear that flicked through you as you caught a sight of one of your hunters was very affecting even in the middle of a packed exhibition centre.

When my playtest began I was first given the option to choose a class from three that were unlocked.  They largely appeared to be differentiated by their primary weapon including the M4A1 pulse rifle.  The other two classes I got to play with used a shot-gun and another sub-machine gun that fired in short three round bursts.  The controls are much as you would expect if you've played any first-person shooter and I had no problem coming to terms with them.  Whilst with the pulse rifle, the underbarrel grenade launcher is mapped to the right shoulder button, the standard Aliens motion sensor (a brilliant piece of movie design) is mapped to the left shoulder button, a simple (and mildly ineffective) rifle butt hit is mapped to a press of the right-stick and a flashlight to the d-pad.  When using the motion sensor, your weapon is locked out but available quickly with a squeeze of the right trigger. 

My marine team was a fairly disparate bunch and we began in various corners of the map.  I was quickly killed by an alien whilst finding my feet but the fun began as our team came together slightly.  The game was quick and brutal and I believe I acquitted myself well, coming top for our group of marines, in spite of my team losing the team deathmatch overall.  Grenades proved an effective way of picking off troublesome aliens although aren't enough to unbalance the game against the speed and brutality of the alien horde.  I was once killed after suffering acid burns from being too close to an alien as he was killed.  The screen became mildly distorted whilst I died a painful death.  I'm not sure if there is a way to avoid death once covered in acid and simply had to watch and wait whilst I died.  Each time I managed a kill or an assist, a message flashed up giving me a points reward in dollars.  When I accidentally grenade killed my own squad, I was given a deduction in dollars.  I imagine these dollars are used to customise guns, perks and armour as in many other similar FPSs. 

One final addition is the availability of team based rewards (perks).  I got to see the Crusher alien, an enormous bull like creature that can charge in and break up a team of well drilled marines.  This alien type could kill fairly instantly on a good charge although if it misses is very vulnerable to a string of attacks whilst it completes its charge.  I also saw the marine automated sentry turret that seems to be based on the weapon seen in the Aliens Directors Cut tunnel scene.  This turret can sit and fire at any xeno it sees doing an effective job of covering a flank.  I expect there to be a slew of other perks when the game launches.

I can only imagine the version I played was the game in a relatively early state but it is already very playable and polished.  With nearly a year to go to launch I can truly expect big things for this game although it enters a market crowded by similar shooters.  With  a great franchise, Gearbox's skill and a touch of luck,  perhaps this can have something that sets it apart from the identikit shooters out there.  I was a big fan of the Brother's in Arms series and trust that the things that made that great can be carried through to Aliens: Colonial Marines.

Any questions, comments or feedback is greatly appreciated below.  I'll be posting more phots of the great cosplay from MCM Expo in the next few days and a first impressions of the upcoming Lollipop Chainsaw.

Saturday 26 May 2012

Day of Reckoning



The sad collapse of Kingdom's of Amalur developer 38 studios this week made me think about the incredible short-sightedness and immaturity of games developers.  The movie industry seemed to realise a long time ago that there was a limit to the number of films in any particular genre that people could watch.  Studios seem to work together to ensure that big movies stay well out of each other's way and a movie costs around ten pound to go and see and lasts two hours.  Games cost around £40 new and, in the case of many RPGs, can take long over 50 hours to complete.

Sadly Kingdom's of Amalur: Reckoning released a few months after the behemoth that is Skyrim and a few weeks before another RPG beast, Mass Effect 3.  Now I have to admit to not having played Kingdom's of Amalur and understand from its reviews that it isn't that similar to Skyrim but it surely suffers from seeming similar and releasing in the wake of such an enormous RPG.  If RPG fans were ready to dive in to another expansive world I imagine most would, as I did, wait for Mass Effect 3. 

Now, I understand the difficulty of releasing a new IP at any time but how can games companies continually get it so wrong.  We wait through a bigger drought than has hit the south of England in June, July and August.  Suddenly in September the games start coming thick and fast.  We're expecting the likes of Halo 4, COD Black Ops 2, Assassin's Creed 3, Medal of Honour: Warfighter, Resident Evil 6, Far Cry 3, Hitman: Absolution to name but a few of the big name, big number sequels.  How many perfectly good games, and more sadly perfectly good games companies, are going to get lost by trying to go up against these hugely succesful franchises.

Until game companies start to think more sensibly about the way games are released then I worry that we are going to continue to see losses like this.  People don't have the resources and time to play through games as quickly as they can watch a movie.  There is a limited amount of time to play big AAA titles and new IPs need to be releasing under a different model to the big outlay games.  Whether it's episodal content, cheaper pricing or subsidising pricing through advertising something needs to be done to get companies thinking more professionally about the business they are in and stop the sad loss to people's livelihoods and futures.

Wednesday 23 May 2012

No need to cry.

Beautiful gaming


Quanitc Dream's David Cage said this week that we didn't need a new generation of consoles yet and set an ambitious 2017 date on the requirement of 'the next gen'.  Anyone who saw Kara, the remarkable video from the studio, will certainly agree that Cage is doing something that many don't.  However, is he correct that the current generation of consoles is too tilted towards violence and RPGs and that we don't need a new generation of consoles for another five years?

Firstly, are we oversupplied with violence?  To get an idea of this I took a look at the top selling games on Xbox 360, PS3 and PC.  Thirteen of the top fifteen 360 games could be construed as violent or RPGs and eleven of the top fifteen PS3 games fit in to to the same category.  This certainly does seem to back-up the idea that we are perhaps oversupplied with these games but is Cage taking too simplistic a view on things.  Perhaps the games being made are there because they sell.  Hardcore gamers complain about the likes of Call of Duty and its identikit clones but perhaps that is because we, the gamer, continue to buy them.  Quantic Dream's own Heavy Rain sold well at around 2 million copies (as of GDC 2011) but this doesn't begin to touch COD MW3's 6.5 million day one sales in the UK and US or MW2's 18 to 20 million total sales.  Perhaps game designers aren't lacking imagination as Cage said, perhaps they are simply caught by the unavoidable fact that our hobby is many people's business.

On the second suggestion of no new consoles until 2017, I'm torn.  The most interesting games I have played in the last few months have not needed more polygons or better hardware.  To The Moon, Journey or Lone Survivor have all been interesting, quirky, different and thrilling in their own ways.  The industry is full of people and teams pushing boundaries and finding new and exciting way to use the hardware they are given.  I believe that David Cage and his team are capable of doing remarkable things with the current generation of hardware and I can't say I'm too ready for more.  After seeing the Wii U and it's difficult to comprehend tablet controller, I worry that one day we will pine after this generation of controller based gaming.  Without some brave souls I worry the ever increasing expense of console manufacture and game design will drive developers to need to appeal to the chattering masses.

What do you think?  Do you want more David Cage and something from Kara or are you happy to see more COD and it's itterative sequels?  Do we need a new console generation or are those wanting it setting us up for an incremental decline to casual gaming?

And here is that video... http://www.youtube.com/watch?v=j-pF56-ZYkY