Thursday, August 23, 2007

Too Much Negativity in Game Journalism


It isn't like me to poop over other game journalists and sites, but this time, I really couldn't resist the urge. Following the jump are my thoughts on the previews we've read this week for Metroid Prime 3 from IGN, Gamespot and 1UP respectively.

First up is IGN's piece on the game. Personally, I thought it was very well written and had just the right amount of criticism and hype.
Not only does Corruption run in both 480p and 16:9 widescreen (another first for the series), but it dishes out larger, more detailed environments, crisper textures, dramatically improved particle effects, depth of field blur, screen shakes, and what is easily the best utilization of bloom lighting in any Wii game to date. It may seem like a trivial inclusion to some -- games like Ico, for example, have developed visual styles that revolve around bloom lighting -- but developer Retro Studios has taken it to the next level. Environments, objects and particle effects alike are illuminated with a neon-like hue that fits exceptionally well within the game's science-fiction setting. Other visual additions are more pronounced. When bringing up Aran's scan-visor (activated by pressing the minus button on the Wii remote), you will now see the bounty hunter's face clearly reflected -- not just for a split second, as in previous titles, but permanently. That face may even show signs of change as you advance through the game.

The first thing I appreciate about that paragraph is the attention paid to the game's style, not just the graphical resolution. I think it's great that Matt took a second to point out the details about the visor, which is part of what made the first two Prime games feel so immersive.

Secondly, he also points out the improved visual presentation of the game, which is definitely something that deserves praise, seeing as how the "Gamecube 2.0" issue has been going around for a while now. He goes on:

Retro has also utilized the Wii remote and nunchuk for context-sensitive actions that create very immersive play scenarios. Samus oftentimes interacts with environmental pulleys and levers, all pushed, pulled and twisted with the Wii remote. You'll actually make the appropriate gestures with the peripheral to perform these functions. For instance, you might have to pull backward on the Wii remote to pull a lever down, then twist left with the controller to twist the on-screen device, and finally push forward to lock it back in place. In our experience, these maneuvers work very well and do not feel at all gimmicky.

Overall, an extremely positive hands-on preview of the game. In comparison, Gamespot's hands-on was neither critical, nor praising. The reason for this is that they are probably saving most of their words for their final review of the game. Still, overall impressions seemed to be positive.
Metroid Prime 3: Corruption looks a lot like its predecessors, both in style and technology. However, everything is a little crisper and more detailed. For a Wii game, it also looks quite nice. The addition of voice acting--and lots of it--also seems fine, but we doubt we'll get a chance to hear Samus herself speak. But we'll find out for sure very soon. Look for our full review of Metroid Prime 3: Corruption next week.

Next up, we have 1UP's hands-on preview with the game:

The manner in which Corruption presents its narrative feels like a step forward for the franchise, expanding the previous game's underwhelming realtime cinemas with interactive voiceovers and scripted events delivered Half-Life style. The story itself -- a seemingly predictable follow-up to Echoes that has the villainous Dark Samus infecting good Samus and her bounty-hunting buddies with Phazon -- amounts to little more than a premise for some old-fashioned space spelunking. Honestly, the presentation and scripting seem amateurish compared to what's going on in megabudget productions such as Halo 3 and Heavenly Sword.

Similarly, it's tough to stack Corruption's graphics against what you'll see in first-person games on other consoles. As expected, the same sublime artistry and cohesive aesthetic sensibility from the previous Prime titles return here, but at the same time, this looks awfully close to its GameCube forerunners. A few new blur effects and a rock-solid frame rate give it a negligible "next gen" sheen and crispness, but one look at the hyperdetailed, evocative visuals in BioShock will make the most ardent Wii-faithful envious.

First off, I'd like to point out that that first paragraph is self-contradictory. Narrative step forward, yet the presentation is amateurish? That doesn't make any sense to me at all.

Second: Comparing the game's visuals to Bioshock? A game on the 360, which was clearly designed with high-definition visuals in mind? That's extremely amateurish in my opinion, and I think that the editor writing the piece would have done well to keep the differences between the two systems in mind. A comparison to Bioshock should not even be present in the preview, forget complaining that Prime 3 doesn't hold up graphically to other FPSes on "next-gen" systems. If 1UP's final review is better than their preview is, I will gladly take back my harsh words. However...

I'm going to say it: If Metroid Prime 3 scores less than a 9.0 without a damned good reason to support its score, I will be convinced that the concerned site's reviewing system is very, very broken. A game that is clearly superior to its prequel, pushes the limits of the system it was designed for, has the potential to bring about a change in trends for console FPS controls, and above all, is extremely polished deserves no less.

[ADVANCE]

Sunday, August 19, 2007

What Happened to Retro's Design Sense?


Something I've noticed of late is that good art really seems to be lacking in games nowadays. Way too many people are willing to sacrifice good, believable art in favour of stylized anime-inspired crap that doesn't make any sense. Now, don't get me wrong ... anyone who reads this blog knows I am a huge anime fan. But that doesn't mean that a stylized, anime-ish design works well for every game out there.

Just a couple of days ago, I whined about how much I dislike Taki's new design in Soul Calibur 4. Now, I plan to do the same about Samus's look in Super Smash Bros. and Metroid Prime 3.

Before I go any further, I'd like to point out that I think Samus is, by far, Nintendo's coolest character. She's mysterious, she's silent ... she's just. Samus comes across as a mature person under her helmet. That said, I couldn't believe my eyes when I saw what she looked like under the suit in the original Metroid Prime. She was perfectly depicted. Mature. Not too young or old. Experienced. Maybe even a bit sad.


Then Prime 2 came along and messed things up completely. I'm afraid to say, I can't stand how Zero Suit Samus looks in Metroid Prime 2 / 3 and Super Smash Bros. Brawl.


Really, now. She looks like a girl. Nothing close to the battle-hardened woman you'd expect to see under her helmet. One could argue that you wouldn't expect to see a woman at all, but why the change in design after establishing such an awesome look in Metroid Prime 1?

I still love the Metroid franchise, and I will be finishing Prime 3. But, I really hope that in future games, Nintendo tries to establish a more suitable look for their most mature character that actually sticks.

I see no need to turn Samus Aran into a cutesy anime girl. The only reason I'm forgiving the constant changes in design is because the retro and handheld Metroids have always featured slight variations of Samus's face under the helmet. However, now that the games have made the jump to 3D, it only makes sense to establish a believable design that sticks with the character.

[ADVANCE]

Friday, August 17, 2007

Soul Calibur 4: What Happened to Namco's Design Sense?


Soul Calibur is probably my favourite fighting franchise ever. It doesn't suck like Mortal Kombat, it looks a hell of a lot more stylish than Tekken, and well, as nice as they are, the boob physics in Dead or Alive don't really do much for me.

Seriously, though ... the Soul games have always been something Namco has been extremely proud of since the days of Soul Edge. While SC3 wasn't as good as SC2, the updated visuals and tons of unlockable content made up for it. My two favourite characters? Taki and Seung Mi-Na.

While the latter got a nice facelift in Soul Calibur 3, Taki's look (which was at its best in SC2) hasn't always changed for the better.

Case in point: Soul Calibur 4. Hit the jump to see what I mean.


Taki in Soul Calibur 2. Asian, sexy and mean.


Taki in Soul Calibur 3. Cuter. Still asian. Still sexy. Not liking the mouth piece, but not too bad overall.


Taki from the upcoming SoulCalibur Legends. A mix of the SC2 and SC3 styles. Still cute. Still asian.


Taki from Soul Calibur 4. WHAT THE FUCK?

[ADVANCE]

Live Arcade for Windows: Five Games We Need


The "Live Arcade for Windows" rumour has been making the rounds for the last week or so, and has certainly spurred an interest in the concept of bringing Xbox Live Arcade titles over to Windows Vista.

However, as anyone in their right mind would probably realize, there is no way in hell Windows users are going to pay to download these games off of Microsoft's Live service when they could simply download ROMs and emulators for the same purpose (and probably already have).

The solution? Simple. Set Live Arcade for Windows apart from Xbox Live Arcade in a manner that will actually be of interest to PC owners. Bringing back hard to find, retro PC titles would be a step in the right direction. Keeping in line with bringing more original content and less "headlines" to FWA, I've put up a link to my Games.net article discussing this concept below. Let me know what you guys think!

[Live Arcade for Windows: Five Games We Need]

[ADVANCE]

Tuesday, August 14, 2007

Why Do Wii Games Look Like Crap?


Really now ... almost a year into the system's lifespan, and a port of Resident Evil 4 is the best-looking game on it? Clearly the industry is doing something wrong. But what exactly? And how can we fix it?

[Why Do Wii Games Look Like Crap?]

[ADVANCE]

Mature Games: The Nintendo Dilemma


Do we really want M-rated games on the Wii? Are what Wii fans want and what studios are willing to deliver really so different that Wii owners can never hope to be satisfied?

That's precisely the question I decided to explore in a post on Games.net. I don't believe Wii owners are clamouring for M-rated games at all. It just seems that way. What we really want is just less fluff.

[Mature Games: The Nintendo Dilemma]

[ADVANCE]

Monday, August 6, 2007

Scanlation of the Month - July 2007


Here are the scanlation recommendations for July, courtesy of Manga Jouhou. We were a bit late in getting them up this time, but we'll be sure to avoid this kind of thing happening in the future.

Shoujo: Safe Again Today by Jinsu Yoo and Suhla Park (scanlated by Entropy)

Shounen: Burning Pen by Kazuhiko Shimamoto (scanlated by Seven Star Stories)

Seinen: School of Water Business by Hikaru Murozumi and Shinobu Inokuma (scanlated by Tama-chan Scans)

Yaoi: Retsujou Kyoumushitsu by Takashi Kanzaki (scanlated by Attractive Fascinante)

Hentai: May Not Miss Pervert Fall in Love? by Saki Urara (scanlated by unknown group)

Except for the one I recommended, I haven't read any of those others. Time to give them a look! I always find myself searching wildly in the dark for something to read.

[ADVANCE]

Saturday, August 4, 2007

The calamity of casual games


In case you guys didn't know, I freelance for Games.net, which is GamePro's official videogame blog. While I've only contributed a few articles to them so far, I hope to do several more in the future. Now, I usually don't link back to my own stuff on other sites, but in this case I'll make an exception, seeing as how I support the topic I covered very strongly.

The article focuses on why I feel we need to stop classifying ourselves as "hardcore" or "casual" gamers, and I've tried giving legitimate reasons to back up my beliefs. Hope you guys enjoy the read!

[The Calamity of Casual Games]

[ADVANCE]

Quakecon Rage!!


Well thanks to a great effort by Shacknews, I lusted over a white text on black live blog of the press conference to end all press conferences (well for me anyway). Yup id hath spoken and it was good. Here are the highlights, go to Shacknews for the feed, I'll update here once I find some more coverage.

Firstly Enemy Territory Quake Wars. Due for October 2nd release in the US, Europe gets much respects and sees Splash Damage pulling their Euro Developer might and representing 4 days earlier on the 28th September. This is great news, "When it's done!" is great for the initial 3-4-5 years of development but as you're tasting the beta and tripping over previews it's good to get that date out there. Remember pre-orders score name reservation codes and some addition blag in the box.

RTCW2 or Wolfenstein 2 was mentioned but was lacking in video, screens and actually much detail . A big highlight, and really the only announcement as far as the game was the news the Threewave are involved in the online portion of the game, along with the original developers of RTCW online, Nerve Software. This is great news as both developers have a proven track record of providing a consistent and fun online experience. Single player details however were non existent with Raven still helming he single player portion of the game, instead news that there is to be a Wolfenstein movie in the pipeline helmed by Roger Avary was handed out, they didn't announce The Rock was going to be in the film, guess we can't say it'll be another sucky game movie just yet. :)

The DS saw a lot of love from the Carmack family with John's wife, Katherine, showing off Orcs and Elves. John also covered his ground up philosophy demonstrating how they build IP from a low platform and add on features rather than build to the top end and strip down on features. It's an interesting design philosophy for sure, I hope he pulls it off because it'll mean we see a lot more id stuff on phones, DS and Wii, with the PC, 360 and PS3 talking the ideas a lot further over time. Talking of the DS John has said he has a definite interest in making a Quake Arena style multiplayer game for it. The idea of cart sharing and the easy wifi of the DS appeals to him and he is prepared to design the game for long play times, even to the point of simplifying the game back to Doom 2 style deathmatch so you're not experiencing wrist cramp after 10 minutes. Nice!

Speaking of Quake Arena, it was also announce that id are forming a second tier team for the first time. This team will be developing a version of Quake 3 Arena under the title of Quake Zero and using the id Tech 5 engine. Perhaps most stunning is that this game will be 100% subsidized by advertising and as such is totally free to gamers. With the subject of advertising in games being a sore point amongst many, it's refreshing to see id lead the way in showing that it can bring definite positives to a gaming community.

Finally id Tech 5 and the new IP. Well actually id Tech 5 gets showcased tomorrow so we only got a glimpse of it in action before John revealed their new IP. Darkness, was going to be it's name and actually was worked on by id for a period of time. The game seems to have been a kind of Lost meets Far Cry and gets f**ked by insane id lunatics. However, the id guys just didn't feel right about he idea and dropped it off the edge of Q3DM17. No! Rage is the new IP and they only said that it they enjoy a "Road Warrior" style of game with lots of running people over as well as shooting them, looks like Mel is outta luck with the anti-semitic portion of the game. Perhaps we'll see more clues about Rage tomorrow.

I won't cover the usual Carmack commentary, instead let me teasingly summarize it in short word form so you click over to Shacknews for more. :) DX10, PS3 Architecture, physics, rocket building, Fusion reactors, Wii Ware and Live Arcade, Microsoft and Sony, retinal scanning and many many more. :)

Update 1:

Damn I'm stupid. I forgot the mention the entire back catalogue of id software is hitting Valve's Steam Digital Distribution service. Now I've got a lot of id software sitting on scratched up CDs in my loft so if $62.95 (10% off the regular price of $69.95) is going to score me all of id's games from Commander Keen right up to Doom 3 Resurrection, and I can have them on hand at the click of a mouse then hot damn it I'm prepared to pay for that and avoid the dust and spider bites. Steam is also offering packs of different flavours if you only like a slice of the id software cake. Check out the Steam website for more details on the packs. Hell, in the time it's taken me to write this I've actually bought them all. :)

Doh, the link I had posted and then promptly greased myself up to watch was actually QuakeCon 2006's keynote. I should not drink and write. I'll update again when I find this years feed. :)

Update 2:

No sooner do I take down the link than up pops the files I was looking for in the first place.
Courtesy of QuakeUnity.Com

Rage footage [1m26s]
Absolutely stunning stuff and if you needed more proof id is back on form, the Rage logo rocks too. :)

Update 3:
Here is Todd Hollenshead's Keynote [15m10s] and of course John Carmack's keynote [1h05m]
Again props to RogerR at QuakeUnity.com for recording and uploading this excellent footage.

1Up has a piece on Quakecon and get Tim Willits to reveal a little more on Rage. It is Mad Max! Read it here

Shacknews has tidied up their live blog and produced a nice summary. If you think my post is too wordy you should check this out.

Don't forget id Tech 5 is getting its own 30 minute presentation right now, I hope we have some more news and video later today.

Update 4:
Okay this should wrap up the updates and Quakecon coverage. IGN currently have two videos up detailing the id Tech 5 demo and tools. It's all pretty stunning stuff and I sure there are some developers out there feeling exactly the same way.

[ADVANCE]

Friday, August 3, 2007

Suda 51 No More Heroes interview



Looks like Suda's aiming completely for the U.S. audience this time around. Glad to see that he doesn't plan to make No More Heroes all deep and insightful and is still going for the crazy, over-the-top, fun experience.

Also, I love how the interview starts with the music from the old No More Heroes E3 2006 trailer. Oh, and anyone notice the Snake statue and game posters behind Suda? Guess he really does love Kojima.

[Via Gametrailers]

[ADVANCE]

Dan Arey sheds light on Ready at Dawn


While I'm not a huge fan of the PSP, I have been watching my boss play a lot of stuff on his of late, and learned a fair bit about Ready at Dawn, the studio responsible for Daxter and the upcoming God of War: Chains of Olympus. Suddenly, I find myself quite intrigued by the creative minds behind the studio.

Why this sudden interest? I guess it's for the same reason that I admire studios like id. For a new studio, Ready at Dawn seems to be good -- really good -- at pushing the hardware of the PSP to its limits. Chains of Olympus looks like a freaking awesome game considering it's portable. I've always loved comparing exactly how much different studios can push the limits of the hardware of various systems. Square Enix, Nintendo, Mistwalker, Capcom ... and now RaD.

Speaking of which, GamesIndustry.biz managed to score a rather interesting interview with Dan Arey, a ten-year vet who left Naughty Dog to take up a position at Ready at Dawn. Here's the usual tidbits:
Do you think Ready at Dawn made the right choice when they started out by betting on PSP?

The principals at RAD had a well thought out plan, and they executed it to perfection. By not only developing and releasing Daxter on the PSP but making it one of the superstar titles on the console, they stood out quickly. It was part strategy, part hard work.

Then to follow it up with another well know franchise in God of War, but make their own unique game and story in the universe, and then rock the press with its technology... Well, that's something not every developer can do.

But RAD planned the work and worked the plan and all of this has been in preparation for their next big step. With a data driven engine that's platform agnostic, these guys are now in the amazing position to work on any platform they choose.

And here's a surprising bit of information one would never have thought of had it not been mentioned:
Is RAD sticking with PSP or expanding onto other platforms in the future?

The great thing about the RAD development pipeline is that it has been cross-platform - PSP / Windows - from the beginning, which means the technology can migrate to any platform. For example, I've seen God of War running on Windows; it's only for development purposes but it's still a kick to see!

The rest of the interview is pretty interesting, too. No big reveals or anything ... just some very general discussion about the direction the studio plans to take in the future. A fun read, in my opinion.

[ADVANCE]

Japanese Anime market 2006 growth = USD 2.026 billion


Looks like I was worried for nothing. Despite the fact that profits from DVD sales are plummeting every year, it seems this one aspect of the entertainment industry isn't nearly enough to keep the anime biz from being profitable ... not even close. According to ANN:
Japan's Media Development Research Institute announced that the Japanese anime market grew to 241.5 billion yen (about US$2.026 billion) in 2006. That is the highest level since the institute started surveying in 1990, and represents the third year of continuous growth. The institute credits movies like Tales from Earthsea, Pokémon, and Doraemon as well as the increase in television anime titles for the growth, but notes that the number of DVD titles has dropped. The market has grown 220 percent since 1990 (then at 106.9 billion yen or US$896.8 million) and 150 percent since 2000.

I can't even begin to express how overjoyed I am by this news. It has totally made my day. I learned an important lesson today: You really can't use distribution statistics to judge how well a market is doing. Regardless of whether or not one distribution format works, there are always several others to make up for it. Great news overall!

[anime.jp via Anime News Network]

[ADVANCE]

Thursday, August 2, 2007

Sony's "last hopes" of catching up


When it comes to the game industry, everyone's an analyst. And I'm not talking Micheal Pachter "I-think-so-and-so-will-sell-well" type analysis. I'm talking "Sony-needs-to-do-this-or-they-will-die" type analysis. As if we didn't have a gazillion Mark Rein wannabes already flooding the Internet, Forbes feels the need to get in on the action, too.

Clearly having followed gaming trends all their lives, Forbes thinks they know what Sony needs in order to fix its near-shattered reputation, turn console development into a profitable venture once again, and fight off the Wii's grip on the market. Says Forbes's Clayton M. Christensen:
The seemingly simplest option is to just come up with a copy-cat version of Nintendo’s controller that works with one of Sony’s existing consoles.

While this would be the quickest path to market, it has some real risks. Nintendo’s system has been optimized around its controller. Simply sticking a motion-based controller onto an existing system could result in a highly disappointing product. The controller would remain an afterthought, as opposed to an integral part of the product.

The second option is to repurpose Sony’s “legacy” product (PlayStation 2) into a me-too version of the Wii. To do this, Sony would develop a new controller, lower the price of the PlayStation 2, and try to get game developers to create motion-based games for the platform.

Correct me if I'm wrong, but aren't those two options nearly identical? If you had to repurpose the PS2 (a horrendous suggestion, might I add), obviously you'd need a different kind of controller to support the new direction. A new controller that couldn't and shouldn't be like the SIXAXIS for obvious reasons. Believe it or not, Option #3 is even more vague.
The final option is for Sony to try to “disrupt the disruptor.” Instead of following a me-too strategy, Sony could seek to truly develop a category-changing project. While this approach would take more time and require greater investment, it has the most long-term potential—if Sony can figure out a different measure of performance on which to compete in the video game market. For example, perhaps the company could take another run at the handheld market, where there still seems to be substantial room for growth.

Disrupt the disrupter? You mean take more risks by doing the crazy things Nintendo does when they're rolling in money and Sony's digging deep into their piggy bank?

As for taking another run at the handheld market, I think the company has been doing that for quite some time now, and the results kind of speak for themselves.

[Via Gamerush Entertainment]

[ADVANCE]