Showing posts with label PlayStation. Show all posts
Showing posts with label PlayStation. Show all posts

Thursday, February 21, 2013

PlayStation 4: Next-gen is right now



Sony unveiled their next-generation gaming console, the PlayStation 4, yesterday at an event held in New York City.  The event can be watched in its entirety over at the PlayStation Blog.

The console itself was not actually shown at the event because it's final design has not yet been decided on, according to statements made by CEO of Sony Computer Entertainment of America Jack Tretton in an interview with AllThingsD.

I’m impressed. It’s a solid system with nice specs and some nice features like simultaneous downloading and playing. The instant on and off feature is cool too. Most of the really neat features require a constant internet connection and power supply though, which wouldn’t work for me because I always unplug my consoles when I’m done playing.

I’m wondering why they held an announcement event for the console before the console itself was actually finalized and ready to be shown. I’m afraid that the industry has come to a point now where content creators are too willing to sell promises that sometimes go unfulfilled.

When Nintendo first announced the Wii U in 2011 and only showed the Gamepad, most people – including those of us at E3 – were not sure exactly what we had been shown. Now, Sony announces the PS4 and only shows the Dualshock 4 controller. I’m not comparing Sony to Nintendo exactly, because Sony did give detailed specifications and real-time demos, but it’s still a trend I’m not totally comfortable with.

I think that interconnectivity between devices is certainly the way of the future for the games industry, and Sony is right on the money with their focus on sharing and connecting between players. The ability to stream gameplay and spectate friends' games will likely be strong selling points for the PS4 because it brings back a sense of community that has been hard to regain since playing with friends in the same room has become more and more rare.

PS3 titles like "Journey" won't be natively playable on PS4.
The really major thing that irks me is that the PS4 will not be backwards compatible out of the box and Playstation Network purchases will not transfer from PS3 to PS4, Present of Sony's Worldwide Studios Shuhei Yoshida said in a roundtable discussion with journalists after the PS4 reveal event. Gaikai should solve that problem by streaming previous PlayStation titles to PS4 over the Internet, but it’s not guaranteed and it likely won't come at launch.

All of this – social features, Gaikai streaming, sharing and the like – completely alienates anyone without a regular connection to reliable internet, and, to some degree, people with internet data caps. I guess that’s the way of progress, though. Xbox Live used to be an optional feature for those who could afford it, and now it’s practically assumed to be as much a part of the gaming experience as a disk drive.

Of course, it's still very early to be making sweeping judgments about any of the next-generation consoles, so when more information becomes available we will all be able to decide for ourselves whether the future is bright for the industry.

Sunday, February 17, 2013

Bungie's "Destiny" finally revealed

Bungie, the creators of the "Halo" series, today have officially unveiled their latest project: "Destiny."



What the developer is calling a shared-world shooter appears to bring together the first-person shooter, sandbox and persistent-world genres to create a large-scale game with a strong focus on social interaction between players.

The game has been confirmed to be released for Xbox 360 and PlayStation 3, which is a first for Bungie, who has been developing exclusively for Microsoft consoles since the launch of "Halo: Combat Evolved" in 2001.

A press event was last week, from which Polygon has written a very informative piece, Bungie gave a first look at what they plan to bring to the table with their first game since "Halo: Reach" launched in 2010.

This reveal follows a week-long alternate-reality game that much of the Bungie fan community participated in involving organizing large groups of people from as many continents as possible to view a specific web page at the same time. Once solved, each day's puzzle revealed a piece of what seems to be a chart and a cryptic passage, and solving today's puzzle resulted in access to a page with all previous solutions as well as some wallpapers and a sample of what can be assumed to be "Destiny's" soundtrack.

The game is now available for preorder and is said to be available in late 2013 or early 2014, but a solid release date has not yet been announced.

More information is available on the official Destiny game website.

Monday, August 6, 2012

Mortal Kombat PS Vita review


It kind of threw me off that this one wasn't numbered or didn't have a tag-line at the bottom
So this game has been out a while. I know, we're late to this party. Honestly, though, I really think there's something to this game and that people need to give it a shot. Unfortunately, my view of this game on the PlayStation 3 was tainted after a six-hour play session that resulted in my hatred of it, but coming to it now several months (actually more like a year) later, I can look at it with fresh eyes.

If you don't know anything about the "Mortal Kombat" franchise, here goes: Our world of Earthrealm must combat the realm of Outworld in a tournament called Mortal Kombat, and if Outworld wins ten straight times then our world is absorbed into theirs. Boom. That's really all you need to know.

The big question is how could they have possibly made so many games up to this point if that was the sole premise. Though that becomes a silly argument as people can just look at "Street Fighter," "Dead or Alive," or my personal favorite "Bloody Roar" (so old school, I know). What is impressive is what "Mortal Kombat" does this time around.


Now, if you've played the PS3 version of this game you really know everything I'm about to write, but for the sake of argument let's pretend that you haven't, and those of you who actually haven't don't even need to pretend.

There is a story mode to the game, regular ladder and tag team tournament fighting, a challenge tower, training and multiplayer. That's a lot in a fighting game. More than "Marvel vs. Capcom" actually.

Not one of Raiden's better days.
Story mode is something fans will get a kick out of because the plot of this "Mortal Kombat" revolves around the thunder god Raiden sending a message to himself in the past to change the events in history so that Shao Kahn (the big bad evil guy) doesn't take over Earthrealm.

You literally start from what was the first storyline in "Mortal Kombat 1" (I'm not sure if they were numbered in that fashion but for the sake of plot development we'll say they are) all the way to the current game.

For someone like me who hasn't played this franchise religiously and only seen those terrifically awful movies, this was a much better story and fun way to learn who each of the characters are and why they're a part of this universe. You very literally get to play as a majority of the cast and the game gets progressively harder as you move through the tale of the brave warriors defending Earthrealm. It's about 16 chapters and each chapter is about six or so fights long so it's a good, long campaign.

To vary up the combat, you'll fight against tag teams all by your lonesome and at one point against a host of enemies without your health regenerating at the end of each round. The game really tries to test your skills and takes you through so many different characters that it's a perfect introduction to the controller scheme and fighting styles of a majority of the characters. You'll find that through the story you can actually find a character that's right for you.

Hey look! Two Power Rangers, the bad guy from "Big Trouble in Little China" and a monster!
The challenge towers are mission-based combat situations where you'll have to perform a specific attack or win a bout with a certain handicap on you. This, coupled with the story, is probably the best way to learn how to play if you want to hone your skills before going online for some multiplayer. And I hear that multiplayer community for "MK" is tough, so watch out.

Ladder fighting is essentially the bread and butter of "Mortal Kombat." You pick a character and fight your way to Shao Kahn at the end of a traditional "Mortal Kombat." Each character has their own unique ending as well, so that'll be fun for completionists and those who are interested in the backgrounds of all the characters, all of which you can read at the Nekropolis in the extras menu.

A match made in Hell.
Speaking of extras, there's a whole slew of them to find should you collect enough Koins in game through the story and whatnot. The unlockables include art, alternate costumes, music, codes to change the gameplay up in silly or interesting ways and everyone's favorite: Fatality moves for all characters.

Oh, and let's not forget that everyone's favorite god of war, Kratos, is in the game. And to top it all off he's accompanied by the hilariously scary and somewhat out of place Freddy Krueger from "A Nightmare on Elm Street." I suppose this is Sony and Warner Bros.'s way of putting their two cents into a NetherRelam production.

Honestly, the best part of this game is the fighting, or the Kombat as it's called because anything spelled correctly with a "c" is just plain wrong in this universe. The controls don't seem to be much changed from the games that have come before it and Scorpion still shouts "GET OVER HERE" when he launches his awesome hand-thingies. Some of the moves can be super-charged after successful combos and blocks have built-up power, but the real treats are the X-ray moves and Fatalities.

Okay, Reptile just stabbed Johnny Cage in the eyes with his fingers. Ew.
X-Ray moves are unique for each character, and some are proximity sensitive while others are reactionary. The main point is these attacks deal enough damage to knock out a third of your opponent's health bar, and, boy, do they look like they hurt. How badly? Well the game x-rays the body of your opponent to show you just what you're breaking or slicing open.

In Sub Zero's case, it shows him reaching into his opponent's stomach to freeze an organ and crush it in his hand, and then he headbutts them for good measure. Ouch.

Fatalities are just as gruesome as ever, but you only start out with one for each character and you have to unlock the others with the Koins. Who could resist scavenging Koins after watching Johnny Cage pull someone's head off or Kung Lao slice a man in half with his hat?

Now, the game itself is a solid 8 or 9. It's not perfect but it's pretty dang good if you're looking for a game on the PlayStation Vita. The graphics in the fights definitely took a beating compared to the PS3 and you can totally see the marked difference, which is a shame as the graphics in "Ultimate Marvel vs. Capcom" seem to be hardly changed.

I'm just really impressed at the amount of game that there is here. I mean, story mode, regular fights, challenges, training, unlockables, multiplayer...It's a full game. If more fighting games were like this I'd probably be more inclined to buy them and check them out.

"Mortal Kombat" shows what a lot of work can do for a game that's just about hitting people and pulling their spines out. A story that is fun and longer than some first-person shooter campaigns coupled with competitive fighting gameplay and unique controls for each character promote a level of skill with intricacy and attention to detail.

Developers should takes notes from NetherRealm and the work that they do. Think about how popular this franchise is and how many "Mortal Kombat" games there have been over the years. Obviously, they're doing something right.

And if you don't play this game, NetherRealm will send Raiden to your house to do this to your head.

Friday, July 27, 2012

Rhythm and Motion


As the Nintendo Wii came out of the shadow of the Nintendo Revolution rumor, movement based gaming suddenly received a jolt of life on the home console. Games that were traditionally thought of as arcade titles and not feasible for the home environment were now entirely possible and encouraged.
However, the gaming community began to see this as a dilution of their hallowed pastime. Now that everyone was encouraged to play since the controller became as complicated as their bodily movement, gamers felt that their hobby was no longer unique and the hardcore games were fading away for more family friendly titles.

Those rabbids are...ravin'.
The first wave were games like "Red Steel" or the surprisingly popular "Rayman: Raving Rabbids." Simply enough, the tech focused on moving the controller in time with directions or beats to get the correct sequence. I mention these before the shameful peripheral that was the PlayStation EyeToy or even the home version of "Dance Dance Revolution" because the Wii games were actually considered triple-a titles.


"Red Steel" was shamed and hailed as a glitchy and bugged-out game that should never have been a launch title. Sad, but true for the game that was actually somewhat fun if it wasn't for the awful use of motion control. "Rabbids," however, was socially looked down on, but reviewers and consumers ate it up. The gaming community couldn't really see any interest in it, and yet copies sold.


It took time, but eventually Nintendo figured out a somewhat workable use for the Wiimote and it became commonplace and accepted to a degree to those who were fans of the company. Soon, Sony and Microsoft were announcing their own movement based peripherals that were eerily similar to Nintendo's design, except for the Kinect using everything but a physical item in your hand.


Now, motion-based gameplay is still a gimmick, but one that gaming companies use cautiously. "Ghost Recon: Future Soldier" used in in their weapon customization system, which was probably the best use for the Xbox Kinect in recent years. The Nintendo Wii's motion controls have been streamlined so much so that even a novice to video gaming can use the system to workout with. Oprah gave her entire audience Wii systems and copies of "Wii Fit" during a taping of her daytime talk show. Sony still remains an the back of the race, unable to truly garner the attention of their customers to the PlayStation Move, awarding it a mediocre place in history just like the EyeToy.



What with "Dance Central" and "Just Dance" on Xbox and the Wii, motion controls are becoming more sophisticated than ever, completely removing the need for the "Dance Dance Revolution" floor pads.


The fever pitch of dancing games and music-based gameplay would not have reached the fever pitch that it did without the success of Harmonix's "Guitar Hero" franchise, which has been taken over by Neversoft, or their other music-based hit series, "Rock Band." Gamers could now feel a connection to something other than cyclops evisceration and collecting coins by working to make the chords and notes of their favorite songs happen. They felt a sense of accomplishment, and there was even a feeling of skill as people began to master certain songs.


Of course, gaming companies felt that this meant they could make comebacks for lightguns and props. Who could forget the completely awkward and unusable attachments to Wiimotes for "Wii Sports" made by Nerf? Or the ineffective and cumbersome Wii Zapper? Let's not forget the serious piece of hardware that Sony made recently that looks almost exactly like the Wii Zapper for their Move controllers and shooter games.


As musical gaming became more sophisticated and mainstream, drum sets were added along with keyboards and microphones that detected correct pitch. An entire band could be formed in a living room instead of a garage. The logical evolution? "Rocksmith."





The Vault tested out the effectiveness of "Rocksmith" and proved that it is indeed a working learning tool for those players looking to strum a six string. Now the gauntlet has been thrown down, and gamer speculation rises as to what the next instrument or game will be to teach the masses rather than just entertain them.


Success in both movement and music simulators, a term used hesitantly now as "Rocksmith" actually teaches the player, is an excellent lesson in game development and market manipulation.


Nintendo took a chance with the Wii. One could argue that motion-based gameplay was the evolution of the industry, but nonetheless it was a gamble to be the first in the running with that. Again, we must acknowledge Sony's attempt with the EyeToy, but it's utter failure cannot be ignored. It was no competition for a system built around motion control.


Even the marketing focused on physical movement.
The idea of the player actually moving meant that they were invested in the action and the game more than if they were merely sitting in a chair and watching their character do all the action. It's the sense of accomplishment that one gets from actually killing the dragon instead of watching someone else do it as you press four buttons. Of course, games are not there just yet, but they are moving towards it.


To that same idea, however, a gamer getting a high score when playing "Guitar Hero" or "Rock Band" feels that they've actually done something because they've made the music. Yes, they are still pressing buttons, but "Rocksmith" and the pro peripherals for "Rock Band" change the playing field because at that point a gamer is using an actual instrument.


How do game makers achieve a sense of accomplishment and investment in their games? If a developer can get the player more involved in a game, surely they'll want to keep coming back for more That's half the reason conversation options exist in RPGs, so that the player feels that they are responsible for the choices and events that occur. If that could be translated into actions, then perhaps something big would happen.


Looking at the musical game evolution, the argument could be made for the idea that if the player is engaged in learning something, then they will be more invested and more motivated to play. The "Dance Central" games may teach someone nothing but line dancing techniques, but they do teach you something. There have been no recorded instances of people actually dancing like that in clubs, but it's really only a matter of time now.


From a handheld device, to a person.
Buttons no longer do the job of getting the player into the game. As gaming has become more social, mental and physical through multiplayer, engaging storylines and technological advancements, more is expected from a game. People are now used to epic storylines spanning several games like "Mass Effect." A multiplayer element that pits gamers against other gamers where stories and experiences can be shared is almost standard in any game that features a gun. If the game uses motion controls, the way to garner success seems to be teaching something actually relevant that can be used with others or to give a desired outcome like learning an instrument or getting fit.


The bar has been raised, expectations have been changed and just sitting on the couch doesn't cut it anymore. The industry has changed and it's time for games to reflect that.

Monday, June 11, 2012

Hands on with Papo & Yo


Quico has to placate the monster in order to solve puzzles.
Tucked away in a corner of the massive PlayStation booth at this year's Electronic Entertainment Expo was a single demo station for for a game that puts players in the bare feet of a young boy named Quico trying to coax a giant rhinoceros-like monster through the world to solve puzzles.

“The creator had a rough childhood, and this game is his way of expressing it and dealing with it,” Stéphanie Landry, environment artist for developer Minority Inc., said.

Landry went on to explain that the monster, whom is addicted to eating frogs, represents a disinterested and aggressive father figure, and that Quico is analogous to the creator of the game, Vander Caballero.

The monster is largely uninterested in Quico's activities in the demo level, so he must be coaxed through levels with fruit because the only thing the monster likes more than sleeping is eating, according to Landry.

The level I demoed revolved completely around moving the monster from point A to point B, which required puzzle solving and manipulation of objects in the world and reach the other side of a courtyard.

The controls are a little stiff, the graphics are decent, but not amazing and character animations don't seem to mesh well with the environment, but “Papo & Yo” is not yet ready for release and seems to be aiming more at storytelling than impressive graphics.

The game will be released later this year, according to Landry.

Wednesday, June 6, 2012

The big three at E3 2012

John and Jesus round up the offerings from Nintendo, Sony and Microsoft from the E3 convention floor.

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