Showing posts with label Sony. Show all posts
Showing posts with label Sony. 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.

Wednesday, August 29, 2012

How do you sell a problem like Next Gen?

Games Industry International had a really poignant article written by Johnny Minkley that really began to dissect the next gen launches of previous systems and what might be necessary to sell the ever looming new systems on the horizon.

The article mentioned, of course, how tired consumers are getting of the current gen systems and the cyclical money machine that the industry has become. Whatever the next gen systems are like, Minkley hit the nail on the head when he said that "the first thing to say is it had bloody better be a 'quantum leap' from the creaking innards of today's systems."

A quantum leap would be nice. More processing power, graphical capability, memory and refined tech could really help those suffering from constant Red Ring fear. Not to mention some tighter online security. Yes, Sony, I'm looking at you. But even shiny bells and whistles will not really "sell" the consoles to consumers. Sure, people will buy the systems out of habit, but will we really see them as the next gen that we've been waiting for?

Minkley said "looking at every single launch title across PS2, Xbox, Xbox 360 and PS3, I see only a single, clear system-seller in there: the original Halo." I have to agree with him, despite my own indifference to the series. When "Halo" came out with the original Xbox system, that was what I associated Microsoft's gaming platform with, "Halo." I couldn't for the life of me tell you what came out with the PlayStation 2, and the only thing that stuck out for the PS3 was "Uncharted" due to its graphical glory and interesting story. The Wii, obviously, was heralded in with "Red Steel" and other such failures, much to Nintendo fans' dismay.


Remember this? Of course you do.
"Halo" stands strong as a game that really sold a system though. You could only play it if you had an Xbox and therefore, you needed one. There are some folks who never upgraded their Nintendos, PlayStations, and even Xbox's, but merely moved from one system to another's more advanced counterpart. We all know that person who has a PS2 and an Xbox 360 or that one guy that still has his Xbox but seven thousand Sony titles to fill his time on his PS3.

But hidden in the middle of the article and a little at the tail end is the real point that Minkley nailed. Microsoft may pull ahead if it begins to make deals with cable providers and offer some sort of package deal with the new next gen Xbox's to give television as well as gaming. This would be a brilliant move and that kind of diversification of tech is what is selling most frequently these days.

Many bought a PS3 solely due to the fact that it came with a Blu-ray player installed in it. Even Blu-ray, though, had difficulty achieving widespread success. Had it become the dominant form of in-home digital media, the PS3 would have trounced any sort of effort by Microsoft or Nintendo, simply because of the system's versatility.

Next gen systems may begin fighting to provide the consumer with a jack-of-all-trades rather than a quality gaming experience alone. Personally, this makes me weep for the future of gaming if we're just trying to make compact computers that display on televisions rather than machines built to provide us with the most streamlined gaming experience we can. Really, that's what these machines have become, and if I had wanted that I would have just upgraded my PC over the years and not cared about getting a system at all.

Minkley says that the war might be fought over contracts and who can give us more bang for our buck when it comes time for release. I think he's right. What the fight should be over, though, is who can make the next "Halo" type game and really make something that draws people to buying the system rather than just giving us a load of expected next gen titles and then waiting a year for something truly special.

Tuesday, August 28, 2012

Your gaming past is coming back for your money


SNK Playmore has recently revealed that there will be a large sale including NEOGEO titles (up to 50% off on certain games) on the PlayStation Network. So, if you've got a hankering to relive your past years of gaming on your current-generation handhelds, you're in luck from August 28 to September 25.

NEOGEO games were the cornerstone of many people growing up in the floundering game industry of the late 90s. Video games had established themselves as a hobby and pastime for many in their basements or in arcades shut away from the world. Pizza joints and laundromats soon became high-traffic areas that proudly displayed "The King of Fighters" or "Samurai Showdown."

I remember that near my house there was a Lampost Pizza that had at least two NEOGEO machines that had all of the sports and fighting games that the company offered. There was something so simplistic and easy about the titles that they really were worth a couple of quarters, but you always wanted to play them if you had time.

C'mon, you guys recognize this game.
Soccer, or for our European readers we shall call it football, is a foreign sport to me. Every night in the pizza place though, I owned at "Super Sidekicks." Italy was never trounced by Brazil in my perfect little NEOGEO universe.

This is an interesting move by SNK Playmore. The Japanese-based company might be on to something without realizing it at this juncture of the gaming industry, or maybe they're just that smart. The current generation of games are very recycled and the industry is indeed hearing and feeling the backlash from consumers.

Bringing back past hits like "Metal Slug" and "Fatal Fury" is an easy way to capitalize on nostalgia and will certainly sell well. Whether or not people will play the games is another question altogether. I have the entire "Metal Slug Collection" on my Wii, but I can't remember the last time I played it. Though I do remember that when I did play it, it dominated the same amount of time as a session of "Skyrim."

If this sale goes well, it definitely signifies that the industry is in need of some very hardcore thinking and reworkings. Perhaps it's time to go back to basics rather than sticking with what makes money and what is easiest to fund. The money machine is starting to lose its shine, and gamers are tired of the product.

For those interested in the NEOGEO titles now available on the PlayStation Network, here is the list of games:

"ALPHA MISSION II"
"ART OF FIGHTING"
"BASEBALL STARS 2"
"BASEBALL STARS PROFESSIONAL"
"FATAL FURY"
"LEAGUE BOWLING"
"MAGICIAN LORD"
"METAL SLUG"
"METAL SLUG 2"
"SAMURAI SHODOWN"
"SHOCK TROOPERS"
"SUPER SIDEKICKS"
"THE KING OF FIGHTERS '94"
"THE KING OF FIGHTERS '95"
"THE KING OF FIGHTERS '96"
"WORLD HEROES"

Sunday, August 19, 2012

Assassin's Creed: Liberation sneaks onto the PS Vita


I am beyond excited about this because it has me all excited about my PS Vita for once. "Assassin's Creed: Liberation" is the first game to come to a Sony handheld that is a story about a character that is not the focus of a major console game. Of course, the social games and phone games weaved in and out of the stories and other characters, but "Liberation" follows Aveline de Grandpre, a French/African woman from New Orleans.

That is a serious machete...
Based on the trailer, it appears that there are several uses of the Vita's touch mechanics being featured in this game.

The "Touch to Kill" demonstration was especially interesting. I'm not sure how it's activated or how one would pause mid fight like that, but that seems like it would make the game much less difficult than having to actually fight and press buttons to react.

Of course, the fighting system was made easier when the "Instant Kill" was added in the most recent "AC" games, letting you string several killing moves together. But, this fighting system seems to eliminate that completely and provide a more cinematic experience rather than immersive gameplay. That could bode ill for the franchise since it has previously heavily relied on reactionary combat mechanics. However, if executed properly, this could be a fun feature for someone weary of pressing the small buttons on the handheld.

The "Touch to Move" system is familiar to those who played "Uncharted: Golden Abyss," and as we see in the video it is used for things like rowing a canoe.

The rear touchpad on the Vita is probably my least favorite thing attached to the system. Every time it gets activated, I'm unaware of it and all of a sudden things start going haywire as my fingers are all over it and the Vita begins to freak out with too many digits on its back like a spastic cat. You really have to work at doing stuff with the rear touchpad, but once you get it down it works fine.

Graphically, "Liberation" seems to be pretty impressive overal,l but in the trailer you can somewhat see blocky figures and less-than-detailed character models. I'll definitely be judging this harshly since I loved the way "Uncharted: Golden Abyss" looked on the Vita. However, since this game is made specifically for the handheld, I have a strong feeling they'll be up to par with the power of the system.

Blow darts. Nice.
Plot-wise I'm not too concerned about what this has to do with the overall story of "AC," but the scuttlebutt is that Aveline will indeed interact with Connor either in this game or in "ACIII" at some point. What their relationship is and how it plays out will either be really cool, or just a passing lame cameo. Hopefully, events will cross over in both games that either explain a plot point in one, or solve a plot point in another.

Ubisoft is quickly becoming a powerhouse developer since the level of work they put into their games is almost second-to-none. The success of their franchises is obvious, even though most of their games don't really translate to FPS or RTS crowds. Even their press conference was heralded as probably the best of all of E3 this year due to their lineup on the Wii U and other systems. Some big things are coming from this company, and "Assassin's Creed: Liberation" definitely appears to be one of them.

Thursday, August 16, 2012

Tablets. Who knew?

Are tablets the future?
It seems in the past few years, that mobile devices with touch screens have been on the rise. From Android devices to the iPhone, everyone nowadays has one, and, because of that, mobile gaming has become more prominent.

But bigger is always better, so tablets were made. Okay, so maybe the tablets weren't specifically made for the mobile gaming group, but they did have them in mind. So much in mind that at this year's E3, tablets and mobile devices had a big presence on the show floor.

Companies like Gree held a huge part of the floor showing off their new games and applications for various devices including "Farmville"-esque building games and “Resident Evil: The Mercenaries VS,” some of which are exclusive to the larger tablets. With what’s already on the iTunes App store, tablets are slowly starting to take over mobile gaming as a whole.
Mobile-game developer Gree at E3 2012.

The tablet’s success can be drawn up like this:

Mobile gaming previously involved just having a Gameboy in your pocket and being able to pull it out whenever. Now, convenience has become a bigger issue.

Why have a brick of a Nintendo 3DS in your pocket, only meant for playing games, when you can have a thinner iPhone which can be used for practically everything? You can be sitting at home working on something on your tablet and with just a few taps of your fingers you can be playing "Tetris."

It’s a big thing to be able to do that when in the past you'd have to change a disc or cartridge.

Consumers aren’t the only ones who've noticed this. Big name gaming companies have too.

The PS Vita could help bridge the gap from tablet to handheld.
It can be argued that Nintendo was the first to start the touch era, but it’s pretty safe to assume that their new console, the Wii U, has been at least ever so slightly influenced by the tablet craze. I mean the controller is basically a tablet with thumbsticks and buttons, and, to tell you the truth, it actually works. But for more on that, go check out Mike’sopinion of the Wii U.

Sony is also taking part in this trend. With the PS Vita having the dual touch-screens and all the similar capabilities of a tablet, it’s not a far cry to say that this handheld was made to appeal to both tablet users and handheld gamers. Like I said earlier, it’s all about convenience.

With these options, people who are on the fence about either getting a tablet or a gaming device can now have both in one, and this is what the companies are aiming for. To bring the core gamers and the casual gamers to one device that everyone can enjoy.

Now the question whether tablets are the future of the gaming industry or just a fad. My personal opinion is that maybe it’s here to stay. Most people already have a tablet device that they can play games on. It's unlikely that people will want to shell out another $200 for a Nintendo DS when they already can play a touch screen game on their phone. That’s why so many companies are coming up with more mobile games and platforms that seem similar to the tablet.

There is a difference, though, if you play on a tablet and a handheld system. Most people who play on a tablet only intend to play for 5 minutes or so as a way to kill time. A handheld is meant to be an activity, spending hours and hours playing, but this could all change soon enough with the growth of the PS Vita and Wii U.

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.

Wednesday, August 1, 2012

Eyes on the Last of Us

Kind of reminds me of that Will Smith movie.
The post-apocalyptic landscape of a destroyed city should be a familiar sight to gamers. But what flavor of desolate and deserted world is it? Cities? Sure. Zombies? Yup. Mutants? Absolutely. Crazed survivors? How could there not be? Now, I could be describing the Capitol Wasteland from "Fallout" or just the brain-eater populated universe of "Left 4 Dead." Instead I'm describing Naughty Dog's newest project, "The Last of Us."

This game made quite a big impression at E3 this year, after having been scuttled about the internet here and there through videos and articles for a few months.

The two protagonists, Joel and Ellie, seem to be thrust into circumstances together that require them to survive by any means necessary. Joel is apparently somewhat handy with his fists and a gun, but other than that he's no super action star. Ellie is your typical young girl who is able to fit where Joel can't, and seems to save his bacon more than once when things get too hard to handle.

The two seem like a good team, working in tandem through stealth and action sequences that had E3 audiences on the edge of their seats when the gameplay was revealed at the show.


Combat looks as visceral as "Resident Evil" but with the fluidity of Naughty Dog's flagship title "Uncharted." If you pay attention, you can see just how crucial ammo is in the game by how hard Joel aims to ensure his shots hit home. Of course, when he runs out of ammo, things get down and dirty.

Survival horror has never looked so good with actually trying to force you to conserve ammo and make you really think about your shots rather than the spray-and-prey method. This strategy and sense of danger is probably why "Resident Evil" and "Silent Hill" games have been so successful over the years. If "The Last of Us" can deliver the same sort of urgency in combat and level of thinking, it will definitely be a hit with that crowd.

The enemies in "The Last of Us" appear to be afflicted with some kind of fungus.
As for the monsters, they kind of look like a cross between zombies and pizza toppings. Mushrooms to be precise. Whatever has happened to the planet to make everything so overgrown and awkwardly lush in urban metropolises has clearly affected the people of the world as well.

We're not sure yet if this is a postmortem transformation or a gradual infection, or both. Whatever it is, it's gross and we like it.

Pretty graphics, a well-known yet refined gameplay style, intriguing story premise and still some time to go before it's released. Naughty Dog has come a long way from their "Crash Bandicoot" days, and hot damn it is impressive.

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.

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.

Sunday, April 22, 2012

Entire Uncharted series edited into feature-length films



The Uncharted games have always been some of the most cinematic experiences in gaming, but Reddit user Morphinapg has taken that idea to a new level by editing together feature-length film versions of each game in the series using cutscenes and carefully chosen gameplay sections to tell the stories in a completely non-interactive way.

"With these projects I was trying to make movies that would be viewable whether or not you had played the game, or even care about playing video games, so I wanted to make them as close to a real movie as possible," Morphinapg said in a post on Reddit.com.

It remains to be seen whether Naughty Dog or Sony Computer Entertainment condone this sort of manipulation and redistribution of their products, but as of posting, the videos are still up on Youtube.

You can watch "Uncharted 1: Drake's Fortune (The Movie)" above, and head over to Morphinapg's Youtube channel to see the rest of the series.

Tuesday, March 6, 2012

Análisis: Uncharted: El Abísmo de Oro - PS Vita.


Con apenas dos semanas de vida, nuestra espectacular PS Vita está que echa humo gracias a su mejor título para el lanzamiento de esta consola: Uncharted: El Abismo de Oro. Se trata, como muchos os lo podréis imaginar de un título que hace honor a la saga que ha visto la luz en PlayStation 3.

Los fans de Uncharted no buscan originalidad, sino que buscan volver a meterse de lleno en el papel de Nathan Drake, personaje que ha visto como su extrema agilidad le ha permitido conseguir gran parte de los tesoros escondidos en nuestro planeta. El Abísmo de Oro, es un título especial para PS Vita que luce y viste la consola de mil maravillas para el lanzamiento de esta potente consola.

Disfrutaremos de más de 29 capítulos en los que podremos, como viene siendo habitual, trepar por las pareces, disparar a una cantidad infernal de enemigos y rebuscar por todos los rincones del juego los tesoros perdidos. Eso si, a diferencia de sus versiones para PlayStation 3, en Uncharted: El Abismo de Oro podremos hacer uso de la pantalla táctil a la hora de realizar algunas acciones tales y como la recogida de armas o componentes de exploración que añaden un grado de realismo a este título.

Podremos por ejemplo rascar la pantalla con el fin de encontrar pruebas con el carboncillo, también podremos usar nuestra cámara de fotos para sacar fotos de lugares específicos o porque no, resolver algunos puzzles con la ayuda del panel trasero. En Uncharted: El Abismo de Oro la componente de investigación está más presente que en los títulos de la consola de sobremesa.

Pero no solo de novedades se sobrevive en el mar de juegos en el que nos vemos inmersos, gráficamente estamos ante un espectacular juego del que me atrevería a decir que se trata del más bello del catálogo de lanzamiento de PS Vita. Me asusta pensar lo que puede llegarnos de aquí a un futuro por la belleza de los escenarios que podremos admirar en Uncharted.

Además, el sonido es bueno y la ambientación perfecta, añadiendo además que se trata de un juego totalmente doblado al castellano.

El único punto un poco en su contra es la falta de originalidad y sobre todo que si bien algunos controles son táctiles, los fans más hardcore del juego apenas los usarán. Añadir también que el visor de nuestras armas es un poquito sensible y costará un poquito antes de hacerse a la velocidad a la que se mueve cuando tratemos de apuntar.

Un juego absolutamente imprescindible para el lanzamiento de PS Vita que no podéis dejar pasar bajo ningún concepto.

NOTA FINAL:
8,4/10

Thursday, March 1, 2012

Análisis: Escape Plan - PS Vita.


En un momento donde la tecnología que han intentado meternos a capón tanto en el cine como en las consolas no termina de despegar, algunos se atreven a publicar obras que consiguen impactar con el simple toque artístico. La galardonada película The Artist puede considerarse como un símil del juego que nos ocupa en estos momentos: Escape Plan.

En Escape Plan no veremos grandes efectos tridimensionales con los que nuestra cabeza sufrirá para tratar de ver las imágenes salir de la pantalla de nuestra PlayStation Vita, los chicos de Fun Bit y el Studio Santa Mónica se han puesto de acuerdo para lanzar un título mudo, y en blanco y negro con un control que usa todas las funcionalidades de PS Vita. El resultado es impecable y sobre todo muy adictivo.

Encarnaremos a Lil y Laarg dos presos con unas características diferentes. Lil, delgadito será más rápido y podrá correr si toma café, o inflarse como un globo si absorbe aire. Por otro lado Laarg, mucho más hermoso, será lento pero fuerte, y podrá atravesar algunos muros por ejemplo.

Pero lo mejor de todo es que controlaremos a ambos personajes mediante los controles de PS Vita, es decir que tendremos que hacer uso de nuestros dedos para que nuestros héroes anden, pero también para hacer girar manivelas, ventiladores, etc. Usaremos el panel trasero para “mosquear” a los enemigos o burlar a las ovejas, y como esto, un montón más de divertidas acciones que, si bien a veces estos controles resultan algo imprecisos, nos divertirán durante las 4h de juego que ofrece Escape Plan.

Otro de los puntos a destacar, y a pesar de tratarse de personajes mudos, es del apartado sonoro que cumplirá con creces nuestras expectativas. Unas melodías clásicas que pegarán a la perfección con el ambiente ayudarán a sumergirnos en el ambiente de Escape Plan. Una auténtica delicia para nuestros oídos.

Si acabas de adquirir una PS Vita, Escape Plan es una opción muy recomendable si te gustan los juegos con un toque indie. Ahora bien, la duración es algo corta y solo invita a jugarlo de nuevo si eres un amante incondicional de los trofeos y coleccionista que quiera descubrir todos los secretos del juego.

NOTA FINAL:
8,2/10

Tuesday, February 28, 2012

Los juegos infantiles de PSP bajan de precio.


Los chicos de Sony lanzan un nueva oferta en la que todos los principales juegos infantiles de PSP bajan su precio a 19,90€ P.V.P.

Geronimo Stilton en el Reino de la Fantasía, Cars 2, Invizimals: Las Tribus Perdidas, The Mystery Team™ y EyePet Exploradores celebran así su éxito de ventas en nuestro país desde sus respectivos lanzamientos en noviembre de 2011.

Monday, February 27, 2012

Situación de PS Vita 3G en Japón.


Como muchos sabréis, la PS Vita no termina de despegar en el país del sol naciente, no obstante, muchos se han preguntado si la versión WiFi (más asequible) superaría las ventas de la versión 3G o viceversa. Lo cierto es que si, así es, pero el modelo 3G a pesar de ser unos 50€ más caro, está a la par a nivel de ventas de la versión WiFi.

Unos datos curiosos que creemos que se han igualado por las ofertas que tiene el modelo caro al ser incluido algún juego extra de regalo.

Thursday, February 23, 2012

Contenido de PS Vita 3G+WiFi y Uncharted: El Abismo de Oro.


Tras haber adquirido nuestra PS Vita, Uncharted: El Abismo de Oro... y bueno... una tarjeta de memoria de PS Vita de 8GB (claro que sin ella no podríamos jugar a Uncharted), hemos querido compartir con todos nuestros lectores el especial momento de abrir la consola y compartir con todos vosotros el contenido de la caja.



Comentar que las primeras impresiones de la máquina son muy buenas tanto por su excelente potencia como por su buena calidad sonora, pero si es cierto que nos ha defraudado en ciertos aspectos como el tamaño algo pequeño de los botones y de ciertas funcionalidades inexistentes como por ejemplo la de no poder jugar a juegos de PS One previamente descargados.

En unos días trataremos de lanzar el análisis completo de la máquina, pero al menos esperemos que os haya gustado el vídeo que hemos realizado.

Thursday, January 12, 2012

Análisis Tekken Hybrid


Los juegos de lucha, esa genialidad nacida de la simple idea de dos tíos dándose palos, son hoy protagonistas de este humilde artículo. Analizamos Tekken Hybrid, una exclusividad de PlayStation 3 que sin lugar a dudas hará las delicias de los aficionados al género.


En mi caso puede que el primer juego de lucha que recuerdo haber jugado sea "The Way of Exploding Fist" para mi adorado Amstrad CPC128. Su belleza radica en su sencillez: Dos karatekas, uno frente a otro, un templo budista de fondo y ya. El round lo ganaba quien daba el primer golpe y el combate era al mejor de tres. ¿Os suena? Un concepto indiscutiblemente cautivador que me ganó desde el minuto uno.


La patada baja como llave de la victoria es un tema que de por sí da para otro artículo .

Tekken Hybrid se nos presenta como un compendio de material del universo Tekken dividido en tres partes:

Por un lado la película CGI Tekken Blood Vengeance, un punto de transfondo más para nuestros personajes favoritos, que encontrarán en el juego trajes especiales basados en ella.
Con un acabado brillante y una animación que siendo espectacular en algunos momentos no pasa de correcta en otros es un film entretenido si uno pasa la barrera del lenguaje, pues viene doblada en Japonés y subtitulada en Inglés.


En segundo lugar nos ofrece Tekken Tag Tournament HD. Una reedición del original de PS2 ,eso si, en Alta Definición y con los trajes exclusivos antes mencionados.
Este juego ya en su día era una actualización del Tekken 3, para mi el mejor juego de la saga por su velocidad y dinamismo, pero añadía los personajes de Tekken 2 que se habían quedado fuera y además nos permitía crear equipos de dos luchadores que se podían cambiar en cualquier momento durante el combate, siempre y cuando no estuviéramos cobrando. Esto le otorga un factor estratégico muy grande al juego ya que en cuanto uno de nuestros dos luchadores de con su culo en la lona, perdemos el round automáticamente aunque el otro tenga la salud a tope.Un aliciente muy emocionante para jugar a dobles.

Gráficamente el juego cumple, pero no pasa de correcto. Se ha suavizado a los personajes para el HD pero las texturas, sobre todo en las ropas quedan un poco pobres para los tiempos que corren. Las animaciones son soberbias, pero exactamente las mismas que en Tekken3.
El sonido Fx es contundente y familiar, perfectamente sincronizado con la acción en pantalla.
La música no es especialemente evocadora y ese es uno de los inexplicables grandes fallos de la franquicia. Mientras Soul Calibur (Brave Sword, Braver Soul) o Street Fighter II (Escenario Guile) han dado lugar a melodías que trascienden la propia frontera del videojuego haciéndose un hueco en nuestros corazones, la música de este Tekken y en general cuantos he jugado no me dice nada. La suelo quitar.

Pero si en algo destaca este Tekken Tag es en la jugabilidad y la diversión. En ese sentido le doy un 10. Es innovador porque no hay otro Tekken en PS3 que de tanto juego, tantas posibilidades y combinaciones. Esto es un arcade de lucha 100% señoras y señores. Tan simple o tan complicado como queramos que sea dependidendo si nuestro estilo es aporrear el mando o estudiar durante horas los movimientos y combos personaje por personaje. Es rápido , es implacable y responde instantáneamente al control pad, les dará horas de diversión. Palabra de jugón.
En último lugar Tekken Hybrid nos ofrece una demo de Tekken Tag 2, que vendría a traer la modernización gráfica que echamos de menos en esta entrega y algún personaje extra. En esta demo tenemos disponibles sólamente cuatro personajes y ninguno de ellos tiene carisma, asi que no la he disfrutado demasiado. Habrá que esperar a su lanzamiento para ver qué tal está la versión definitiva.

Nota Final : 7´5

Tuesday, January 3, 2012

Algunas tiendas bajan el precio de PlayStation Vita en Japón.


En apenas dos semanas de su lanzamiento en el país del sol naciente, algunas tiendas han decidido bajar el precio de 20% de la versión 3G de la nueva portatil de Sony.

Obviamente no hay nada oficial sobre esta medida por parte de Sony, pero si es cierto que se trataría de la bajada de precio mas salvaje que ha obtenido una consola. Quizás los 50€ de diferencia frente a la versión Wifi no justifican la adquisición de la misma... Aunque nosotros tenemos otra teoría y es que el catálogo de Vita es aun muy occidental para nuestros amigos japoneses.

Friday, December 30, 2011

La demo de Escape Plan para PlayStation Vita en vídeo.


Para todos aquellos que hayáis adquirido la caja de prereserva de PlayStation Vita, os habréis preguntado cual de los juegos de los que obtendremos 5€ de descuento podríamos adquirir. Uno de ellos, y de los que más me llama la atención junto a Little Deviants, es Escape Plan, un juego de puzzles en el que tendremos que salir de una carcel y con el que podremos disfrutar de un diseño vanguardista y cuidado.

Aquí os dejamos el video de la demo completa para que veais el aspecto del juego. Personalmente me parece muy llamativo, y si bien es cierto que me recuerda a los juegos que podemos jugar en iPhone o Android, creo que será una de las opciones para sacarle todo el partido a nuestra PS Vita.

Monday, December 19, 2011

PS Vita mejorará la calidad de los juegos de PSP.


Desde hace unos días se puso a la venta PlayStation Vita en el territorio japonés, y si bien los primeros comentarios que se han oído han sido maravillas de la consola, habrá que esperar unos días más hasta tener los resultados oficiales.


Lo que queríamos añadir, es que como gran noticia extra, PlayStation Vita dispone de una función que mejora la calidad de los juegos de PSP, función que podemos apreciar en las imágenes a continuación. Una gran noticia de cara a los amantes de los juegos de la primera consola de Sony para adquirir su hermanita pequeña.

Wednesday, November 30, 2011

PlayStation Vita se puede reservar desde hoy mismo.


Desde hoy mismo podremos acudir a nuestra tienda de videojuegos favorita y reservar nuestra futura y flamante PlayStation Vita que se lanzará el próximo 22 de febrero 2012 a un precio de 249€ en su versión Wifi o 299€ si lo que queremos es la versión 3G + Wifi.

Además, para todos aquellos que realicen esta prereserva podrán disfrutar de un packaging especial así como de una cartera y unos auriculares especiales para PlayStation Vita. ¡Ahi lo dejo! ¿Alguien se anima a reservarla ya? Yo estoy por hacerlo la verdad...

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