Showing posts with label Xbox. Show all posts
Showing posts with label Xbox. Show all posts

Tuesday, 30 November 2010

Worst. Game. Ever.

Last month I was sent a promotional copy of Access Games’ Deadly Premonition to review in my capacity as writer for Game Kudos. The game’s concept is an interesting one; a murder mystery, survival horror title with an open world game mechanic. It’s based around an FBI agent’s investigation into the ritualistic murder of a young woman in the fictional US town of Greenvale.

When I first heard of the game I looked forward to its release, as the genre and story appealed to me. The game was released in the USA 6 months before Europe, so I had to wait a while to get hands on, while gamers over the pond got to grips with it in April. This meant that US reviews were available online months before the game’s release in the UK. Interestingly, Deadly Premonition polarised game critics; some claimed it to be the best game ever made, others condemned it as, literally, a console seller: "Once you play it, you'll want to sell your system."

Regardless, I looked forward to playing and reviewing it, but before the end of the uninspiring opening sequence I feared the worst. Despite the excellent concept, the game is flawed on every level. Poor graphics, awful sound, unbelievably slow gameplay, an un-empathic and randomly schizophrenic protagonist, a mind-bogglingly difficult and restrictive control system, ridiculous camera angles, bizarre enemies (zombie-type creatures literally bent over backwards, slowly trying to put their hands in your mouth???) and annoying voiceovers that feel like a badly dubbed foreign movie are just some of the lowlights.

Deadly Premonition is a good game concept executed very badly. It has gems here and there; the requirement to wash, shave, fuel your car, clean your windscreen, chat to Greenvale’s population and piece together the puzzle and capture the Raincoat Killer are some of the smarter aspects. Unfortunately, the below par performance of almost every part of the game vastly overshadow any potential the title may have had.

Sadly, Deadly Premonition takes the title of “worst game I’ve ever played on the Xbox 360”.

My full review, published at Game Kudos, can be read here.

Monday, 30 August 2010

I just don’t ‘get’ Halo

With the imminent release of Halo: Reach I thought I’d throw my hat into the ring and explain why I won’t be buying it; I just don’t ‘GET’ Halo. And I have tried. I got a copy of the first game free with my first Xbox console. I played the second game through in a co-op multiplayer, but there my experience ended, for a while anyway.

Halo is huge, I understand that. Aside from the games, which have sold more than 34 million copies worldwide, the series has spawned 6 best selling novels, comics, toys and other merchandise making the Master Chief and the non-oiled-up Spartans icons of the modern gaming age. But, for me, Halo just doesn’t do it. I have had cause to consider why recently, and what I found has surprised me.

I love sci-fi. I enjoy StarTrek, Star Wars, Battlestar Galactica (old and new) and films like Serenity and 2001: A Space Odyssey rank among my favourites. From a gaming perspective I grew up playing Elite and other Space based games as well as early FPS games such as Doom and Duke Nukem 3D. More recently tiles such as Mass Effect and Dead Space have sapped countless hours from my life so Halo’s setting, themes and back-story should have me gripped right? Sadly no.

Then what of the FPS genre itself? I have played and enjoyed more FPS games than any other genre I can think of. From Goldeneye to Wolfenstein, Band of Brothers, Call of Duty, Left 4 Dead, Rainbow 6; there’s nothing I like more than running around a well-rendered map staring down the sights of weapon at my enemies and then ending them. Again, Halo ticks this box as one of the archetypal titles in the FPS genre, so why don’t I care about stopping the Covenant from overrunning Earth and destroying humanity the best way I know how?

One of my biggest complaints about a lot of FPS games is the formulaic nature of vehicle-based levels. Sitting on the back of a Jeep firing mindlessly at anything that moves tends to bore me and many excellent titles fall at this hurdle, in my opinion, but the Halo games don’t. They do vehicles well, with multiple vehicular positions, driver, passenger and gunner, giving variety to the portions of the game that they occupy. But it still doesn’t grip me.

So what about graphics? Is it that the colourful settings and characters, the brilliant blue skies and the bright green or purple vehicles have soured my perception? Again I don’t think so. Games like Borderlands have much more bright and cartoon graphics than any of the Halo series and yet I thoroughly enjoyed rampaging around Pandora’s bright wastelands.

And what of gameplay? Halo was one of the first FPS to integrate more complex console controls into an ergonomic and instinctive control system. It’s multiplayer, whilst not new, was a great addition and dominated Xbox LIVE for a very long time, even after Xbox 360 came along. I used to play Halo 2’s multiplayer on split screen with my friends and we had a lot of fun, but I still preferred Soldier of Fortune’s multiplayer, which seemed more considered and somehow less ridiculous. Recently, when trying to organise an online get together with my friends we discovered that of all the games we collectively owned Halo 3 was the top hit, and out of all my friends I was the only one without a copy, so I acquiesced and bought it from Amazon for a mere £10.

When it arrived I decided to give Halo another chance, not just for multiplayer shenanigans, but also on the single player campaign. This was when I had my epiphany. A mere two levels into the game I realised why it was that I didn’t love the other games, or care about the release of ODST; the missions seemed fake. I’m not talking about realism, I have written before about how I feel realism is not required or indeed possible in games, but a feeling of pointlessness and fakeness about the motions of the game. The player seems herded through the story rather than driven or lead, the voiceovers seem strained and unconvincing and you can’t aim down your weapons sights! It’s a minor thing, I know, but I ‘feel’ more involved in a shooter if my left trigger raises my sights to my eye so that I can take better aim. Halo’s weapons feel like toys too, with the colourful beams of light slowly causing damage to the enemies rather than short, sharp, loud explosive thumps hammering against your foes with thunderous impact. The sound distracts me, the weapon noises are dull and the enemy vocals are just plain annoying, especially those squealing little buggers.

For all of its individually excellent aspects, Halo just doesn’t come together for me or make me want to care. I don’t feel driven as I progress the game and I don’t get that feeling of achievement when I pass a particularly difficult section of the game. The drama of Halo is lost on me and I think it is mainly my fault. With so many fans of the series around the world I’m clearly the difficult one here, but I won’t apologise for it, and I won’t pay for something that I know won’t entertain me.

So this year while many of you are spending your time with Reach, I’ll be happily battling Dead Rising 2’s zombie hordes, enjoying some post-apocalyptic gambling fun in Fallout: New Vegas and giving more of my money to Activision for the latest Call of Duty, but I won’t be sharing in the Spartans’ adventures. I’ll still be playing Halo 3 multiplayer with my friends, mainly so that I can spend some time having fun with them, but I won’t be buying any more Halo games and I don’t feel that I’d missing anything anyway. I don’t hate Halo, I just don’t ‘get’ it.

Tuesday, 20 July 2010

DLC: Elongating gaming experience or simple profiteering?

DLC may now be an institution in gaming, but it is not a universally acclaimed practice. There are complaints about cost, and the deliberate withholding of content by game developers from the release of titles to ensure extra revenue streams shortly after the bulk of initial sales are made. DLC add-ons for games like Fallout 3, GTA IV, and Elder Scrolls IV: Oblivion are touted as a great value by developers and gamers alike, as they represent entirely new content created after the game's release.

Other "DLC," however, such as the downloadable costumes for characters in Street Fighter IV were not, in fact, downloads. They already existed on the disk. Players pay for unlocks, not downloads, and therefore many of them feel they are paying twice for content. Many gamers also feel cheated when add-ons are released shortly after the release of the game proper, for example the extra downloadable missions for Assassin’s Creed 2 and Mass Effect 2. If this content was available so close to the release of the game, why wasn't it included to begin with? Capcom faced criticism over Resident Evil 5, which had a downloadable Versus mode. When players paid and downloaded the content the file size was a mere 2 megabytes, leading players to believe that this mode was on the disk already.

When loyal fans discovered that the first batch of content for Bioshock 2 was already on the disk, they felt rightly affronted and expressed their anger on forums and with direct appeals to 2K Games, the developers. But is there a reasonable explanation for 2K’s choice to block content like this? They retorted to criticism in a calm and low-key fashion, explaining in a short post that the decision had been made due to the way that post-release DLC is made. 2K argued that if the extra multiplayer levels were developed separately at a later date then gamers would be separated from their friends in online sessions, if one set had purchased the DLC and the other had not. This is apparently due to how players are grouped in multiplayer. They seem to suggest that if you have downloaded post-release DLC then you will only be grouped with other players that have it, but if the extra content is present on the disk then players can be grouped together when playing the basic multiplayer levels, even if some had the DLC and others don’t.

So this begs the question: why not simply make the maps available for all? The customer had already paid a lot of money for the game, so why don’t they deserve to have access to all of the content? It brings us to the sad conclusion that developers do see DLC primarily as a way of generating cash. Even with 2K’s explanation, which if true could hold for the Street Fighter and Resident Evil examples too, then they are making a conscious choice to charge more for content available at the game’s release. From a business stand point this is understandable, as selling DLC can net vast sums of money. Call of Duty: World at War generated $70 million from its map pack sales alone; but there is a clear line between what people consider to be value for money and what is seen as simply profit generating extras within the realms of DLC.

It is possible that DLC is produced on a separate budget from the main game, and that it is developed in tandem. If this is the case the 2K’s explanation may hold some water, as the development costs would need to be recovered. It also leads to the conclusion that if multiplayer DLC is so difficult to integrate then the future of DLC may be on-disk. That being the case then I would suggest that the DLC tag be dropped and the term “unlockable content” may be a suitable substitute. This doesn’t make the players feel any better about shelling out cash for more game, but it doesn’t wrongly lead them to believe that what they are paying for is being downloaded separately either.

Judging from what is posted in the forums and chatrooms of the gaming world, gamers don’t mind paying for DLC if they deem it value for money. There are many examples of excellent DLC which adds so much to the gaming experience, but the large sums of money created by DLC has made the industry greedy it is now rare to find a game release that doesn’t have some form of DLC attached. Ultimately gamers are the judges in this trial and the only way for their complaints to hold weight would be to boycott the purchase of DLC considered below par, or which is obvious profiteering.

That all said, Xbox LIVE is the biggest online DLC provider and a business model that remains extremely profitable, so as long as we keep downloading it appears that they’ll keep charging. Perhaps players should take a look at what it is they’re paying for though, before they part with their hard earned Microsoft points.


I wrote this article for Game Kudos, a new web publication. It can be viewed in its edited format here.


Tuesday, 15 June 2010

Red Dead Review

My review of Red Dead Redemption on the Xbox 360 has been published at Game Kudos.

I thoroughly recommend it to any fans of sandbox action adventure games and to anyone who enjoyed the GTA series. For me, the most surprising thing about the game was the very clever way in which the developers used the classic style of story telling, prevalent in the great western movies, to usher the game along. Playing Red Dead Redemption feels as close as possible to being in the toughest parts of the old west without the aid of Doc Emmett Brown.

In short, the game scores 8.2/10 and the single player game far outstrips the multiplayer. Utterly engaging and entertaining, a great buy that offers a bare-bones minimum of about 20 hours of superb gameplay.

Friday, 4 June 2010

The etiquette and idiocies of in-game chat

With the advent of multiplayer networks, such as Xbox LIVE, a new level of interactivity in gaming has been possible. In the past the only way to enjoy a console game in the company of your friends was to do so together, in the same room using split screen multiplayer games such as Golden Eye (007) on the N64. This had its own charm, of course, not least because it meant you would be spending time with your friends whilst engaging in some co-operative team based mayhem or simply blasting each other into the Stone Age.

With Xbox LIVE came in-game chat. Players could now have the same joshing banter with their friends while enjoying a game, despite being geographically separated. This doesn’t mean an end to groups of friends convening at one place to play, just an addition to the gaming experience.

However, with in-game chat came a problem: strangers. It is entirely possible to converse, in-game, with people you have never met, and who aren’t even on your “friends” list of gamer-tag contacts. As you can’t see the person you are talking to, and don’t know them, this could open up a Pandora’s box of multiplayer problems. Although a vast majority of gamers are at least polite and congenial during heated exchanges of gunfire or whilst sneaking up on an unsuspecting guard from two flanks, frustratingly, some of the people encountered in the game-o-sphere can be most politely described as idiots. There are those who are simply abusive; who curse vulgarly and launch violent verbal assaults upon anyone they deem to be lesser gamer, or who has simply done something, in-game, that they didn’t like.

These angry shouting morons are one of the main reasons that many people choose not to use their console’s voice chat feature and play muted. This doesn’t entirely remove from their gaming experience, but they aren’t then able to interact with other human players, for the banter, for the tactical exploitation of information that they wouldn’t otherwise have, or just to gloat (in a Gentlemanly/Lady-like way, of course) after a particularly spectacular kill/stunt/crash. There are also idiotic tendencies with regard less experienced gamers playing co-operative games. Very often the infamous words are heard “Help me, I’m over here!” without reference to where “over here” is. Unlike in real life a comrade’s panicked voice doesn’t come from any particular direction that you can follow, it’s transmitted directly to the ear. Where are you? I want to help, but you aren’t helping me to help you!

Finally, although there are many other examples, one of the most annoying traits of uncouth chat fiends is the unacceptable practice of male gamers being abusive to female gamers on the basis of gender. Some male gamers seem to think that they have an inherent right to gaming and if they get “humiliated” online by the superior skills of a “mere girl” then they retort with a torrent of inexcusable insults.

The idiocy plaguing multiplayer chat can be stemmed with the judicial application of etiquette. Be polite, don’t be overly aggressive or abusive and treat other gamers with the same respect with which you would wish to be treated. Above and beyond all of that, even if you are losing, remember: It’s only a game.

Id like to tip my figurative hat to a gentleman friend of mine with whom I have spent countless hours enjoying multiplayer gaming using in-game chat, and whose drunken suggestion led to this article. I salute you, sir.

Sunday, 23 May 2010

Booted and Spurred

As you can see, The Gaming Gentleman is booted and spurred and ready for action on the frontier. I’m currently working my way through the treacherous terrain of the Old West, blasting my way through gangs of bandits and rescuing maidens, and hookers, in distress. It can only mean that I have finally gotten my hands on a copy of Red Dead Redemption on Xbox 360. For the princely sum of £49 I purchased the limited addition version available from GAME stores in the UK, which includes not just the game itself but exclusive downloadable content.

The added extras are Golden Guns, weapons that increase your fame when kills are made with them, War Horse, quite simply the fastest, strongest horse available to you in the game, and the Deadly Assassin outfit, which allows your Dead-Eye metre to refill more rapidly after kills.

I am enjoying progressing the single player game and will shortly be reviewing it here at the blog and at a website that I am working for as a writer. The multiplayer aspect of the game, however, has me a little concerned. Despite being hailed as a new, greater standard of multiplayer experience, one which will allow players to explore the vastness of the Old West and team up with fellow Xbox LIVE players to create posses and take on other gangs, thus far all I have encountered are players more concerned with shooting you as soon as you re-spawn, before you can get together with other players and generally making the multiplayer experience a frustrating and deeply un-entertaining one.

To add to the multiplayer woes, it appears to be full of glitches, like disappearing characters, and the sheer number of people trying to log on to the servers seems to be overloading them and causing problems when connecting to a game. That said, the single player game is impressive and addictive and I hope to have completed it soon. Perhaps in the meantime Rockstar San Diego may have addressed the glitches and server issues on multiplayer, and the obtrusive players may have gotten sick of ruining the fun for everyone else, or fallen off a cliff. I can but hope.

Wednesday, 12 May 2010

Nobody Does It Better (Splinter Cell: Conviction)

Ubisoft’s stalwart sneaky spy Sam Fisher returns in Splinter Cell: Conviction, the much-anticipated recent instalment in the series that is redefining a genre. The game begins with Sam having left Third Echelon after the death of his daughter in a hit and run incident. Sat in a Mediterranean cafĂ©, Sam gets a phone call from an old colleague from his shadowy ex-workplace warning him of an imminent threat to his life. This kick-starts the story and Sam’s journey to find his daughter’s killer, which will drag the world’s greatest (non-British) spy back into the world of international espionage and pit him against his former employers.

Although still a 3rd person stealth action thriller, the tone of the game has shifted from the constant shadow dwelling of its predecessors to a more open, upfront approach to the gameplay. It’s noticeable in Sam’s appearance too; rather than the skin-tight black-ops body suit he once sported his attire is more urban chic, in the Jason Bourne style. The action and story also seem to take influence from the Bourne series, with a gritty atmosphere and flashback storytelling projected onto walls as you progress the quieter sections of the single player mission. The cut-scene animation is breathtaking with very realistic rendering of characters; Sam himself has wrinkles, realistic eyes, individual strands of hair and a split-lip that doesn’t miraculously repair itself. Even his stubble grows as the game progresses giving it almost a “24” feel, and this is backed up by the clever, jerky camera movement during some of the more tense and sinister cut-scenes.

Sneaking is still a large part of the gameplay, but so is timely dashing from one place to another, tactically avoiding enemies or luring them into traps, separating them and taking them down one or two at a time. There are times when all out assault is required and the game utilises a mechanic whereby Sam can disappear into the shadows, leaving enemies shooting at his last known position whilst he flanks them. The “execute” function is also very useful, allowing players to mark and execute two enemies quickly after successfully taking down another by a hand-to-hand quiet kill. During interrogation scenes Sam can use the environment to punish those who won’t talk and convince them, with the use of things like sinks and pianos, to let him know what he wants to know. The weapon outfit is the standard expected; a mix of pistols (silenced or not), sub-machine guns, assault rifles shot guns and an array of devices including grenades, mines, EMP charges and sticky, exploding cameras to assist Sam’s progression.

For all of it’s impressive features, graphics and gameplay there are a few flaws. The camera angles, as with most 3rd person games, often become obtrusive and cause difficulty for the player to see an area that would be clearly viewed through the character’s eyes. The sound track is largely in keeping with the game but sometimes descends into irritating techno-punk at inappropriate times, usually during intense action, probably intended to add to the atmosphere, but it seems only to annoy and detract. Strangely, Sam appears to have forgotten how to drag a body away from where it falls and to a convenient hiding place, rather remiss of a veteran black-ops agent. This means that players need to be extra careful when felling a foe in case their lifeless body should serve to alert other enemies to Sam’s presence.

However, despite the downsides, the game is overwhelmingly impressive, addictive and fun. The change of pace is refreshing and the lean toward a more beaten, gritty and weatherworn Sam Fisher is a welcome change from the previous formula. It’s cinematic, engaging and entertaining. Fans of the series will love it and new comers will find it easily accessible without the need to have played the previous games. A multiplayer option extends the life of the game beyond the completion of the single player campaign, the content of which will be covered in a future post.

Friday, 22 January 2010

War!!!…What is it good for?

Modern Warfare 2, Xbox 360

Activision have done it again. Their incredibly popular Call of Duty series has had another big release in the form of Modern Warfare 2; quite simply the best first person shooter I have ever played. With stunning and immersive graphics, cinema quality sound and all encompassing game-play, it is quite obvious why the game broke all sales records in entertainment media history in its first week of release.

Split into 3 sections, the game has a level of longevity that will make its rivals green with envy. The first is the story mode, which sees you taking on the roll of various characters as you are swept along the twisting rollercoaster of a plot. The story itself is a well-woven tale of international intrigue and political upheaval to rival even the most complex Tom Clancy novel. There are moments of sheer genius and twists that will leave you gasping. And all of this is simply to guide you from one level of gaming glory to another. The missions vary from all out assault against an enemy army to small two man special forces teams stealthily stalking mountainous bases in driving blizzards. From fighting drug gangs in the favelas of Rio de Janeiro to raiding SAM sites on oilrigs off Russia, the game is truly global in scope and infuses gamers with a real sense of the dire importance of successfully achieving the aims of your missions. Not to reveal too much about the story before you play it, I would go as far as to say that it continues from where the last game left off and raises the bar in all areas of the gaming experience.

The second section is special ops; a series of challenges based around the main game, which become available to play once you have successfully completed the main story on any difficulty setting. Hours of extra game-play is to be had here, with achievements galore available for the competitive warrior-at-heart. Some of the missions require two players and can be done co-operatively online or split-screen with friends, a nice little touch to break up the army-of-one mentality that first person shooters often engender.

The final section is the backbone of the series and has kept the previous titles selling for years due to the online community supporting their continued use: multiplayer. Playing against another human in place of computer AI is often a much greater experience and this is definitely the case with Modern Warfare 2. As with Modern Warfare and World at War before it, MW2 has an online army of players and games can be found at any time of the day or night, with often more than 150,000 players online at any one time. Missions vary from old school free-for-all to team death match and ground war, each with their own unique playing styles, aims and objectives. The only thing limiting the life of this game is the life of the platform it’s played on. The earlier games in the series still have a massive online following.

Weapons and tactics have been upgraded with beautifully rendered modern arsenals and the addition of such abilities as throwing knives and even Unmanned Air Vehicles available to the players to unleash hell upon their opponents. In all aspects MW2 is a step up from the already excellent titles preceding it. However, there are some downsides. Those with slower broadband connections will find it difficult to locate a multiplayer game to join, despite seeing 50 plus available games on your screen the system’s tendency to try and match download speeds (no doubt for the good of the gaming experience) can often mean that those players find themselves watching in vain as their system fails time and time again to match them to a game server. My only other major issue with the game is corners. Being a first person shooter, when trying to see or shoot around a corner the player is forced to move their entire body our to get a shot off and will often receive a bullet for their trouble. Games such as Quantum of Solace managed to incorporate effective use of cover and move into its otherwise first person shooter mould and perhaps Activision can look at doing this in future titles to further enhance the realism of the game-play.

Overall Modern Warfare 2 is outstanding, and despite having completed the game I know that its multiplayer and special ops sections will continue to entertain for the foreseeable future. If you own an Xbox then buy this game.

Sunday, 13 December 2009

Dungeons and Dragon Age


Bioware, the new masters of the RPG, have released their latest enthralling, engaging, story driven, action packed delve into the genre: Dragon Age: Origins. Like many RPGs, Dragon Age follows the route of the fantasy epic but with a focus on the background, or Origin, of the character that you play. Players are offered to start the game from one of six very different backgrounds, covering a variety of races, social backdrops, and genders. The player’s start position in the game very much effects how the game will unfold as you are ferried along the storyline, and your choices and moral decisions effect the game world and how characters interact with you. The initial part of the game is unique to each character type and, unless you choose to play the game through six times, players will experience only one Origin story before the game proper begins.

It doesn’t take long before the depth of the storyline is hinted at, with a rich back-story unfolding that includes suggestions of deep class and racial divides throughout the land of Ferelden. This complex background is the canvas upon which the main plot is painted. A dark threat to all living creatures, in the form of the demonic Darkspawn, is unleashing a Blight upon the land. Not long into the game we see humanity’s big stand against the monsters, and it goes horribly wrong. Unsurprisingly, despite the player character’s age and inexperience, we soon discover that you are the only person who can unite the divided lands and people to make a final heroic stand against the Arch-demon (a Dragon). Made a member of the Grey Wardens, an elite group of warriors sworn to destroy the Darkspawn, you and your band of warriors, mages, war dogs, elfs, dwarfs and Golems are sent off to finish what the armies of men could not.

The game is very long and engaging. Expect to lose tens of hours to the intricacies of the storyline, combat and character customisation. The combat itself seems to breach the gap between the needs of the hardcore RPG fan and those of the part-time gamer, with real time fighting that can be paused to choose and customise attacks and other actions from any of your player characters in order to achieve a victory. Moving away from the usual turn based combat that RPGs traditionally use, this form of combat interface allows gamers who are new to the genre to enjoy the game without loosing interest due to the intricacies of the character profile and the effects of attack, defence and chance upon the successful outcome of any action. It is all there for gamers who want it and can be ignored by those who don’t.

The game suffers slightly from long loading periods and on the Xbox 360 version some of the graphics and background textures can detract from an otherwise excellent gaming experience. On occasion some of the cut scenes suffer from glitches or missing segments of dialogue but these are very few and far between. Re-playing the section concerned often fixes the problem. Dragon Age: Origins is, overall, an RPG fan’s dream and Bioware’s efforts to make the genre more accessible to gamers not usually drawn to such titles is remarkable. With downloadable content available and more planned for the Christmas market the games longevity could well increase like other titles such as Mass Effect and Fallout 3.

Friday, 13 November 2009

Modern Warfare Boo

I am suffering terribly. I am an avid fan of the Call of Duty series and the latest release: Call of Duty: Modern Warfare 2, was released this week to great acclaim worldwide. Breaking all records in its first week, the game has now generated more money in its opening week than any other form of entertainment media in history. No film, DVD, CD or game has made so much money, $310 million in its first 24 hrs.

The reason that I am suffering is that my dear fiancĂ©e discovered that I desperately wanted this game when it came out and ordered it for me…for Christmas. As lovely as this gesture is, the hardcore gamer in me is shaking like a crack addict going cold turkey. However, my overarching gentlemanly values stop me from running out and buying it, only to ruin the gift from my dearest. So I will have to wait until Christmas, but, on the bright side, I’ll have something to look forward to.


Thursday, 5 November 2009

Achievement Unlocked: Points Whore


Microsoft’s ever-impressive gaming platform, the Xbox 360, has brought countless hours of joy and entertainment to gamers the world over. Xbox LIVE has connected those gamers over the Internet so that they can play together and interact online in a way never before possible. The games produced for the console are constantly improving and pushing back the barriers of gaming with more and more realistic physics engines, smoother, sharper and more impressive graphics, and game-play which is more akin to a Hollywood blockbuster than mindless, simple, button-smashing fun. Microsoft has created all of this but there is a downside. With good there is evil, with matter anti-matter, with Clapton the Spice Girls. The Xbox has released a plague upon the gaming world: Point Whoring.

Point whoring is the practice of needlessly accruing vast amounts of Achievement Points simply for the sake of having a higher gamer score. Every Xbox user has a Gamer Tag, which displays their chosen name, a picture and details on the gamer’s reputation, as well as a gamer score. Unlocking achievements within Xbox games increases these scores. The achievements vary in their worth and difficulty to obtain and points range from simple things, such as successfully completing a level, to the plain ridiculous, such as hitting a flag 4 times with a golf ball or kicking a chicken.

Many (if not most) gamers now use these whore points to compare themselves to others and see a high gamer score as a symbol of gaming virility. Some are forced to continue playing games, even once complete, to squeeze out every last achievement and bolster their gamer score in the process. Gamers can become obsessed with that familiar “Blop-ping” noise that indicates your most recent triumph. Certain games are purchased purely because it is easy to get points by playing them for a short period of time. These points have no value. They cannot be exchanged for anything

The "Achievement" symbol has come to be used in all manner of places

Despite what I have said here I have to admit, like an addict confronted with his problem, that I have been points whoring. I noticed recently I was doing ridiculous things in the gaming world to get another achievement point. From spending time at Liberty City’s golf range trying to hit a flag with a golf ball four times instead of completing one of the story missions, to replaying games through to choose different paths and receive different awards. I once mocked my friends for chasing the Xbox achievement dragon, but I now find myself counted amongst their number. That said, and shame aside, hunting for achievement points in games can often lead to some of the most fun and amusing game-play, for example the occasion when I received an achievement point for placing a grenade in someone’s pocket in Fallout 3, just to watch their trousers explode. I resolve to continue my gaming, but to limit my point whoring to occasions when I am bored so as that the practice does not become the main driving force of my gaming, but a tiny sideline treat every now-and-then.