Friday, 25 February 2011

"Do, or do not. There is no try."

I’m aiming to write more feature articles. Over the past couple of years I have reviewed many games and had said reviews published at various sites. However, the writing I have enjoyed most has been features. The last post published here was recently picked up by Bitmob and promoted to their front page. This gave me a boost, and my editor at Game Kudos, where the vast majority of my features have been published, has encouraged me to focus on this sort of writing. This doesn’t mean I’ll be dropping reviews; I still enjoy reviewing games, but the majority of my energies will be channelled toward features in the future.

With that in mind, I’m linking up two of my recent reviews that have been published at Game Kudos:

Fifa 11 is a stunning game that all football fans will love. Read my view on the game here.

Star Wars: The Force Unleashed 2 was a big letdown for me. As an avid Star Wars fan, and one who loved the first game, this half-hearted sequel has left a sour taste in the mouth. Read why here.

Sunday, 6 February 2011

Social shaming: My fear of FarmVille

The image of gamers is changing, slowly, and this is largely due to social networking sites. The stereotype of pasty mal-exercised social outcasts gaming for 20 hours-a-day in their mothers’ basement is being replaced by that of “normal” people from a variety of backgrounds, social groups and cultures who do their gaming on sites like Facebook, making gaming more mainstream; so, as a lifelong gamer, why am I afraid to play FarmVille?

Statistics show that social gaming is massive; FarmVille, the game that arguably started the social gaming revolution, has 52 million active users at present. This is dwarfed by the new hot title, CityVille, which has a whopping 98 million active users. To put this into context, that’s more than the population of the United Kingdom. So if gaming has become socially acceptable, as indicated by the sheer numbers of people gaming on one particular application on just one – albeit mammoth – website, should hardcore gamers feel a pang of shame for indulging in these pursuits?

I am a gamer; I have been since the early 1980s. I have owned an Atari 2600, a Commodore 64, a ZX Spectrum, an Amiga 500, a Microsoft PC, a Sega Master System and Mega Drive, a Gameboy, PlayStations 1 & 2, a PSP, an Xbox and a 360 in my gaming career. I have sampled most game genres and rank Real Time Strategy games highly. As one who has witnessed the evolution of video games over the past 3 decades I feel I should embrace the move toward social games, many of which are RTS based that I should enjoy. I speak here of FarmVille, although in reality I’d be more likely to play games like Kingdoms of Camelot or Mafia Wars, but their presence on such a widely used social network puts me off. My reasoning may be debatable, but it’s as follows: I don’t like the idea of everybody on my “friends” list, which includes work colleagues and people on the peripheral of my social circle, being updated every time I sew a field or request help to build a barn. The very nature of social gaming requires this sort of interaction with other users, but having been on the receiving end of countless requests to help others in their gaming efforts, and having been annoyed by the persistence of them despite my not having the same application, I am loathed to inflict this upon my “friends”. It’s the carpet-bombing nature of the applications’ update messages coupled with the lack of customisable privacy options with which I have an issue.

An immediate retort to this would be to say that the option exists within Facebook to ignore all such notifications, however, not everyone chooses to click on this option. This may be because they are happy to receive them, or eager to involve themselves in the game, but what if they’re not? It is entirely possible that people can simply skip through the endless updates spewed out by these applications and, although it could be argued that it is their choice not to get rid of them, I wouldn’t want everyone to see these updates generated by my gaming. I’m not alone in my frustration; an entire anti-FarmVille movement exists within Facebook, born of just this sort of complaint, sporting over 2 million disgruntled users.

For me, collaborative gaming should be about people who want to game together working toward a common goal. If users don’t want to be involved, or don’t have the application, then the system shouldn’t bother them with updates or requests. However, as Facebook and social networks like it have a mandate to expand, it’s not likely that social gaming will move into a less intrusive format any time soon.

I’m sure there are many very worthy games to play in the social gaming genre, but until the scope of who is informed of and involved in my gaming is more tightly controlled it will remain an area of the gaming world that I’ll avoid. I don’t play games on Facebook partly because of the privacy issue and partly due to a reluctance to have my pastimes scrutinised by everyone connected with my social media accounts. I don’t want everyone I know to see what I’m playing and how often I play it; for me, that privilege is reserved for those friends I game with on Xbox LIVE.

Friday, 14 January 2011

Move over DualShock? Killzone 3’s motion control integration

Motion control gaming’s recent rise to prominence raises questions about the future of gaming interface and the lifespan of the traditional controller. Whenever a new technology is developed advocates rush to pronounce it as the way forward for…whatever, and denounce that which came before it as obsolete, or at best, past its heyday. But should we be so quick to turn away from our trusty traditional interface with the video games’ world?

At a Eurogamer Expo developer session in October, Guerrilla Games’ Steven Ter Heide demonstrated the upcoming FPS Killzone 3’s optional Move integrated control system. “Move, for us, is an option, obviously there’ll be DualShock lovers and there will certainly be people out there who want to play this with the Move controller.” He began demonstrating the Move controlled play-through by tracing his controller across the screen, showing how weapon targeting follows the point of the controller. When pointing at the extremities of the screen the camera began to follow, slowly. Ter Heide was quick to point out that the speed of camera movement, along with a lot of Move controller related options, are entirely customisable to the players preferences.

The motion controlled play-through of the game underwent heavy play testing to find out exactly what it was that players were looking for with this interface. “The book hasn’t been written yet on Move controls and what they need to do…there’s a lot of stuff we have to figure out.” As Move has all of the buttons that DualShock has, they can still be used to complement the motion controlled experience, but Guerrilla are attempting to enhance that with the integration of gestures, “This icon on the screen now indicates that I need to reload, and I can do this by just a quick twist of the wrist. We find this has an advantage in the fluidity of the gameplay.” demonstrated Ter Hide. Other functions such as gesturing the controller toward the player serve to pick up usable weapons. Having listened to fan feedback, Guerrilla have included the ability to carry more than one primary weapon in Killzone 3, using the D-Pad switches between them.

The feel of the demonstration was such that the developers seemed to be trying to find reasons to use motion control, and running into more than just a few problems doing so. Ter Heide highlighted this with an example of how grenades are thrown in Killzone 3, “You’d expect everybody to throw a grenades like this [demonstrates throwing motion] because it’s a natural motion, but as you can see what happens on the screen is that the camera starts rotating and I don’t see where the grenade lands.” Guerrilla’s solution here is to have the grenade throwing function relegated to a button push.

The test of motion control versus regular controller systems may come in their integration; can players compete in multiplayer with the different control methods on a level footing? In a modern, fast paced FPS, one that holds the draw of multiplayer at its heart, a multiple control system, player vs. player needs vigorous play testing, so says Ter Heide, “Move is available for multiplayer too, and right now we are doing a lot of play testing to find out whether we can have Move players in the same game as DualShock players.” Although he admitted that the new system is lagging behind, “Our core QA guys have grown up with DualShock and they’re very well versed in that and run circles around the Move players.” He added that choice of control method may become a basis of rivalry: “At some point I think it’s going to turn into your snow boarders versus your skiers, whether you’re a DualShock player or a Move player.”

A balancing act may be required if multi-control method multiplayer is to become a reality. Notwithstanding the camera control issues discussed earlier, certain functions of the game mechanics are unique to Move, Ter Heide explained “Because we now have auto-lock [with Move] we need to find out if we can rebalance that and see how that works.” Guerrilla aim to test a public beta of the multiplayer game, and to decide from that whether or not to separate DualShock from Move players.

From the demo at the developer session, Guerrilla Games has shown that big name developers are actively working to integrate peripheral devices into traditional game genres and top titles. Time will tell whether the experiment will work, but based on what I saw at the session - and my own preferences for game controllers - the Move integration appears to me to be a gimmick, more of a Wii Party toy than a serious gaming tool. It looks to have created problems in the developing process rather than having solved any great flaw in the current and well proven method of controlling an FPS game. Perhaps Guerrilla will prove me wrong.

* * * * *

This article was written for Game Kudos and this is the third draft. The finalised piece in its edited format can be seen here.

Friday, 31 December 2010

When I was 31, it was a very good year…

2010 has been a very busy and very good year for me; I got married in the summer, flew to the Caribbean on honeymoon and a few weeks later acted as the best man at my brother’s wedding. We moved in to our new house in September and my wife and I got a lovely puppy a few weeks ago, which is conspiring to urinate on my lounge carpet as I type. At work I achieved the advancement I was hoping for within my career and was offered the job I have coveted for a number of years.

I have also been attempting to develop my writing, specifically with regard to video games journalism; this brought me to writing for an online publication, Game Kudos. Writing for GK allowed me to cover my first industry Expo in the form of EuroGamer in London, and gain valuable experience interviewing the lead designer of a top video game developer.

In the gaming world I have invested countless hours saving the Universe in Mass Effect 2, riding the plains of the Wild West in Red Dead Redemption, running and gunning my way through numerous FPS titles, the highlights being Call of Duty: Black Ops and Medal of Honor (American spelling of Honour!). I’ve enjoyed surviving the post apocalyptic wastelands of Fallout: New Vegas and suffered through the worst game I can remember playing in the form of Deadly Premonition. I got sporty too, kicking around with some of the world’s best footballers in FIFA 11 and beating Tiger Woods in the Ryder Cup on Tiger Woods PGA tour 11. There were lots of other games, but those are just some of the highlights. I also laid my old trust Xbox 360 to rest after suffering the dreaded Red Ring of Death, and got a shiny new one in its place.

Next year’s gaming promises much, but in particular I’m looking forward to Dead Space 2 and Elder Scrolls V: Skyrim (the long awaited sequel to the excellent Oblivion). After such an eventful year I’ll be glad of a rest and a chance for more gaming, but I look forward to 2011 with optimism and anticipation. Happy New Year everyone, see you in the future…

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.

Tuesday, 23 November 2010

You wait an age for one….

Good games are like buses; you wait an age for one, then several arrive at once. Throughout the middle of 2010, I along with countless other gamers, suffered through a drought of decent titles. Between the release of the excellent Mass Effect 2, early in the year, and the recent release of the much anticipated Fallout New Vegas, only Red Dead Redemption stood out as a particularly spectacular game in mid-2010.

No sooner had Obsidian returned us to the world of wastelands, vaults and super-mutants, than we see the release of other big hitters; Star Wars The Force Unleashed 2, Fifa 11, Medal of Honor, Assassin’s Creed Brotherhood, and what is expected to become the biggest selling game of all time: Call of Duty Black Ops, to name but a few. I left out Halo Reach from that ensemble for personal reasons, but if that floats your boat it could add weight to my argument.

With such a large selection of potentially excellent titles arriving within just a few short weeks of one another, I feel like the gaming equivalent of an emaciated captive presented with a banquet; I want them all but can’t have them all at once. The games industry seems to do this quite deliberately and it’s relatively obvious that the release timing is geared to exploit the lucrative Christmas market.

This appears to be a sound business model, being as how a vast majority of games are purchased in the run up to the holiday season; but is this market mindset counter-productive? Development schedules aside, certain titles can easily lay claim to the holiday market. Over the past 4 years the king of Christmas gaming has consistently been the Call of Duty series. So then, are other great titles that simply selling themselves short by trying to go in direct competition with such a massive title? Would there be more sense in releasing some bigger games 6 months apart from the biggest of the holiday titles, to boost sales and, most importantly, fill the gap of good games during the summer?

Only the developers, or perhaps marketing experts, can answer this, but it should be noted as a combat indicator that Game, the UK’s biggest games retailer - one that is supposed to be recession proof - has seen it’s shares plummet over the past year. Last year their share value sat at £1.60, however today it is hovering around 70p. The retailer actually blamed the lack of big title releases in the first half of the year for the slump, and expects to recover over the Christmas period. That said if this is to be the trend, then Game and other video game retailers could well see their share prices in a constant yo-yo. Meanwhile, gamers will continue to wait many months for another flood of great games.

Wednesday, 20 October 2010

The Gaming Gentleman at Eurogamer Expo

At the beginning of October I attended the Eurogamer Expo at London’s Earl’s court in the capacity as a staff writer for Game Kudos. Over the past few weeks the content I produced from the Expo has been published at the website, and I’m linking it all up here in this post.

Whilst there I was able to attend developer sessions, get hands-on with preview demos of upcoming games and, most excitingly for me, interview some big hitters in the industry.

Today my interview with Tameem Antonaides, head designer at Ninja Theory and creator of the recently released Enslaved: Odyssey to the West, was published here.

I also wrote about several of the more important game demos I played. As I’m a big Fallout fan, I spent a little time getting to grips with life in a post apocalyptic Las Vegas. My preview of the much-anticipated sequel, Fallout New Vegas, can be read here.

I was able to play a 15-minute demo of the upcoming space horror sequel Dead Space 2. The first game scared the living daylights out of me, read about how the second game’s shaping up here.

I was also luck enough to play the multiplayer component of the upcoming Assassin’s Creed: Brotherhood. Imagine a deathmatch game where whilst you hunt your target, a third party hunts you. The game boasts all of the free-running fun of Assassin’s Creed, playable online with your friends. Read all about it here.

That’s all of the links for now, but watch this space, as I’ll be writing about my experiences covering my first event as a games journalist.