Tuesday, 3 March 2009

Stick-a-geddon

Currently I'm in dire need of a suitable arcade fight stick of some sort. Specifically to for Street Fighter IV. There is currently a few options available such as the Hori range or even the new Mad Catz sticks that were designed with SFIV in mind.

But they're not available.

There is clearly a number of reasons causing this drought, such as high demand or insufficient production.

Either way, unless I feel like paying over twice as much for any stick on the market, I'll be sticking with my lousy 360 D-Pad. Akuma, Ken - you're off the hook. For now.

Tuesday, 24 February 2009

Playstation Home: Ghost in the Machine

Yesterday evening I decided to boot-up home again for the first time in a while.

Naturally the first point of call was to head over to one of the large plasma screens in the communal grounds. After selecting the "Salsa" option and getting into a steady groove with everyone else to the sounds of the Red Bull Air Race ad, I began to notice an eerie out-of-place interval within the space between each loop in the repeating advertisement.

There's no real way to describe it other than the fact that it is short, it doesn't make sense, and it is completely out of context with the rest of what is being shown - the usual trance-style sounds being replaced with weird ambient sound effects.

This could exist for a reason. Perhaps a short promo for something unheard of? Or the sign of an impending in-game attack?- it has left me slightly hesitant to just leave my short red-head prince lookalike dancing unsupervised so close to that big television.

I'm not just mental! Obviously there is more basis to this post than to simply highlight the fact that I saw a strange advert. This occurance would be left safely swept under the carpet if no one else had witnessed any strange goings on. There's already online discussion from those pooling their resources who have encountered the same thing - and more.

Google results suggest images such as these are connected..? Any ideas?

Pardon?

Forum-based discussion mentions of hidden messages found within Home's PDA device. I've been able to find nothing and the quotes being passed around sound like excerpts from Bill Gates's diary, so feel free to fill me in within the comment section.

"Easter Eggs" (as the gaming community say) have been abundent in games for ages, though their intentions and reasons for existance are often varied. Home is in it's early undeveloped stages and I'm curious about the direction that the service will take in the future - It'll therefore be worth (to me, at least) considering the ongoing developments of this story.

The Home community already seems hungry for answers. Users of one particuler messageboard have already obtained the email address of a soon-to-be-spammed Sony employee who they feel relate (by sharing the same name.. ?) to the information within these in-game nuggets. There is already teams of search parties and forensics being organised (literally). Crikey.

I'll refrain from posting up all the messages/videos/images myself as that will blatently be spoiling the fun of working out if anything is going on and enabling people to do nothing but dance. Again.

It certainly seems to be creating that long awaited buzz and sense of community within Home.

Thursday, 12 February 2009

Rock Band: Appropriate Title?

It's pretty much been plastered around the web now that developer Harmonix have announced rapper Snoop Dogg will be coming to Rock Band. I'm sure it's safe to say that if you've found this Blog then you most likely know this already.

I'll skip the particulars and get to the point of this entry.

I'm interested in the level of scope for the potential growth of Rock Band and Harmonix. Rock Band is still competing with shadow-of-former-self Guitar Hero, which is now in the hands of Neversoft. Though its deals like this which invoke a certain curiosity into the height of Rock Band's ambition. Whilst Guitar Hero have taken an extended focus on instruments and user-creativity, Rock Band is showing signs of expanding into new genres with exclusive content, and ultimately opening the doors to new markets.

Personally, I think Harmonix has taken the more sustainable route. I'm generally fascinated to see where this could take both the video game and the music industries. It has been reported - pretty early on in Rock Band's lifecycle - that bands such as Motley Crue have sold higher quantities of individual songs through Downloadable [Rock Band] Content on the Xbox 360 than
through Apple's iTunes. Of course, many would say that Motley Crue are a bunch of elderly old perverts and it's also possible that iTunes is just used by a different demographic. However, it's interesting.

Is it possible that Rock Band could potentially house all genres of music? Will Harmonix have to change the name or rebrand it?

By entering into a deal with an artist so huge and so alien to most "rockers", I am expecting to see record labels leaping onto the bandwagon in the future ahead. I wonder if we could see both industries (video gaming and music) converging and the lines becoming increasingly blurred. Rock Band is becoming closer to a platform than a video game; if music listeners will prefer paying to play than to listen.

Tuesday, 10 February 2009

Not Everyone is Allowed in the Killzone (2)

I just preordered my copy of Killzone 2 on the PS3 through an independent retailer. Why? Because I can't help but repeatedly drool over the 10 minutes of play that's offered in the free demo.


Yep, there is a demo available on the Playstation Network.

Not in the USA, however. Not for a while.

If great minds really do think alike, then you'll also be trying to fathom why a country as big and pivotal as America wasn't treated to an even bigger demo at an even earlier date. Apparently the guys over at Sony (and Gamestop) feel that a way to increase sales is to create a preorder incentive of granting early buyers the demo once cash is exchanged.

Killzone 2 has been in development for a long time. For most people - those who get tired of waiting and arn't obsessed with the series - a free demo is exactly what is needed to convince them that such a long development time has paid off.

The demo is said to be available for the USA a day before the launch date. You may be thinking "that's not so bad"; but how is a game supposed to develop an aura of success-inducing hype leading up to it's release when Sony appear to be hatching a plan to give this game a post-release label of "Biggest Overlooked Game '09"?

I personally think it's a good business idea to partner with game retailers with strategies aimed at boosting preorders. However, I do not think that a demo is the correct tool to achieve this. If Sony want to ensure early sales they need to create more of an incentive that will add value to the game - such as free downloadable content. Instead they are maintaining the idea of a Killzone 2 preorder, in the eyes of American consumers, as a potential risk purchase (Mr. Average Joe does not know what he is buying into) with a perk that will render itself obsolete when the game is released anyway.

Playable demos are only used to help the customer decide on purchasing a game. Is this an incorrect statement? Are there any other uses for a demo besides exploiting the small few who are too impatient to wait a month? What are your predictions or hopes for Sony's future strategy?

Wednesday, 28 January 2009

Less Dominik, Moore Patrick

The last great bit of mainstream video gaming television was Games Master on channel 4. That was now over 10 years ago. Back in the mid-90's the show was even sponsored by McDonalds at one point. Times have clearly changed, since MacDonalds would now rather be associated with vibrant lunch-doing business women than coy little spotty fellas. Maybe it's also time to realise that video gaming is changing - after all, socialite ladies of various ages are obsessed with Nintendo's Wii and DS.

I think the time has come for another video game show to be created and to return gaming to a terrestrial television channel.

The whole corner-to-corner demographic-busting phenomina of the Wii isn't just where video gaming's mainstream potential lies. There is of course tons of scope available within the growing recognition of gaming on various artistic levels, as well as the ongoing competitive environments that video games spawn.

Since Games Master there have been various outlets for those interested in gaming television, Thumb Bandits was on at around midnight and targeted at quite a specific student-like demographic. Sky TV owners have had Gamer TV, which was good but not quite engaging enough. The gaming channels such as the deceased Games Network (i think it's now "BABE Network" - seriously.) and the impossible-to-find X League (I think it also changed it's name to Pulse) feel tacky, and not even the most diehard of gamers could stomach more than 10 minutes of watching someone else play through tedious parts of dull games without any exchange in dialogue.

A new channel would have to be executed successfully and targeted at more than just a core audience. The growing phenominon of the Nintendo Wii and DS are practically offering a free pass to any potential producers to effectively draw "outsiders" in.

Nintendo's mainstream market; competitive gamers; upcoming releases; online gaming; retro homage; hollywood blockbuster-style trailers; convergence of media (film and music?- Guitar Hero tie-ins?); developer/community interviews; promotion of other media such as magazines; discussion... There is a real opportunity here to cover a wide base of video game-related angles that could bridge the gap and build understanding between new/casual and traditional/hardcore gamers as well as everything in between. I think it could certainly help sustainability, with this new growing casual market segment finding their niche and developing their own tastes in this culture.

Thursday, 22 January 2009

Addicted: Early Everquest

Without hesitation I can name the game that had the most profound affect on me as a gamer: Everquest.

Everquest was the first 3D fantasy-theme massively multiplayer online role playing game (MMORPG for short) released in mid ’99.


I first heard about Everquest when speaking to a friend on a football pitch (of all places). I was in school at the time, and must have been about 14 years old. I remember it being hard to comprehend the idea of a semi-real digital make-believe world. The following weekend I bought Everquest (inc. Ruins of Kunark Expansion) and entered the world.

Since then, and still to this day, EQ has engrossed me more than any game ever has. I began playing with completely fresh eyes. I’d never played a real RPG before; never been interested in fantasy realms; I wasn’t even aware of the point in such a game.

I will always remember the initial experience of entering the world of Norrath following the creation of my first character late on a Friday night. I made a Dark Elf Enchanter, which was fundamentally a weak and evil spell caster. I entered the starting city for the character – I was online – with no idea what to do. After walking around attempting to start conversations with NPC’s (non-player characters who I thought were real people), I managed to find a way outside into the surrounding dark forest. It was an area known by the community as the “newbie ground”, where fragile new players kill stuff in exchange for experience (important to note that at this point I didn’t understand what experience was). Since I didn’t grasp the whole “newbie” concept, I just kept walking. Eventually I was traversing across a molten rock landscape. The sky was red, volcanic emissions were firing off all around me – it was like that scene in Forest Gump where he just keeps running as the bleakness of the terrain increases. To cut a long story short, I passed a campsite of Dwarves who killed me.

So I ended back in my designated newbie area. Eventually I was met by a friendly player who was just passing through – I told him I didn’t want to be in such a dark area. I remember being told to just type “/follow”, and then watching as he casted an array of spells, some of which made me invisible and speedy. Pretty soon he had taken me to the bright and cheery human city known as Freeport. I ran around browsing shops and talking to real people – it was much easier to understand basic gameplay functions here. On reflection I must have assigned a fairly holy religion in order for this virtuous city to tolerate my race. However, the lesson in opposing factions was learnt the hard way when a Dwarven shopkeeper murdered me (again!) on inspection of his items.

The following morning I started from scratch as a Human Enchanter in Freeport, which I eventually stuck with for years. I would gradually learn the game from this comparatively tiny segment of the world – gaining acquaintances and knowledge, as well as growing in power very slightly but steadily. I would venture into the surrounding areas at a slow hesitative pace; as I learnt of regions I should and should not be entering.

Everquest was made for what is now known as the “Hardcore Gamer”. In fact, I would dare to say that Everquest spawned the hardcore gamer within me. World of Warcraft, for example, can certainly consume more time/effort than I would ever wish to contribute. I actually really enjoyed spending the time to play it. However, it lacks the simple incremental features that Everquest had; which increased the impressiveness of the world, the community and the simple act of playing the game. I am obviously referring to Everquest and the first two expansion packs (often known as “Classic EQ”) – EQ is still currently alive but has had a massive graphics overhaul and significant gameplay changes to help it compete with WoW and other MMORPGs on the market.

I would like to point out some key factors that I feel added to a real-world atmosphere within the game, and ultimately made it feel truly epic:-

#1 Levelling was capped at 60 and took AGES. It took me well over a year of playing constantly to reach level 40. It got harder as the game went on, until each level became a slow hard slog, but I felt that this ensured the game wasn’t just a high-end end-game affair.
#2 Dying had severe penalties. A fatal encounter would cost you an evening (or more)’s worth of experience. You would respawn without any possessions at the point you were “bound”, which, for non-spellcasters, could be a long way away in the nearest city. This could lead to absurdly hard work to find your equipment-bearing corpse.
#3 Dungeons, towers, fortresses etc. where not instanced. This means that potential quest targets could already be killed and that upon entering a dungeon there is a very high chance that you will be passed by a fleeing group being chased by a gang of nasties, which will most likely attack you. It certainly made the secret dungeons worth finding.
#4 Travelling around the land was dangerous, long and unpredictable. This meant for memorable journeys and made the world seem enormous. It induced feelings of mystery for the player – the only available maps were user made and on websites.
#5 The economy of the world was entirely in the hands of the community. There was no auction house. Classes simply learnt a craft they were good at, then made/sold items. On our server the community chose a convenient tunnel which was near major good/evil cities (good for runs to the bank) and connected two highly populated low-level hunting grounds together (potential customers). I have memories of retreating to that tunnel in hope of being saved by my elders, and occasionally just hanging around to see the various powers on display of the higher level players.

Now, I know that traits such as these may sound bleak on paper – and in practice this could, to an extent, be the case. However, the implications of such factors had a positive effect on the level of involvement I experienced when playing the game.

It would mean that each player class was actually vital. For example, if your corpse was too hard to reach – a Necromancer could summon it for a fee. And if you lost a ton of hard earned experience, a Cleric could retrieve some of it for you. My role as an enchanter was pretty much an entirely selfless one. I could be easily killed in a few hits; I was virtually defenceless against a mob of enemies; and had the majority of the target’s hate directed solely towards me. However, I needed to be kept alive as my class was the only class capable of intricately crowd-controlling a gang of around 5 enemies that could destroy the team unless incapacitated by an enchanter’s magic. The threat mentioned in factor #3 could easily be avoided if an enchanter was kept in action.

The fact that the game was so hard and that levelling-up took so long strengthened the community. I can recount week-long periods of hunting in the same area with a specific group. Eventually you’d part ways but occasionally bump into each other in a totally distant part of the land. Bumping into people you knew was a nice surprise as traversing the growing world of Norrath had to be done almost completely manually. I would spend months in guild chat speaking with people before finally meeting by chance. The lack of any real “quick travel” functions (now added to contemporary EQ) would actually breed friendships, and ultimately community. Players would travel in tight packs together, sometimes only choosing to venture into areas that a specific group member is familiar with. Due to the harsh perilous environment and wandering predators most groups would watch over each other when making journeys, and upon reaching a specific destination most people would stick there for days/weeks until they were a level or two higher to start thinking about new destinations. Most groups would eventually disband at this point with perhaps a few members going off in search of new things together, but it was always nice to cross paths with old acquaintances – something that would often happen when journeying by foot.

Later in the game I would group with fellow guild members of a similar level. This was more of a long term affair and it resulted in our party of 5 sticking together for months whilst we explored new dungeons and generally entered nasty hard-to-reach areas.

The harshness of the game created a real role-playing environment which gave players enough exploitative scope to be complete jerks or absolute heroes. Those who put the effort in actually seemed powerful as opposed to mere cosmetic or statistic differences in their character. It actually spawned memorable rivalries such as the one I had for two years with an idiot Rogue that I had grouped with during my first week on EQ.

The fact that the quests were so hard actually once left me remorselessly kill-stealing a giant Cyclops (I turned a blind eye) that held a valuable component to a popular quest. It rarely spawned in a number of locations that are frequently watched over by other questers. Whilst waiting in one potential spot with a hopeful in-game comrade (a Bard who shall remain unnamed), I decided to set off to look for it by myself. Later that day I found it and obliterated it before a nearby Necromancer could damage it enough: he turned out to be hunting on behalf of his friend – The Bard! He had presumably been contacted by his friend informing him that some meanie had stolen his kill. I must had been turning in the quest items for my reward (the sought after ‘journeyman boots’), when I received the message telling me that I had betrayed him and I will never be forgiven. He was still waiting at that island hoping for the "Ancient Cyclops" to appear in the next 24 hours. This was something I did feel quite guilty about, although it was more of a mistake that happened in the heat of the moment. I remember being reassured by my members of my guild that I had done nothing wrong. I think this is a good way of illustrating the scope of the game, and how you’re given the freedom to make important decisions that have consequences in true RPG nature.

I feel that in these sorts of games a severe environment is necessary in order for real villains to play their roles and real guilds to pursue their own agenda. I am adamant that this method of freedom provides an immeasurably deeper role-playing experience than simply increasing content and choice. In Everquest every player was different. Sure, there were times when I wanted to systematically dismantle my PC with my teeth, but that was the result of being so emotionally involved with such an engrossing experience.

Perhaps I should concede the possibility that I’m utterly blinded by nostalgia - just to add balance to the argument. There, done.

Tuesday, 13 January 2009

Every Gamer's Martyrs

The news of EGM’s abrupt end as well as the majority of 1UP staff being laid off has only just, barely, settled in. Since then the majority of 1UP/EGM readers and listeners (they regularly did great podcasts) have been focused on their every move with great concern as to what will come next for these guys.

I’m sure many people will simply find it difficult to fathom why we are so connected with the fate of a group of nerdy friends that we do not personally know. My guess is that it primarily lies in our appreciation for their honesty. The group that have lost their jobs have been the main chunk of a community that has given us free honest content, and served it to us in a manner whereby they assume we deserve it. In fact, they’ve been grateful for our interest. We have grown to know them as friends – friends that most of us have never met – through their regular podcasts and individual personalities; regularly displaying how they interact with each other. It really is as if we have been getting to know them.

It reminds me of various points in David Simon’s TV series “The Wire”. As obscure as this comparison may sound, the sense of institutional closeness that is conveyed within the Baltimore City Police Department is something that left me envious. I wanted to be police in Baltimore. I wanted people to watch my back whilst I watched over them. I wanted to do an honest job with those who know exactly why I want to. The wake – that scene in the bar when some of them no longer have their jobs – that is so close to how I perceive the relationships between current and ex 1UPers.

It is obvious that, because of these reasons, I have always fancied the idea of moving out of London and heading to San Francisco to try and work at Ziff Davis. It is probable that there is a ton of people who have held the same ambitions for so long. However, right now, I just want to go where the community goes. I want to be part of the REAL 1UP – the ex-employees that feel comfortable in each others company, know what each other want, and love to talk about video games. That is an institution; a community. One that has spawned tons of ambition to work for such a place. In time they will form something new and I hope it is in the company of each other. This is what the gaming community will flock to, like students heading home for Christmas, and this is where ambition will reform.

At the time of this writing, just under a week since the UGO acquisition, ex-1UP staff are currently reuniting in various forms. Rebel FM is a new regular podcast created the day after the bad news, and the 1UP Show team are back together and working on something for Friday 16th January. These endeavours are being made possible by a slew of generous donations made by those who admired their previous work and generosity. The average hopeful can only wish for a career to be filled with so much promise and love.

Rebel FM: http://www.eat-sleep-game.com

New 1UP Show Team Project: http://talkingorange.com


(Originally posted on previous blog: Monday, 12th January 2009)