Wednesday, December 30, 2009

You Must Run

Thinking of back to basics games, I noticed an interesting little flash game on Eurogamer's Best of 2009 Feature. Canabalt is an exceptionally simple game, all you do is hit the jump button as your character runs towards the right of the screen. I'm not sure I agree with Alec Meer about the genius of the game, but it is strangely compelling, and certainly an entertaining diversion for a few minutes.

I love the minimalism of the game's setting. What are you running from? Why is the city crumbling? What are the ominous mechanical walkers in the background and the transport ships that shake the screen as they fly past? The game doesn't explain any of it. All you have is the striking monochrome pixel art and the brilliant chiptune music to reinforce the urgency of your escape from whatever it is.

Also, let me know if you beat my score of 3.6km, a feat I doubt I will be able to repeat, as it involved me successfully jumping through about five or six building windows, when I usually can't even make one.

Edit: 09/01/2010, Managed to make it 7761m, although it was more luck than skill, as I only had about three window jumps in the entire run. I have replaced the previous image with my new high score.

Sunday, December 27, 2009

Shadow Complex

A month or so ago I finished Chair's Unreal Engine powered Xbox Live Arcade title, Shadow Complex. The game is a 2D sidescrolling platform adventure game in the style of Metroid or Castlevania, or so everyone points out. Having skipped the NES/SNES era entirely (actually, I have never owned any Nintendo console), this doesn't mean much to me, in the same way Zelda references, which reviewers often make, don't mean anything to me, but the basic style of the game will be familiar to anyone who has been playing games for a while.

I'm not going to attempt to write up a proper review of it, you can look at one of the many positive reviews on Metacritic if you are interested in more in-depth detail.


What I really liked about the game is how traditional it is. The whole game, you run left and right, jump, climb ladders and shoot things. At times enemies appear in the foreground and background of the screen, but this doesn't really change the fact that the game is strictly two dimensional. Despite this, it is not simplistic, gradually upgrading your abilities to allow you to reach new areas and move around the game world in different ways. The game is not retro pastiche, and it doesn't have to rely on nostalgia for it to be enjoyable, it is simply the kind of game that developers used to make, made with modern technology, and I'm glad for it. I think sometimes modern games set out to be all things to all people, and sometimes they lose sight of some of the things that made games entertaining in the earlier years of the medium.


I wrote a post a while back about certain things I didn't like about digital distribution of console games, but Shadow Complex to me represents how the downloadable game can really succeed. The game looks good for an XBLA game, and is far from the throwaway entertainment offered by some downloadable titles, but it still wouldn't justify a boxed release at regular retail prices. They would have to add far more to the game in order to do so, and I think that would strip it of some of its charm.


I meant to write this post earlier in the week, as the game was reduced to 800 MSP as the Xbox Live Gold deal of the week for 21-27 December, but even at the regular 1200 MSP price I would certainly recommend the game.

Tuesday, December 8, 2009

Stylish Hard Action

In 2001, when asked to explain what sort of game his upcoming Devil May Cry was, Hideki Kamiya described it as "stylish hard action", which is an awesome description, and one I still like to use to describe third person action games with a focus on spectacular combat.

Three such games, all due for release in the first two months of 2010, have caught my attention, and they are:

Bayonetta is the latest game from Hideki Kamiya, through his new studio Platinum Games, which was created from the ashes of Capcom's innovative side studio, Clover, and is a spiritual follow up to Devil May Cry. The game is already out in Japan, and import reviews have so far been positively glowing. However, whereas the original Devil May Cry succeeded because of it's over the top Japanese-ness (nonsensical story, over stylised hero, constant battle against odd, demonic enemies), the games industry has changed since 2001 and I almost feel that this is now one of the things that holds Bayonetta back for me. I'm not sure I want to play as some blatantly over-sexualised librarian fantasy as she dismembers cherubs to the sounds of a bizarre mix of j-pop and lounge jazz.

A demo for Bayonetta is up on Xbox Live already, I am downloading it as I type this post, but it still may be a while before I can give it a proper try. The game is due out in Europe on 8 January.

It's actually hard to tell whether Dante's Inferno is the product of the new, positive EA, or the old, cynical EA. On the plus side, it's fresh IP (at least in gaming terms), developed by well-regarded studio Visceral Games (of Dead Space fame), and previews of it have commended the graphic style and combat mechanics, which are probably the two most important aspects of a Stylish Hard Action game. On the minus side, it's absolutely transparent in its desire to ape God of War (some canny EA exec no doubt realised there would be a gap in the Xbox 360 market created by God of War 3's PS3 exclusivity, which their multiplatform title could exploit), only with medieval Christian mythology rather than Greek, and it takes so many liberties with a well-known piece of literature that it comes across as wanting nothing more than to steal the title for some free name recognition. In addition, EA's marketers actually arranged a fake Christian group to stage a protest against the game outside E3 in order to drum up some publicity, which is pretty crass.

The demo for Dante's Inferno is due for release on Christmas eve, with the game itself, the last of these three to be released, coming out on 5 February, still a month in advance of elephant in the room, God of War 3.

With art direction from comic book artist Joe Madureira, Darksiders is the tale one of the Riders of the Apocalypse's quest for revenge against the celestial or infernal forces that have betrayed him. It's not going to win plaudits from the people who complain that the video game industry is still geared too much towards adolescent and post-adolescent males (neither is Bayonetta, though), but as I have explained before, there is a place for developed, complex characters, and there is a place for action heroes, and War looks like a pretty good action hero.

Every preview for the game I have read is keen to point out the similarities to Zelda rather than God of War, but having never played a Zelda game before, I have no idea what this is supposed to mean or why it should make me weak at the knees. Perhaps it has something to do with a more exploratory game experience rather than the more linear style of a regular third person action game. All I know is that Darksiders has characters with impossibly broad shoulders, huge enemies, guns, giant swords, and the ability to hit people with lamp-posts or throw cars at them. Which seems pretty cool to me.

As far as I know, there is no demo planned for Darksiders, and the only footage I've got of it, a trailer I downloaded from E3 this year, looked pretty shonky whenever it used in-engine footage. Coming from a studio with no real pedigree, Darksiders is the one of these three that I most want to like, but I fear it may be the worst as a game. Darksiders is out on the 8th of January 2010, the same day as Bayonetta's western release.

Friday, December 4, 2009

Tony Hawk Takes You For a Ride

From when it was announced at E3 this year, I thought Tony Hawk: RIDE (why do the identifiers on the end of game titles now have to be capitalised as if they were acronyms even when they clearly aren't?) was a peripheral game too far. Following the monstrous sales of games like Guitar Hero and Wii Fit, selling your game with an expensive piece of plastic tat seemed like the new golden goose for video game publishers. While a title like Guitar Hero is playable with a regular gamepad, that's kind of missing the point, and most of the fun in the game is derived from the novelty controller. That's not to say, however, that a novelty controller is going to improve any videogame it is added to. The gamepad is popular for a reason; it's familiar, it's precise, and of course, it's usable while sitting on your couch.

It wasn't long after the game came out that I started to see write-ups which confirmed what I suspected the game would be like. I would highly recommend reading the two pieces of Penny Arcade commentary on the game here and here, but for those of you not bothered with following links, I think this pretty much sums it up:

"...games of this kind, by which I mean peripheral games, typically allow ordinary people to engage in a kind of assisted fantasy. This is a game that actually punctures the fantasy, one that reinforces and almost codifies the user's ineptitude. As a product strategy, it must certainly be called unique."

Earlier this week I read Eurogamer's review of the game, written by their casual / rubbish game expert, Ellie Gibson. I am often a little bit suspicious of Ms Gibson's reviews, as she has previously revealed herself to be incapable of learning how to play a game properly, and has even admitted she doesn't even like (conventional) videogames, but she can be very entertaining when let loose on a poorly conceived game and this review is one of those instances. Bonus points for the digs at Bobby Kotick and the ActiBlizz Hegemony that has replaced EA as the evil overlords of the games industry.

Experience the joys of skateboarding in your own home

It is interesting to note that because nobody wants to write "Exclusive first review! It's ass!", when RIDE first appeared on Metacritic, it had a score close to 90, and while it is normal for games' metascores to drift lower as more reviews come out, it is uncommon to see them drop from above 75 (green) to below 50 (red). As of publishing this post, RIDE has a metascore of 49. You can easily identify the first four reviews that were published; they're the first four on the list.

Friday, November 13, 2009

The Problem with Digital Distribution

I don't think any of us would try to argue that digital distribution isn't the future of games retail. However, at the moment, there are a few things holding it back, often making digital purchases notably inferior to regular retail. One of the issues is simply bandwidth (although this is far less of a problem in the first world) and another is transferability (digital purchases are often locked to your PC or console, whereas you can lend a disc to someone), but what really sets them back is price. By doing away with the middlemen, and almost all of the physical costs of the product (no boxes, manuals, discs, freight charges), digitally distributed titles should be cheaper than conventionally marketed ones. However, this is seldom the case, and the lack of discounting causes significant price discepancies once a game has been out for a while.


Regular readers of this blog, or anyone who knows me in general, will know I am fascinated with retrogaming and the history of videogames. A little while back I bought a copy of the Namco Museum Virtual Arcade collection for the Xbox 360. Essentially, this is a collection of 9 games previously released onto Xbox Live Arcade (when the disc is in the drive, you can even select them from the games menu as if they were XBLA titles installed on your hard drive), as well as 25 other retro titles from Namco's back catalogue.

When Namco Museum Virtual Arcade was released on disc, it was probably a full price (or close to full price) title, but over time the price has gone down, and I bought it for £12.99, which was about R155 at the time of purchase (or 1530 MSP for the sake of comparison). Despite the fact that many of the games released on XBLA have been there for years (according to Wikipedia Pac Man was released on XBLA in August 2006), I believe that all of them are still at the full price they were released at. Even assigning no value to the other 25 games not previous released on the Xbox, the 9 XBLA titles included on the Museum collection alone come to 4800 MSP (£40.80 / R486), which is a pretty poor comparison, even if you could argue that a person might not choose to buy Pac Man as well as Ms Pac Man, or that you probably wouldn't want to buy New Rally X at all.


The problem with digitally distributed titles is that they are immune to the regular pressures of retail, as there is no cost to holding stock and therefore no real need to keep it cycling. This is great for the retailer, but not so good for the consumer. If you look at Microsoft's Games on Demand initiative, many of the games loaded onto the service cost more than a boxed copy now does at retail. Valve's Steam service is great for indie games and the occasional weekend deal, but the standard pricing on new titles is often higher than a boxed version. Until this is sorted out, digital distribution is not going to be able to make substantial progress in supplanting the retail games market.

Monday, November 9, 2009

Selling For The Loss

I read a most bizarre story just now. As just about everyone should know, tomorrow is the second coming of Call of Duty: Modern Warfare, and all sorts of sales records are saying their last goodbyes before they are cruelly shattered (oddly enough, I'm not planning to buy a copy until some time in 2010, too many other things to play).

However, in the UK, there is a bit of drama because certain supermarkets are planning on selling the game below cost price, which is causing havoc with smaller retailers and threatening to destabilise the used market (which I don't really care about, as I'm not in favour of used games sales anyway). I don't really see the logic in doing this. I'm not stupid; I know about loss-leading, and I also understand how volume retailers can make money by having a negative cash cycle rather than through the size of their mark-up, but a game seems like a strange thing for a general retailer do this with. A modern game now costs so much that it would to justify a trip solely to pick up a copy - people might go into the store, pick up a game for less than cost, and leave without even considering buying anything else. This would be a particular risk for the so-called "core gamer" market, which must surely make up the largest part of MW2's inevitably massive sales. Perhaps these retailers will be short-stocking (at least relatively) the title to prevent too great a loss on it, in an attempt to get more consumers into the store than who would be able to buy it at the special price, consumers who probably would feel the need to buy something else to avoid making a trip out for nothing.

Unfortunately, this is not a "problem" we have to contend with in South Africa, as pretty much all brick and mortar stores are happy to charge the full RRP for games, with only online retailers like Kalahari.net willing to provide a meaningful discount to RRP, and even then they don't provide any further discounting, even when games have been out for a long time.

Tuesday, November 3, 2009

The King of Fighters

2009 has been a pretty good year for fighting games, particularly 2D ones. It has seen Capcom release the critically acclaimed Street Fighter IV, the first new Street Fighter game in 9 years, it has seen Arc Systems release BlazBlue, the spiritual successor to the Guilty Gear series (which Arc somehow lost the rights to), which was also highy rated, even if it probably couldn't hope for the same level of commercial success. It has even seen a new King of Fighters game, which wasn't as well received, but at least they did redraw all the art in the game for the first time, well, probably ever.

However, the fighting game which I had been looking forward to most has been Tekken 6. In fact, considering it was released in the arcades in 2007 and a home port was always going to be released, it may have been the game which I have waited for the longest out of any I can remember. I have always had a particular fondness for the Tekken series. Tekken Tag Tournament was the primary reason I bought a PS2 back in 2001, so it is essentially what made me a console gamer.


My copy arrived on release day, and while I haven't had that much time to play it, just a shortish stint of versus play was enough to confirm that the Tekken series is still very much on form.

Tekken's big strength is the cast of characters. Each game has added new characters, without removing or diluting old ones, and Tekken 6 now has 40 playable characters, with the only real incidence of direct move sharing being that Eddy and Christie still appear to be carbon copies of each other. While the cast does have some serious weak points (Roger Jr, Panda, Mokujin), there are also an enormous number of really good ones. Character design is a personal thing, but I think Tekken has a stronger roster than Soul Calibur, and is far superior in this regard to the relatively staid characters of Virtua Fighter or the oddball cast of Street Fighter (there is a reason why the vast majority of casual SF players play Ryu or Ken).


In addition, they've continued to improve the transitional animations and update old move animations. I can still spot some vestiges of Tekken 2-era animation, but for the most part animations are newer, smoother and more impressive than before. It works really well with the motion blur effect they've introduced in T6, which smoothes out slow moves, and emphasises the fast, powerful strikes which characterise the series. They've added a fairly substantial number of new moves to each character (remember that this game is essentially 3 updates from Tekken 5, there was the Dark Resurrection update to Tekken 5, the base Tekken 6, and then the home version is effectively a port of Bloodline Rebellion, the update to Tekken 6) without removing old ones like they did in Soul Calibur 3 and 4, in which certain characters were quite badly denuded.

I tried to play a bit of the Scenario Campaign mode (the Tekken Force-style beat-em-up they've included with the console port) last night and to my surprise, I ended up watching what seemed like nearly half an hour of intro and cutscene before I even got to start playing (although I did think the prologue, which recaps the Mishima storyline from Tekken 1 through to the start of Tekken 6, was quite good). I think they've missed the point here. A Tekken Force mode should be something you can jump into, preferably with a friend, and annihilate scores of identikit enemies for a bit before going back to the core fighting mode. I don't think we need hours of cutscenes showing characters interact and elaborate on the plot. A rendered movie on starting and finishing the story mode is all (some would even say more than) a fighting game needs in terms of exposition. If this mode is the reason for Namco's painfully slow conversion of the arcade game, then they've wasted quite a lot of their time, especially seeing as the mode still seems ugly and awkward compared to a genuine third person action game.


However, to a fighting game fan it doesn't really make that much of a difference as long as the core fighting is so strong, and because of this I think, for me at least, Tekken 6 appears to be the best of the current generation of fighters. I've read some criticisms that it doesn't do enough to move the game forward, but I actually appreciate that, in an attempt to reinvent themselves Namco haven't taken a step backwards (as happened to an extent with Soul Calibur 4). Essentially, Tekken 6 may be more of the same, but it is more of the things that made Tekken good in the first place.