Showing posts with label video games industry. Show all posts
Showing posts with label video games industry. Show all posts

Wednesday, June 6, 2012

The Last of Us: Ducking for Cover from the Cover-Based Archetype

One of the most applauded and original titles to come out of this year's e3 is the Action/Adventure/Survival game The Last of Us, about a "ruthless survivor" and his daughter navigating a post-apocalyptic world filled with fungus spore-infected humans and other uninfected people. The game -- made by Naughty Dog -- has, to this point, writing, environment, and characters all hitting those cinematic notes seen in hit pedigree games like Uncharted and Max Payne 3.



In an e3 presentation, we follow Joel and Ellie from inside a cafe, into flooded streets, and up onto the upper levels of a former hotel, before the duo begins ducking for cover behind a bunch of overturned furniture and around corners to sneak past fellow uninfected survivors. The Joel mucks the whole thing up and starts shooting from behind cover.

I say "mucks the whole thing up" in the same broad comparison to Max Payne 3 and Uncharted because the three are massively cinematic, story-driven experiences of characters moving down a linear, if not entirely always clear to the viewer, path. And this strong, well-set, well-developed narrative is disjointed by periodic combat sections that break up a flowing story to fire pot shots at bad guys from around corners and behind window sills.

I say this mucks it up because this is your only route down the linear path. There's nothing wrong with making huge explosions, mowing through small cities of nameless grunts, or conserving health by using overturned tables and chest-high walls. My issue is that, as a medium, gamers have been able to do that and more, and they've been able to do it for some time. It's for this reason, I feel as though the cover-based action-adventure and/or -survival archetype should blatantly steal from one of my video game heroes, Hideo Kojima.

I've made it no small point of public record that I'm a Metal Gear fanboy, but don't click away just yet! Love or hate Metal Gear's sometimes inedible plot, the series has always been about linear cinematic storytelling with many avenues to a single conclusion. The highest "ranks" in the series are issued to players that make it through the game with the fastest time and the lowest number, if any, kills. Combat is broadly discouraged; making noise and alerting enemies is often fatal; stealth is optional but generally indispensable.



When Metal Gear Solid 4 was released, the game added cover and first-person shooter elements (expanding upon initial strings of its DNA from Metal Gear Solid 3 and its similarly "beta" Metal Gear Online) to supplement crawling, walking, and running as methods through your various goal points. The game was released 4 years ago, in 2008. It's 2012 and our action-adventure games only have "kill all the dudes shooting at you in this room" as a progression option.

There is no reason that intelligent stealth options -- be it complete avoidance, silent kills, rendering enemies unconscious, etc. -- can't be incorporated into these games. There's no reason we need to rely entirely on cover-based combat to make it through a story. I don't say this as someone adverse to violence -- one of my other favorite games of all time are the Devil May Cry series -- but as someone bored with the constant hail of gunfire at an invincible point of cover, punctuated by return fire at enemies often too dense to follow suit. Variety, they say, is the spice of life, and there's a lot of excess replay time in giving players more and varied ways to save to uncover secret plots, or what have you.

And don't say AI couldn't allow it -- in both Max Payne 3 and the demo for The Last of Us, enemies frequently do not acknowledge the protagonist until he's entered their line of sight, fired upon them, or made some general ruckus (though some Max Payne 3 and Uncharted enemies suffer from omni-environmental comprehension, where stepping within a certain range in a given area automatically triggers aggression -- but this shouldn't be the case at all, if possible).

The most common complaint I've heard of MGS4 was that it focused too much on cinematics and not enough on gameplay. Uncharted et al have largely perfected that seamless blend of cinema with gameplay, where the two are almost entirely bundled together. Development of environment, setting, and character, technologically and through storytelling, are at the highest they've been in the history of video gaming. Game mechanics, similarly, have advanced to the point where your environment is just as much as tool in aiding your end goal as the number of rounds in your active weapon. But developers seem to be stuck behind these chest-high walls, rather than incorporating them into a greater tapestry of valid gameplay options that steer our protagonist from point A to B and all stops in between.

I absolutely love where we are in video game storytelling. It's certainly not art yet, but it's definitely at or greater than many top-grossing movies I've seen. But the industry seems too caught behind a single-minded notion that all the best combat is had leaning against and firing a gun from an environmental prop. Maybe there's more to be seen in The Last of Us that I can speak better of, but current billing for the game says otherwise.

Wednesday, July 1, 2009

Downloadable Content and Piracy in Games

You like Steam. Admit it. The Valve game-downloading platform elates you and cuts out the middle-man in game purchasing. You can't get enough of it.

While nothing new (BUT WHAT IS NOWADAYS IN THE VIDEO GAME WORLD?), an examiner article cites that analysts predict that downloadable content will be the next wave in gaming.

Downloadable content has added value to many games, such as map packs for first person shooters, additional sections and areas of sandbox games and new hats for your custom fighter. Downloadable content as a stand-alone has also generated revenue for console makers, allowing them to rerelease old games for play on new systems, bringing updated versions of Street Fighter 2 or even entirely new games, like Megaman 9, to current-gen consoles.

However, one thing downloadable content adds is for publishers - protection from piracy. While many game manufacturers and console makers have continued in an escalating digital rights management (DRM) arms race with pirates who then work to crack whatever codes and encryption is put on discs and other games, companies like Valve have used the downloadable content model to protect or minimize damage from piracy.

An argument that frequently comes up in /v/ "piracy" threads is what would make it so that a pirate would stop "stealing" games. The answer to this is make the process neutral, enjoyable and simple. Going to a game store, like GameStop, involves a middle-man who frequently resells games from a business model that shortchanges both creator and buyer. Modding a system or cracking a CD allows a user to play a game for free. By forcing users to download content from the company, manufacturers create a loophole in the way games are purchased and consumed, one that forces a user to connect with the creators for validate and obtain new content as well as play games such as TF2 without the aid of "standalone" servers (as is popular... or rather, the only option for the pirating community).

DRM has been routinely considered a blow to the gaming community; it punishes only those who legally obtain copies of games by bogging down the title with extraneous software bordering on malware. However, if Steam is any indication, DRM can be more than just another speedbump for pirates to roll over.

Tuesday, June 30, 2009

Vidya Industry Shrinks in US

Yeah, you thought the entertainment industry was unassailable, even in recession, didn't you? You were wrong, friend.

According to a recent CNet article, the video games industry has dropped in sales by 23% over the past year, dropping below the $1 billion mark for the first time since 2007.

The article says that the fault is felt across the board from all aspects of gaming, hardware and software alike.

NPD, the group tracking most vidya-related statistics, pointed out that it was more likely lack of blockbuster games (man, I'm on fire) rather than a weak economy that was bringing the industry low, citing that the top 10 games from last year sold almost one and a third times as many units as the current top-10 list.

NPDs May analysis continues to show a trend in declining sales, which continues from April.

Thursday, May 21, 2009

Video Games out-entertaining Movies

A recent NPD group, a research firm, survey says video games have outstripped movies as a form of entertainment in the US.

63% of those surveyed had played a video game in the past 6 months, while only 53% had done the same with movies.

So what does this tell us? Well, these are just percentages and numbers based off of about 11,000 people. So. Maybe not much. Both the games industry and movie industry (arguably) are in slumps, with no "major titles" coming in the immediate future for any consoles, while it seems the summer's capping off this weekend with Terminator, while Wolverine received less than stellar reviews (and, let's not mix words, the movie was awful) and... not a whole lot else on the blockbuster front.

The video games industry is coming off from a boom, but sales are on the decline, the industry is firing a lot more than it's hiring and the aforementioned lack of new hot titles seem to be cooling down the industry. Maybe we'll see some heat come Christmas, but this summer is pretty arid on blockbusters for both entertainment industries.

Saturday, May 16, 2009

What's going on in the world today?

So now that I've graduated (shower me with praise, please), I'm free to POST ON MY BLOG more. And boy, howdy, do I have some retreading to do.

An IDG article provides commentary on the subject of the canceled Konami title "Six Days in Fallujah," what would have been the first game to recreate scenes from Operation Iraqi Freedom within the context of a first person shooter. As the article points out, it isn't the first title to "tackle" the conflicts going on in the Middle East but it is the first one to try to remain "true" to actual events, people and places from the scuffle.

However, the article presents the game as fodder for derision rather than a true step forward in games as both communication and entertainment medium. Think about it: movies, the news, TV shows, music, all popular forms of media in our culture are "allowed" to provide timely interpretations of current events, much of them rewarded for "speaking out" on a subject. A video game is still not held to this standard, is scoffed and canceled for being "too controversial a topic." I can garrote sociopaths in any number of ways, shoot insurgants as 50cent over concert payment, but an attempt at (what I assume is) tasteful digital recreation of a real conflict is too much? Even under the guidance of actual marines who'd faught? What kind of homage is that to their sacrifice, both of the living and dead? Is it because it's a game that it's unsuitable and too controversial a topic?

In other news, the DSi is the shining star amid a dregscape in current gen gaming. The new DS helped boost system sales for Nintendo during a season of poor economy and lacking titles, while other companies and their respective systems did not experience any similar windfall.

Do these two things, a relative stagnance in video gamery coupled with a collective lack of taking gaming serious as an artistic medium (yeah, games aren't art, etc, etc, but bear with me; TV's farther from art than most games are and it's clearly taken infinitely more serious and has been taken more seriously), does this spell a downturn for gaming? Is this the retread of my first post and gameoverthinker ranting? We'll have to wait and see. In the mean time, try and support some real games.

Wednesday, March 25, 2009

Quick update: Wiihab

Dr. Bruce Battles, who still has the coolest name of any researcher I've ever talked to, took some time to talk to me for a feature piece I'm writing. Battles' has finished his first study with "Wiihab," using the Wii to aid in physical rehabilitation and actually, you know, get fit.

Battles let a number of patients at Western Kentucky University's Brain Trauma unit use Wii Sports (he specifically mentioned bowling, but there was no word on whether any other programs were used) to help the injured individuals help regain gross motor and socialization skills. And the final word? It worked.

Battles says that while Wiihab does not replace traditional therapy for trauma patients, it is a good supplement to their regular workouts, making the repetitive tasks involved in regaining motor functions fun. Additionally, the multiplayer aspects of the Wii allow individuals who've had this brain damage to recover social skills lost in their respective accidents, putting (and pitting) patients together in a shared experience on the Nintendo system.

Battles' first study was successful enough to spawn a second spin-off study, this time using the Wii Fit in addition to Wii Sports to test balance and other functions.

The doctor has not yet finished his article on the first study, but says it should be ready in early-to-mid April. If so, he should be the first person to report statistically relevant results with the Wii in rehabilitation.

Sunday, March 15, 2009

I didn't hear anything about a recession.

A TMNG projection says the video games industry will hit $40 billion by the year 2012.

The assessment claims that mobile platform gaming will be bringing major money over to the industry, such as through iPhone apps and the like.

In a statement taken from a Boston Globe article on the analysis:
"The expansion of casual games, simpler user interfaces and the proliferation of innovative business models is broadening the gamer demographic. The timing is ripe for service providers to hedge the business cycle."
In short: casual gaming, particularly through mobile phones or anything that can be played quickly via broadband (be it Peggle or Brawl).

So what does this mean for you? Numbers say ~50% of gamers a girls, most are around 33 years-old and, as I reported way back, mobile gaming's stake in the market is growing. Does this mean "more expensive" platforms like the DS and PSP are going to go out of fashion for iPhone apps store downloads? Probably not. But it does mean that gaming is going to cater less towards sitting down for hours and make way for a more on-the-fly experience.

A video from moviebob (THE GAME OVERTHINKER ZOMG) shows a possible third way for gaming to go, though this seems like more of a "full game" experience rather than the portable craze way. The "idea" posits a game that turns into a movie, similar to the failed Alone in the Dark remake, which allowed you to "skip scenes" and go to whichever level you like.

Casuals who can't beat Dante Must Die mode get their full game "experience," while the hardcore set gets the gaming experience. Yeah, you should just watch the video for this one.

Wednesday, March 11, 2009

Thanks, /v/. You're my only friend sometimes.

"RICK SANCHEZ HATES RAPELAY, WHY DON'T YOU?" was how a /v/, 4chan's Video Game board, started early evening tonight.

Thinking I was well past reporting based on "what was hot on /v/" with my old blog, it doesn't help when the rage-hordes happen to resonate with a note I just happened to have reported on. Well, I mean, when a group of screaming anonymous internet people happen to say what would be considered reasonable counter-arguments to the overwhelming hate this game is getting in press lately.

An early post in the thread (I'd link to it, but in any likelihood it'll be gone before you read this):
"I hate the public outrage over this game. It fucking comes out years in the past and nobody cares. Amazon carries it briefly and suddenly a wave of butthurt feminists catches on, causing other people to catch on. Murder is commonplace but rape causes a stir? I can cut off people's limbs while they cry until they bleed out. I put my dick in a woman who doesn't want it and suddenly there's a news story. The jackass has no experience in video games, so he still thinks that games are all for children. WHAT DO YOU MEAN THERE'S MATURE THEMES IN VIDEO GAMES? Not to mention this game is impossible to buy without importing it from Japan, which a parent would need to be involved in.

What's next, a call to ban Custer's Revenge? That's a game about rape. Hell, it's even racist on top of that."
It's true. Video games have evolved well past being merely childrens' toys. This is as true now as it was when Mortal Kombat stopped being a news item and it took violent snuff fantasies being sold at stores like GameStop for people to even get more than half a rise out of extremity in video games. The medium has different demographics now, just as any film or brand of literature (or website, for that matter).

It doesn't help those outraged that the game is rated Adults Only and can only be made available through import.

I really hope Rick Sanchez is an epic troll of some form, because half of the content of the blog entry is not only filled with double standards for other graphic and adult themes in video games, but doesn't take the time to identify what "folger" content is. Maybe a hot-coffee mod for the game already laiden with sex?

edit: Hopefully my comment makes it to prime time on his blog-
This entry ignores several important things that need to be accounted for in video games:
1. The medium has moved past being for "children only." This isn't even just for extreme cases like "Manhunt" or "RapeLay," I mean both in content AND thematic nature. Games like Metal Gear Solid, Gears of War, or even these extreme cases are rated for Adults to play and for good reason.

2. The game is available only through import. You cannot find it sitting in the back of a GameStop or Best Buy. It is not going to magically jump into childrens' hands, nor is it even readily available without considerable searching on the part of the intended buyer (especially after its Amazon.com recall).

3. The game is fantasy. Games, by nature, are fantasy. Fantasy. Not real. As awesome as shooting people in the head with a sniper rifle is in any number of console and computer shooter titles, no reasonable person uses this as an excuse to buy a gun and go for an Ultra-Kill high score. The same is true of this game. While I'm sure some people have sexual "rape-fetishes" (you can google it. I will guarantee hits for it), no reasonable person acts out the fantasy in a fantasy setting and then says, "Wow, that was great. You know what would be better? If I went out on the street right now and raped the first girl I saw."

4. Placing any kind of ban or legislation against a GAME NOT EVEN READILY AVAILABLE ON US SOIL BECAUSE IT IS NOT MADE OR SOLD IN THE US is a tremendous double standard when the video games industry is already ripe with other "socially unacceptable" content that is not or is no longer questioned with more than passing concern.

Is showing a graphic depiction of some guy's head getting blown off repeatedly better than poorly rendered digital non-consensual sex? Probably not, when we take two seconds to consider neither is a desirable thing to do publicly but really no one else's business when acted out in a fantasy setting in the privacy of our homes.

More PR Struggle for Games Industry... also, btw, RE5 comes out tomorrow.

In a bout of responsible advertising, a British ad depicting a child holding a video game controller with the giant text "RISK AN EARLY DEATH, JUST DO NOTHING" was released by the Change4Life campaign.

The ad is one of many, both in print and other media, released by the group, including an television ad showing a child playing video games and getting fatter over the course of the ad.

According to a cnet article on the media blitz, major companies have said nothing on ad-attacks. Whether this means that they are not threatened, have not otherwise been affected, or simply agree with the ads is left unsaid.

The column also points out other attacks made against the games industry with little complaint from them.

This, of course, at a time when gaming is hitting its largest and widest audience in history thanks to the likes of non-gamers taking part in the gaming world (woo who, Wii and Brain Age). But Don Reisinger raises a great point, when will the video game industry start fighting back? Countless studies (JUST CHECK THIS BLOG ROFFLECOPTERS) show that video games aren't all bad news and obviously anything taken to excess will have a detrimental effect. Why should a mud-slinging campaign be allowed to fly when all it does is show the extreme (and not even an accurate portrayal of the extreme side of things, thanks MMORPGS) effects of prolonged, uninterrupted video game use? Why this when there are so many more harmful first-party pressures that can have detrimental effects on a child's life, do we need to first cast blame at what may even serve as an escape from these problems?

Also, in case you're still reading, Resident Evil 5 comes out tomorrow. I won't have a copy because I didn't pre-order the game, but I hope reviews point in either direction for quality- either that it's over the top awesome or a simple rehash of RE4 but in Africa and now you have some spicy ethnic chick as your partner. I'd hope for the former, as this past year and some months have suffered deeply from "Rehashing or Poor-quality Sequel-itis."

Tuesday, March 3, 2009

More violence, more problems

According to a joint U.S.-Dutch study, as reported in the Chicago Tribune, the more warnings and restrictions you put on a game's package, the more a minor is going to want to play it.

The study took 310 Dutch children aged 7-17 and handed them game descriptions with varying degrees of violence and the like in each summary. Participants were asked to rate how much they wanted to play the game and, as a result, the games with the most graphic content were rated highest.

The piece also cites a similar effect with television and movies.

The study should not be very surprising: sex and violence always sell! However, the study SHOULD be a good basis for how to advertise adult-themed games, cut down on all the factors that make it attractive. Or, at the very least, tone down the description of what less-than-wholesome activities you can do in-game.

With the constant legislative struggle with video games (and recent "can't not sell to minors, row row fight the power against what games can be sold in the U.S.") media string, studies like this really reinforce what everyone should already know- sex and violence sell, but if you don't want to sell them based on those merits... don't make them focal.

I'm not an advertising guy (at least not for video games), so I don't know how the video game industry and keeping kids safe from a controlled fantasy violent setting go hand-in-hand. I know showering blood and gore on the cover of your packaging is appealing, though, and not just to 7-17 year olds.

Monday, February 23, 2009

FritoLay, a-ok. RapeLay? Not so much.

That is the worst title I have ever written. I'm so sorry.

Anyway, Japanese dating sim "RapeLay," a game that promotes raping women, has come under some fire for its availability in the U.S!
According to the PC World article, New York City Councilwoman Christine Quinn is asking for U.S. retailers to ban sales of the game, which is not available in mainstream game retailers, such as GameStop.

I know back-to-back entries on basically the same thing are kind of tedious (and hey, I could even go so far as to merge them into one!), but games are fantasy. And the game is strictly targeted to adults. A kid would have to go quite out of his or her way to get his or her hands on this game. And guess what? Even if they did, it's still a game.

Can you really quantify whether rape is worse than murder? Yet, despite this, some of the most brutal murder, dismemberment and evisceration is available for viewing in video games aimed at a responsible, first-amendment protected adult audience. Unless Christine Quinn has a room filled with love pillows and has unlocked all of the possible endings for "Let's Meow Meow," she is not qualified to tell someone who has what is acceptable for him or her to play. It's a private safe area to do unspeakable things in. I would be drawn and quartered by PETA if I tried to capture animals in plastic balls to make them battle one another for sport and money.

Coincidentally, SomethingAwful totally panned RapeLay. Maybe if she was basing the ban on game quality she'd have an argument.

Tuesday, February 17, 2009

Video Game manufacturer Midway files for bankruptcy


Manufacturer of Mortal Kombat, Ms. Pac-man and Spy Hunter Midway filed for bankruptcy on the 12th, citing a recent change in leadership as the cause of its financial woes.
The company had changed hands from Sumner Redstone, Head of Viacom/CBS Corp, to a private investor who picked up the game maker for $100,000 and some $70 million in debt.
Midway's major contributions of the video game world, aside from the aforementioned titles, include a huge library of arcade titles, a huge quantity of which saw success in both arcades and consoles.

According to the AP, a judge has okayed the bankruptcy filing and has agreed to let the company pay vendors and employees to continue operating.

While times are obviously difficult for most people, video games sit in that generally presumed to be unassailable entertainment niche. While other companies, such as Take-Two Interactive, have faced financial losses, no company as large and well known as Midway have filed for bankruptcy. Hopefully this doesn't become a trend.

Wednesday, January 28, 2009

Gloom and Doom for the Video Gaming Industry p. 1

5 months ago, a YouTuber named moviebob posted a video as a part of his Game OverThinker series foreshadowing the collapse of the video game industry boom through parallel to the fall of the comic book industry in the 90's. (what better way to discuss current events than to bring up something from 5 months ago, I always say)
moviebob makes a number of very clear analogies between the two industries, very few of which I would find fault in aside from a few:

1. The large market of licenced-title games:
While I'm painfully aware that most of the culprits of this category fall into the realm of Nintendo products, such as d3's Ben10: Protector of Earth for the Wii and countless Bratz titles for the DS (or, for the most hardcore of gamers, the Barbie Horse Adventures series, luckily a PS2 example), most children aren't 1080 dpi whores like the rest of the hardcore gaming contingent. While this is not an excuse for game manufacturers to create poor titles and further spit out piles of shovelware, it is possible to make a merely GOOD children's game that will sell well enough.
Possibly the best example of this, which has come from merely cel-shaded graphics to higher budgets and months of hype are the Naruto brand of fighting games. Kids these days love the anime and Cartoon Network has become a serious contender for the hearts and wallets of our youth as one of the most prominent licensees of some of today's most popular anime series. The games are usually well received and sell to the point where they keep pushing out sequels hyped by the appearance of whichever new ninja has become the new villain of the week.

2. Some more mature titles have moderate to heavy appeal to children:
Halo may be the best example of how you can have a fairly graphic first person shooter that is attractive to kids outside of the crazy violence- Halo is a fairly simple title, as most first person shooters are, in surroundings that are usually very colorful, vibrant and attractive to kids (inside of spaceships, alien worlds, canyons, etc) with a variety of similarly colored weapons and goofy aliens speaking backwards.
Halo is possibly the perfect storm of demographic appeal, as it is easily grasped and contains bright stimuli for younger players with co-op options to play with a friend, while online gaming and tournament modes attract older casual and tournament-minded players to the series.
Finally, the violence isn't as over-the-top as it is in series like Gears or GTA; aliens spew the same neon-colored blood as they run around flailing their arms screaming in an incoherent tongue. Which brings me to my next point-...

3. Violence in video games, in general, is a lot harder to track than in mediums like comic books and, also in general, is mostly more accepted:
This may just be from personal experience, but as a child of the 90's, I happened to be a collector during the "Knightfall" arc of Batman, when Bruce Wayne and his caped alter-ego were assaulted and "broken" by the drug-fueled villain Bane. One of the covers from the series depicted a sadistically gleeful Batman preparing to strike a villain of some sort with a board with a nail through it. As X-TREME as the 90s were, this didn't sit well as casual reading material for an impressionable youth in the minds of my parents and I was told to lay off the Batman comics after issue 500, when Batman got his CYBERNETIC INSANE 90'S POUCHES MAKEOVER (and subsequently beat Bane within an inch of his life with extreme [not XTREME, mind you] violence).
While it's no surprise that the cover of a Halo game implies you're going to be shooting things, what with a futuristic robotic super soldier poised with future-guns in the future, there's no Technicolor-blood spattered aliens askew or energy-sword impaled SPACE MARINES layering the ground in some kind of blood-meat sod. To be brief, it's no Animal Crossing.
While I don't expect parents to be so naive as to expect those guns to be used to hug enemies into submission, a cover like that is much less telling than 90's RIP AND TEAR IMPOSSIBLE MUSCULATURE AND MACHISMO comic books. And since it's equally difficult to discern the contents of the game (both on and offline), you won't know about your son calling some guy he's never met a homosexual and informing him that his mother is a woman of ill repute until well after the game has been purchased. Game ratings are there for a reason, but say a lot less to a general audience that doesn't play or have in-game experience with a title.

I will try and throw my two cents in on what the video game industry is doing wrong in part two.