2244: Pouring One Out for Conker

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Conker’s Bad Fur Day was one of my favourite games on the Nintendo 64 — if not my very favourite. It’s certainly my very favourite of all Rare’s mascot platformers — the Banjo series may have, objectively speaking, been better designed and more interesting, but Conker was just more likeable for the fact it didn’t give a shit what anyone thought and was, without shame, wildly offensive and absolutely hilarious.

The Xbox remake Conker: Live and Reloaded was one of the first ever “remasters” of a video game, and to date it remains one of the most impressive efforts, taking the original game and giving it more than just a hi-res upscale — it’s a game that still looks surprisingly impressive today, despite running in 4:3 aspect ratio and 640×480 resolution.

I’ve been looking to re-acquire a copy of Conker: Live and Reloaded for some time, since I traded my original copy in donkey’s years back and haven’t been able to find a replacement in recent years. By a stroke of good fortune, dropping into our friendly neighbourhood junk shop — which has a substantial retro gaming section — threw up a copy in good condition, so I dropped £12 on it and brought it home to revisit, partly in celebration of finding it, and partly to remember Conker’s glory days after Microsoft revealed this monstrosity the other day:

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That, if you’re not familiar with Conker, is supposed to be a young incarnation of Conker and is just wrong, wrong, wrong on so many levels. This is what Conker is supposed to look like:

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That second picture is from the original Xbox, by the way — you know, the contemporary of the PlayStation 2 — while the first picture is from the Xbox One, two hardware generations later. How is it that they’ve managed to make him look so much worse?

Anyway, that aside, I’ve been keen to revisit Conker’s Bad Fur Day — which makes up half of the package of Conker: Live and Reloaded, the other being a surprisingly fleshed out multiplayer affair that sadly, with the death of OG Xbox Live, can no longer be played online — just for my own personal gratification. And, aside from a few frustrating sections — one of which I gave up on this evening just before writing this — it’s still an absolutely great game, and a reminder of a different time.

If you are, for some reason, unfamiliar with Conker’s original adventures, here’s the deal. Rare were a partner of Nintendo in the N64 era, and brought us such games as Banjo Kazooie and Donkey Kong 64 as well as GoldenEye and Perfect DarkConker’s Bad Fur Day initially looked to be a similar take on the Banjo Kazooie formula — family-friendly platforming fun featuring a strong mascot character of the small and furry variety.

At some point during development, Rare decided that enough was enough, and that the Nintendo 64 probably had enough family-friendly mascot platformers — no-one was going to outdo Super Mario 64 after all, and the only people who had come close were themselves with the excellent Banjo Kazooie games. So they decided to make a radical change in direction with Conker’s Bad Fur Day. While maintaining the cartoonish, anthropomorphised animal aesthetic, they ditched the “family friendly” part and instead made Conker’s Bad Fur Day into a platform game for adults.

The setup is Conker waking up with the mother of all hangovers and trying to find his way home to go to bed. Along the way he gets considerably sidetracked by the sort of bizarre tasks you always find yourself doing in mascot platformers, many of which, in this case, provide convenient excuses for parodies of movies such as Saving Private Ryan and The Matrix, which were both around at a similar time to the N64 original.

Conker’s Bad Fur Day eschews Rare’s normal collectathon formula in favour of being a more straightforward action adventure of sorts. Giving the appearance of being open-world and non-linear (but actually being pretty linear), the game is split into several distinct zones, each of which have a number of tasks to complete, with the reward being cash for Conker to stuff his pockets with. The cash is subsequently used as a means of gating certain areas in the game, though not, by any means, to the same degree as something like Super Mario 64’s star doors and the like.

What’s nice about Conker’s Bad Fur Day is that as well as featuring some distinctly adult (albeit immature) humour, it also treats the player like an adult. There are no on-screen objective markers, no checklists, no guide prompts — you have to explore the area yourself, listen to what the characters say and figure out what you’re supposed to do and how to do it. It isn’t always obvious, and that’s an entirely deliberate design choice: part of the challenge of Conker’s Bad Fur Day is assessing each situation and determining what the relevance, if anything, of everything in the area might be.

What’s impressive about this is that it’s pretty rare you’ll find yourself feeling stumped as to what to do next. Cutscenes might linger a little longer on something in the environment that you might need to investigate, or characters might point something out, but it never feels like the game is dictating what you should do: progression is very much led by the player, and it’s all the more satisfying for that.

And progression is rewarded with some highly entertaining setpieces, lampooning everything from the lobby shootout in The Matrix to Ripley fighting one of the titular Aliens. The game keeps things fresh and interesting by providing context-sensitive areas that provide you with the items you need in a particular location, so you’re never stuck carrying around an inventory of useless crap, trying everything on everything in the hope that you might find something that works. There are also several places in the game where getting drunk and pissing on something is the solution to all your problems; try putting that capability in an inventory screen.

I’m pleased at how well Conker’s Bad Fur Day holds up, and that it’s not just rose-tinted spectacles that cause me to look back on it so fondly. While there are a few annoyances by modern gaming standards — long load times, particularly when you get a “Game Over” (remember them?) are probably the most frustrating, though sluggish camera controls are a close second — the good far outweighs the bad, and the game as a whole acts as a potent reminder of a type of game we simply don’t seem to get any more, either from a characterisation and aesthetic perspective, or even from a mechanical perspective, with its combination of exploration, action, platforming and puzzling.

Long live King Conker. I fear we shall never see your likes again.

2016: What an Achievement

0017_001I was chatting with my friends earlier this evening about the matter of achievements and trophies in games. As long-term readers will know, my opinions on these metagame awards that were introduced with the last generation of games consoles have gone back and forth somewhat, but on the whole I feel I’m starting to come down on the side of liking them.

The reason for this is simple: after nearly 10 years of them being A Thing in gaming, a lot of developers are getting the hang of how to use them effectively — and the reasons for using them.

There are, in fact, several reasons for the existence of achievements. From a developer perspective, they provide feedback on just how much people are playing games and what they’re doing. This is why so many games have a “started the game” achievement — look at the rarity statistics on PSN and you’ll see that there are a surprising number of people who have booted a game up for long enough to add the trophy list to their profile, but not actually started to play it. I couldn’t even begin to contemplate what the reasons for doing this might be, but it happens; as an example, the wonderful shoot ’em up Astebreed gives you a trophy for completing the interactive prologue sequence — something you have to do before you can even access the game’s main menu — and yet only 91% of players have accomplished this, suggesting either that 9% of players simply turned the game off for some reason or other during the prologue, or were unable to complete it. And I’m not sure that last option is even possible.

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From a player perspective, a well-designed trophy list provides a metagame to layer on top of the existing game structure. They can provide challenges for players to complete and encourage them to explore a game in full rather than simply making a beeline for the credits — and, again, those rarity statistics suggest that relatively few people who pick up any game, regardless of length and quality, make it to the end, which is kind of sad — or suggest new ways to play.

A good example from recent memory that I’m still engaged with is Compile Heart’s PS4 RPG Omega Quintet. I have gone for the Platinum trophy in most of Compile Heart’s games to date (largely the Neptunia games) because I have a keen awareness of how the developers probably use them for statistics, as mentioned above. I see attaining a Platinum trophy — which for those unfamiliar with PSN is the trophy you acquire when you have achieved all of the other trophies in a game — as a mark of support for the developer; a sign that someone out there cared enough about a game to play it to absolute death. (Omega Quintet’s Platinum trophy, incidentally, has a 1.1% rarity rating, which is not altogether surprising as going by my own experiences it’s something of a beast to attain.)

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And in Omega Quintet’s case, that Platinum trophy really is a sign that you have explored everything the game has to offer, because it’s a good trophy list that runs the gamut from “deal 1 million points of damage in a single combination attack” (something that gets significantly easier the further in the game you go) via “complete all the quests” (something which you can miss in a single playthrough if you’re not fastidious about cleaning up quests before advancing the story) and “see the True Ending on Advanced difficulty” (having figured out the conditions to do so, of course — hint: get Aria and Otoha’s affection levels to 4 to guarantee this) to “defeat Double X” (a superboss who sits at the bottom level of the optional Training Facility dungeon and provides one of the stiffest challenges the entire game has to offer)

The interesting thing about Omega Quintet’s trophy list is that by the time I finished my second playthrough (during which I achieved the True Ending on Advanced difficulty) I had only accomplished about 50% of the available trophies. Deciding early on that I wanted to go for the Platinum, I jumped into the post-game (the ability to keep playing the game after you’ve beaten the final boss and seen the end of the story) to explore what these additional challenges might be.

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Nearly 50 hours of gameplay later, I’m still playing, though the end is finally in sight. In those 50 hours, I’ve beaten the 13-floor Training Facility dungeon, pretty much mastered the game’s combat system — the extreme difficulty of the Training Facility encounters, including Double X, demands that you know what you are doing, otherwise you will get your ass kicked, even if you grind all the way up to the level cap of 999 — maxed out the affection values for all my party members, mastered all the weapon proficiencies with Kyouka and have come pretty close with a couple of the others, completed all the sidequests and recovered all the hidden archives. This latter one is particularly interesting, as the archives reveal an absolute ton of story context that isn’t made explicit in the main narrative, largely because it’s not directly relevant to the main cast’s personal stories, but instead provides some interesting background lore and worldbuilding context. You stumble across some of these as you simply explore the main game, but quite a few of them are hidden in post-game content.

In other words, without the trophies to give me a nudge in the direction of this additional content, I might not have gone looking for it. One might argue that the game not necessarily signposting this sort of thing is a problem, but if the trophy system is there — and it’s compulsory to use on both Xbox and PlayStation  — it may as well be used to push people on to explore things further. Combine that with PSN’s “rarity” feature and there’s a really nice sense of… well, achievement when you know that you’re one of the 1.1% who has seen everything Omega Quintet has to offer.

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(Just two more trophies left to go: kill 10,000 enemies and get 1 billion approval rating points. I sense that the challenging DLC dungeons and bosses — including the fearsome Banana Demon pictured above — will be my main means of achieving this!)

1248: OneEighty

So Microsoft reversed its stance on almost everything about Xbox One. I’ll probably write something a little more detailed about this professionally tomorrow, but I thought I’d indulge in some general musings on here while it’s fresh in my mind.

In case you haven’t seen the news yet, here’s the relevant post, in which Microsoft explains it’s backtracking on almost every single contentious policy that it outlined prior to E3, and which had a significant proportion of the game-playing Internet up in arms.

On the whole, it’s good that Microsoft has at least put across the image of being receptive to feedback and willing to act on it, though the ridiculously slow pace at which this news was revealed doesn’t fill me with confidence. Negative public and press reaction alike was already swirling around the Internet even when it was just rumours about 24-hour checkins and restrictions on used games; I find it difficult to believe that Microsoft doesn’t have at least a few social media monkeys on the payroll who would have noticed this sort of thing. And yet they went ahead and announced their plans anyway.

I’m not sure what they were hoping to achieve. They didn’t even attempt to put a positive spin on the restrictions — they were just flat-out restrictions on things you could and could not (mostly the latter) do with your new console and your games. Restrictions that would have made the console completely inoperable in a number of countries on launch — including, amusingly, the homeland of The Witcher 3 developers CD Projekt Red, who were just as surprised to discover the restrictions as the rest of us were.

By posting this “We’re Listening” stuff today, they’re attempting to paint themselves as the good guy; the massive corporation who listens to Internet outcry and responds accordingly in a seemingly positive manner.

However, there are a few problems with this. They’re all hypothetical situations, of course, but none of them bode particularly well for Microsoft in the future. Let’s examine them one at a time.

Firstly is the possibility that the whole thing was a carefully-orchestrated PR stunt, which isn’t beyond the realm of possibility. Announce a series of ridiculous restrictions on the Xbox One, then a week or two later, announce that you’ve “listened” to the public and relaxed said restrictions, come out looking like the good guy.

Secondly is the fact that if it’s that easy for them to turn off these features on the system — the relaxing of the restrictions will apparently come from a day one patch that — oh snap — you need to be connected to the Internet to download — then it will be just as easy for them to turn them back on again without warning in the future. I’d like to hope that they’re not that stupid, but… well, they announced this shit in the first place, so it’s going to be a while before they earn the benefit of the doubt in my eyes again.

Thirdly is the fact that this was even considered. This suggests that Microsoft is keen to adopt some form of online strategy like this in the near future, and that if it didn’t work like this, it could well be implemented in a much more insidious way.

As I say, most of this is conjecture for now, so I’ll leave it at that. It’s going to be interesting to see if Microsoft sticks to its promises, though, because they destroyed a lot of people’s trust with this whole debacle.

1246: Eeeeee Three

It occurs to me that I don’t think I’ve written my own personal thoughts on E3 and the stuff therein yet. Allow me to rectify that.

Let’s start with the Xbox One. While it would be tempting to just write “HAHAHAHAHAHA” and leave it at that, Microsoft’s strategy, if you can call it that, bears some examination.

The Xbox One was received very negatively when it was first announced, thanks to the reveal’s focus on the box’s TV aspect. Things didn’t get much better when Microsoft revealed an FAQ document detailing the fact that yes, the things everyone had been fearing — the console needs to “phone home” once every 24 hours via the Internet; publishers may choose to restrict the resale and/or trading in of games if desired; you can “pause” Kinect but you can’t turn it off — were all true.

The company’s E3 presentation was reasonable, but didn’t show anything that particularly blew me away. We had Call of Duty: Roman Wars, sorry, I mean Ryse: Son of Rome and a host of other stuff so uninspiring that I can’t remember a goodly proportion of it. The few things that were genuinely interesting and outside the “norm” were glossed over; Below, a new title from Sworcery and that weird Might & Magic puzzle RPG that was actually really good developer Capybara was given a minute-long trailer with no explanation, for example.

However, as I wrote over on USgamer the other day, these press conferences aren’t designed for people like me — they’re designed for people who, for want of a better term, don’t know any better. They’re designed for the more casual gameplaying public and shareholders, in other words, and consequently need to show off the biggest, the best, the most exciting-looking. It’s unfortunate that a significant proportion of the “core” gamer population is growing increasingly weary of the biggest, the best, the most exciting-looking, particularly as their favourite studios regularly suffer rounds of layoffs when, say, their five million-selling game “isn’t performing to expectations” or some such nonsense.

All in all, I was left underwhelmed by Xbox One. I didn’t see a single title that sold the system to me, and Microsoft’s determination to make the platform even more closed off and irritating than it already is is just baffling. It’s like they’re looking at feedback and then doing the exact opposite. That can’t be good business, surely.

As for the PS4, I was impressed. I can live without all the social nonsense, though I can see that being a bit of fun on occasion — so long as you can turn it off. The fact that Sony simply said “we’re doing things the way we do now” and they got a round of applause says it all, really, though; it’s not a case of people being “set in their ways”, it’s a case of people actively wanting to resist the suspiciously anti-consumer practices that Microsoft are trying to put in place.

Let me go off on a tangent to explain for a moment.

I like owning my games as physical copies, particularly on console. I feel less strongly about this on PC for a reason I haven’t quite worked out, but given the option between getting a physical copy and a digital download on console, I will always, without fail, go for the disc.

The primary reason for this is that I want to always be able to play this game, even if, say, PSN no longer exists one day in the distant future. A secondary reason is that I enjoy displaying my collection the way a movie buff displays their DVDs, a music lover displays their CDs and/or records, and a book lover displays their books. There’s a growing movement to “declutter” our lives from all this stuff we’ve collected over the years, and I really dislike it, because it encourages us to think of things as impermanent. While it can be a pain to store and move all this stuff, I know that if I got rid of any of it, I’d regret it. Sure, once I’m done with, say, Ar Tonelico Qoga it’s unlikely that I’ll go back to it in the immediate future, but what about five years down the line when I hear a snipped of EXEC_COSMOFLIPS and think I’d really like to relive Aoto’s adventures?

I’m saying all this for a reason: PS4 fills me with more confidence than Microsoft does in this regard. Xbox One will have disc-based games, sure, but it’s abundantly clear that Microsoft mean business on the whole “you are licensing this piece of software, you don’t own it” thing that everyone ignores in EULAs these days. We still don’t have a straight answer in place for them on what happens when Xbox Live goes down, or when you don’t have Internet access, or when your account gets banned or hacked… or years into the future when the Xbox One is a “retro” console and Xbox Live doesn’t exist in the same form, or perhaps at all. Can you still play your games? Or does the lack of authentication render them completely useless?

Video games are the only art form where I see this discussion happening, and we’re drifting in the wrong direction. As modern games get more and more advanced, they become more and more worthy of preservation as genuine works of art. And yet with each passing console generation seemingly determined to get more and more restrictive and based around connectivity, it’s a real concern to me that some of these titles will one day be lost forever.

Anyway. It remains to be seen whether Sony does anything stupid between now and the PS4 coming out — because this is Sony, let’s not rule it out — but at present, I’m feeling much more confident about them than Microsoft.

As for Nintendo, well, they’re Nintendo. Nintendo has always been happy bumbling along doing its own thing… and I’m absolutely fine with that. I have no need for them to try and compete with PS4 and Xbox One or try to become yet another Call of Duty machine. I have no issue with the third-party support that people were whingeing about all the way through the Wii’s lifespan but which didn’t hurt its profitability at all.

What Nintendo machines do are provide “pure games” — experiences which tend not to have any aspirations to be considered “art”, but which provide excellent examples of simply entertaining and fun things to do. For this reason, I’m actually relatively excited to see things like Wii Party U, as Nintendo Land is a big favourite any time friends come over; having something with even more games to play together will be even better.

Anyway, I’m not sure if anyone “won” E3 for me, because I didn’t really come away from the show thinking “I MUST BUY THIS GAME THE SECOND IT COMES OUT” with regard to anything, but it was certainly an interesting show. The coming console generation is going to be an intriguing one to watch, and I have a feeling that Microsoft is going to get its nose bloodied more than once in the process. Whether that will take them down completely or just relegate them to the position Sony spent most of this generation in remains to be seen, but it’s going to be a hell of a fight to watch.

1219: Yes, The Third Xbox Really Is Called ‘Xbox One’

May 21 -- Xbox OneSo Microsoft announced the third-generation Xbox console today, and just to confuse everyone they called it the Xbox One. I can’t quite make up my mind whether this is more or less stupid than the “Xbox 720” moniker that everyone inexplicably latched onto a while back, but the fact remains that it’s a stupid name. And not stupid in the same way that the Wii has a stupid name; no, calling the third Xbox “Xbox One” is stupid in that it is misleading and confusing. Have Microsoft learned nothing from Nintendo’s apparent difficulty at communicating that the Wii U is a completely separate system from the Wii?

It seems not. And apparently Microsoft are not particularly keen to learn from anything either — least of all the general buzz surrounding the machine prior to its official reveal today.

No mention was made of the rumoured “always online” requirement, at least — though that doesn’t mean it won’t be there, of course — but in possibly the biggest facepalm news of the day, it was revealed by Wired that the Xbox One will indeed feature some anti-used games technology — not an outright block as was originally rumoured, thankfully, but instead an apparent requirement that all games be installed, and that once a game is installed it is tied to a single “account”. Other “accounts” (and it’s not clear whether this refers to a single console or literally a single user) may install and run the game by paying a fee. It’s not yet been announced what this fee will be… but it’s there.

Here’s the quote from Wired:

There’s one feature of Xbox One from which we can infer quite a few conclusions: You can install any game from the disc to the console’s hard drive, and then play that game whenever you like without having to put the disc in.

Wired asked Microsoft if installation would be mandatory. “On the new Xbox, all game discs are installed to the HDD to play,” the company responded in an emailed statement. Sounds mandatory to us.

What follows naturally from this is that each disc would have to be tied to a unique Xbox Live account, else you could take a single disc and pass it between everyone you know and copy the game over and over. Since this is clearly not going to happen, each disc must then only install for a single owner.

Microsoft did say that if a disc was used with a second account, that owner would be given the option to pay a fee and install the game from the disc, which would then mean that the new account would also own the game and could play it without the disc.

But what if a second person simply wanted to put the disc in and play the game without installing – and without paying extra? In other words, what happens to our traditional concept of a “used game”? This is a question for which Microsoft did not yet have an answer, and is surely something that game buyers (as well as renters and lenders) will want to know. (Update: Microsoft called Wired after this story was originally published to say that the company did have a plan for used games, and that further details were forthcoming.)

Some of that quote is, of course, drawing conclusions from the things that Microsoft said (and, for that matter, didn’t say) but the fact that this “fee” is present at all is further evidence of the growing anti-consumer trend in the mainstream gaming industry. Between all the stupid preorder bonuses, season passes, DLC that should have been part of the game in the first place, Online Passes (recently discontinued by EA — now we know why!), the “business” side of things is not presently particularly friendly to the people who, ultimately, hand over the money at the end of the day: the consumers.

The fact that Microsoft implemented this system at all is utterly bewildering. Surely someone at the company noticed the overwhelmingly negative attitudes expressed towards even the slightest rumour that the new Xbox would either block or restrict access to used games. There is absolutely no way that no-one at Microsoft would have noticed this — which means that they’ve taken an executive decision to simply ignore public opinion. This smacks of arrogance — and of pride before a fall. Although there are already Microsoft apologists in comments sections across the land saying that they “don’t mind” this proposed “fee” system, there are significant numbers of people saying they will jump ship to Sony if this is the way that things are going to be.

Sony learned this lesson the hard way after enjoying the huge success of the PS2 and then falling on their asses when they tried to overreach with the PS3 — something they still haven’t quite recovered from. That left room for Nintendo to swoop in and corner the market with the technologically-inferior Wii, and then for Microsoft to catch up with its successful courting of the casual gaming “dudebro” contingent who play little more than Call of Duty and Madden. While Microsoft has built itself a considerable degree of brand loyalty over the last few years, they’re in serious danger of “core gamers” (ugh) leaving them in favour of the PS4 if they’re not careful.

But perhaps this doesn’t worry them at all. The Xbox brand has gone from a hulking dark grey slab that featured a warning not to drop it on children in its manual (really) to an all-in-one entertainment solution with an appalling interface and an all-but-mandatory subscription fee if you want to do anything vaguely cool with it. People are still buying the 360 even though its user experience has gradually got significantly worse over the years — and despite a proven track record of hardware failure. The Call of Duty loyalists still see their beloved game as an Xbox-centric title. With all these people, perhaps they don’t need the support of the more dedicated gamers who want to do more than indulge in brown-tinted manshoots. Perhaps the Xbox One will be little more than a Call of Duty machine so far as games are concerned.

To be honest, if that happens, it’s actually fine with me — it saves me a few hundred quid. It’s just a bit sad that what should be something exciting — new consoles for the first time in quite a long while! — is instead reacted to with caution and cynicism rather than genuine enthusiasm. How the times have changed.

I’ll revisit my opinion on the Xbox One once I see some games for it. But for now, Microsoft have done a very bad job of selling it to me — someone who has been playing games since he was old enough to pick up a joystick. And I’m not alone in that viewpoint.

1110: The Collector

Page_1Reading this post from Matt Mason earlier made me think somewhat about my own game buying and playing habits and how they have evolved over time. I’ve come to the conclusion that I’m becoming something of a “collector”, particularly when it comes to more obscure games that almost inevitably become hard to find if you don’t snag them immediately upon release.

This doesn’t mean that I pay over the odds to get “Collector’s Editions” of games, though, because I tend to think that for the most part those are a waste of time — or perhaps it’s just that I’ve never really had a Collector’s Edition for a game that I felt particularly passionately about. Had I known how much I was going to love Hyperdimension Neptunia mk2, for example, I might have seriously considered spending a bit more and picking up the swanky limited edition that came with a soundtrack CD, an art book and some playing cards. (Yeah, I know the cards are a bit lame, but I love soundtrack CDs.)

NepnepLE-More often than not, though, the super-expensive limited edition versions are for games I have no interest in, like Call of Duty, Assassin’s Creed and Skyrim. For sure, these limited editions are often cool, but there’s only so many gigantic statuettes that you can scatter around your house before people start asking questions. (Particularly if one of those statuettes is a gory female torso… but let’s not open that can of worms again.)

I’m actually fine with this, though, because I’ve been tending to find that the games I’m most interested in playing are the ones that maintain their value the best — simply because they’re often not put out in particularly large quantities and thus often become quite hard to find after a little while. As such, I’ve come to accept that taking a chance on a new game like this often involves an outlay of at least £20 and may, in a few isolated cases, require payment of a price considerably inflated from what it would have cost when the game was first released. (I ordered a copy of Fire Emblem for Gamecube recently, for example… I’m pretty sure that’s not what it cost when it first came out.) The fact that I’ve had to hunt for these games and occasionally pay a bit more for them than something of an equivalent age that had a wider release makes them feel somehow more “valuable”, and makes me feel like my growing collection is something that I can be proud of. I know they’re “just” games, but they represent a hobby that I truly love and which inspires me to do other things.

What this “collector’s” attitude has meant in practical terms is that I’m now much more inclined to pick up interesting-sounding titles as soon as I become aware of them, rather than when I know I have time for them. This inevitably leads to an ever-growing backlog, of course, but it also means that I have things to look forward to. It’s also an approach which works for my personal circumstances at present. In other words, I don’t spend a lot of money on other “vices” — I don’t drink, I don’t smoke, I don’t buy DVDs (with the exception of anime that can’t be found for streaming online), I don’t tend to travel a lot and, by the end of this month, I won’t have any car expenses either (apart from any contributions I make to help Andie out with hers). This means that I tend to have a fair bit of disposable income that I don’t feel guilty about splurging on my collection, and still have plenty left over for living expenses and to do nice things for Andie.

I like having physical things that I collect. My bulging Steam library also counts as part of my collection, but somehow that big list of games inevitably acquired for a couple of quid during a holiday sale isn’t quite as satisfying as seeing that big shelf full of cases. Downloadable games feel more “disposable” somehow, like they won’t last; I often find myself worrying what will happen to all these games when, say, Steam or PSN or Xbox Live don’t exist any more. How will future generations be able to play awesome stuff like Flower, or Journey, or any of the other titles which everyone raves about now but which are only available via download? (I got around this issue with some of the visual novels I own by burning a copy to disc and printing my own inlay for the DVD case. Sad? Perhaps. But it means I can add them to my shelf with some degree of pride.)

The unfortunate side-effect of collecting physical things, of course, is that you have to find space for all of them, and if you get into full-on “hoarding” mode, where you don’t want to trade anything in, ever, then you need more and more space as time goes on. I’ve currently still got a few shelves free on the other bookcase, but it’s starting to get a little bit tight… and then what? Creative packing time.

photo (3)If you’re curious, here’s my game shelf as it stands right now. (The fairy lights were Andie’s idea, but they are pretty sweet.) If you click to embiggen and zoom in on the image, you might even be able to see individual titles of at least some of the games. I haven’t played all of these, not by a long shot, but they each — even the array of PS2 SingStar titles — represent something with genuine meaning to me. And that’s pretty neat to think about.

 

#oneaday Day 882: Microsoft Mysteries

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As I type this, Microsoft’s mysterious event at which something may or may not be revealed is about to start. The usual rumours and speculation have been flying around and are just as infuriating as ever, but there’s been something a little different about this event: unlike, say, Apple events, for which we tend to know the vast majority of the content well before it’s announced, there’s been nary a whiff of what this might be all about.

A lot of people seem convinced that the company are going to launch a tablet device, and that would make a good degree of sense what with the impending launch of Windows 8. But then there’s a new Xbox on the cards. And Windows Phone is surely due for a kick up the arse. And then there’s things like Surface, and all the things that Microsoft Research are up to — though let’s not forget that they unleashed the monstrosity that is Songsmith on the world. (And now it’s stuck in my head again. “You sing into a microphone while the drummer plays along…”)

But the truth is that no-one knows. At all. No-one has any idea whatsoever what is going on, and this means that the event has the potential to be exciting. (It also has the potential to be a crushing disappointment, but that’s part of what makes it exciting.)

This is something that to a large extent we have lost in the modern age of PR, leaks and the reporting of every little rumour that sneaks out. Think about it. If you reveal everything about your product months before it actually comes out, you walk a fine line between building anticipation and pissing people off with oversaturated marketing. I feel it all the time with modern high-profile video games, and I’m pretty certain tech enthusiasts feel the same way about new gadgets. I don’t know to what degree it happens in other sectors, but given the way a lot of modern PR seems to work regardless of industry, I can imagine it is the same across a lot of different areas.

I can’t be the only one who prefers to be surprised now and again by something. For all the mindless speculation that goes on around Apple product launches, the company itself is pretty good at keeping things under wraps until the last minute (though they let the cat out of the bag with iOS 6 somewhat). Microsoft has gone one better with this one by not letting even the slightest hint out to the press or the public. It’s had a far greater effect on the public’s anticipation than carefully-orchestrated “leaks” (most of which I doubt are really “leaks” at all) and “official” teasers — and as a result, everyone is on tenterhooks, watching the currently-running announcement (which still hasn’t announced anything as I type this paragraph).

Basically, the lesson to be learned here, I think, is that sometimes it’s okay to shut up and not tell anyone what you’re doing. Because when you tease something and then respond to all questions with “we’re not ready to talk about that yet” or “we do not comment on rumours or speculation” you just come across as a bit of an arse, really.

Ah, and there we go. The big announcement is the Microsoft Surface, though it’s changed a bit since the table-sized device we last saw. The new gizmo is an iPad-like device with an interesting twist: its Smart Cover-like kickstand has a full multitouch keyboard secreted within it. There’s also an optional other case with actual proper, tactile keys.

The fact the Surface is running Windows 8 means that it can run things like Office and the like. There’ll apparently be a scaled-back version for Windows RT, and one with Intel chips for the full Windows PC experience. The latter will also incorporate stylus and “digital ink” input as well as multitouch, and apparently has the power of a full desktop PC — though whether or not it will run Crysis is yet to be seen as I type this…

Microsoft at E3

Just finished watching the Microsoft E3 presentation. As most people could have predicted even before seeing what was on offer, reception was somewhat mixed.

Predictably, everyone creamed themselves over the Modern Warfare 2 trailer and gameplay footage which I, ever the rebel, remain relatively indifferent about, though it is remarkably pretty. Halo fanboys spooged copiously over ODST and the “secret” Halo title, Reach. This I am completely indifferent about. When Bungie said they had a “top secret” project to announce, I was hoping they were going to show a new Myth game or something like that… but no. Bungie make Halo and nothing else now, it seems. Fair play, it’s made them an awful lot of money but seriously guys, something new once in a while really wouldn’t go amiss.

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Other notable mentions went to Crackdown 2, sequel to the underrated open-world funfest from a while back – and for my money, one of the best implementations of co-op (or perhaps it should be more accurately called “concurrent play”, since you can both happily charge off in opposite directions if you want to) I’ve ever seen.

Then there was Splinter Cell: Conviction, which does look like it’s trying some revolutionary new tricks with presentation. Rather than having mission objectives and cutscenes taking players out of the action, many things appear “projected” on the walls, be these instructions or even flashback cutscenes. It was a really interesting approach, and the game looks to be supremely cinematic because of it. It’s certainly enough to get me interested in Splinter Cell again, a series I haven’t touched for quite some time.

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Then there was Alan Wake, a game which many were worrying had fallen into the abyss of vaporware. But no – we saw it, including some gameplay footage. It looks to be something of a cross between Max Payne and Silent Hill, with, like Splinter Cell, some interesting presentational features. Wake’s narration of the action hearkens back to Max Payne’s overblown drawl from his games, and the use of light and dark is reminiscent of some scenes in the Silent Hill series. It certainly looks incredible, too, and could well be the thing that makes 360 owners feel a bit better about not having Heavy Rain to play.

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Kojima also snuck onto stage and dropped the fact that a new MGS game starring Raiden would be hitting 360, and Square showed off some FFXIII footage. Both will likely be great, but there was nothing there we hadn’t expected.

The main part of the keynote revolved around the Project Natal technology, which allows real-time motion capture and voice recognition, allowing players to interact with games without needing a controller. It was made very clear at the outset of the presentation that this was primarily intended to be a means by which non-gamers could be attracted to interactive entertainment – but of course, this hasn’t stopped hardcore gamers bitching and moaning as they always do.

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We saw a number of demos, including some questionable real-time avatar motion capture and animation and a fun-looking tech demo called Ricochet (essentially body-controlled Breakout). We also saw how Natal will allow users to interact with the Dashboard in a distinctly Minority Report manner by swishing their hands around and, much to the disgust of Atheistium over at viera.nu, allow their avatars to try on girly clothes while having a video chat. (To be fair, this was pretty cringeworthy, but I don’t see it being a huge part of most gamers’ lives.)

It was Peter Molyneux’s work with Natal that provoked the most interest and curiosity, however. Presenting a virtual human called Milo, he demonstrated the capabilities of Natal along with software by showing someone interacting with Milo by speaking naturally and using realistic gestures to interact with the virtual world. At one point, Milo invites the player to look into the water and a real reflection of the player appears on-screen, with the ripples in the water responding to their “touch”. It was a pretty incredible sight, and a glimpse of what the future might hold, especially for games like Oblivion. (Thanks to Ajguy for suggesting this.) Imagine being able to hold a naturalistic conversation with an NPC rather than tediously clicking through a list of topics.

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As I mentioned earlier, reception has been mixed. Natal is undoubtedly amazing technology (assuming it works) but the self-professes “hardcore gamers” of the world are already up in arms about “dumbing down”. But the fact is, just like the Wii is not a system for these people, Natal and its features are not designed for this audience. What Natal will allow Microsoft to do is broaden their audience from the core of gamers to families and other non-gamers. With the introduction of other services on the Dashboard such as last.fm, instant-on 1080p movies (I remain cynical about this, given the general crapness of my connection) and live TV from Sky, the aim is very much to turn the Xbox from a simple games system to an all-purpose multimedia box that sits under the television as the centrepiece of your digital life.

I don’t think that’s such a bad thing. No-one suggested once that hardcore gamers would be left out in the cold – quite the contrary, in fact, with the announcement of big titles like Modern Warfare 2, Crackdown 2, Left 4 Dead 2 (yayz!) and numerous others. What Natal will do is simply open up the field of interactive entertainment to more people. If all they want to do is prance around like a pillock in front of their TV, then let them. But there’s always the possibility that they’ll get interested enough in the hobby to join the growing number of gamers out there and enjoy this rapidly-changing medium.

I think that’s quite a pleasant image of the future, in fact. Let’s see what happens.