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.

 

1074: Loving the Vita

It’s fashionable to bash Sony’s latest handheld, the Vita. This is partly justified, because it hasn’t been selling particularly well — especially when compared to Nintendo’s latest powerhouse the 3DS, which seems entirely likely to repeat the success of its predecessor the DS family. The poor sales can be attributed to its relatively high price and the fact that its proprietary memory cards are unnecessarily expensive and can’t be used in anything else, unlike the standard SD cards that the 3DS uses.

But even though I know these criticisms are valid and warranted, it still bugs me a little that this means people are quickly writing off the Vita as a no-hoper, as a stillborn, with some even going so far as to compare it to disastrous past industry efforts such as Nintendo’s dreadful Virtual Boy. That’s just ridiculous.

Fact is, the Vita is a wonderful piece of kit. For your money, you get a gorgeous shiny gadget with a deliciously bright, big, high-resolution LED screen, two not-very-good-but-functional cameras (front and back) and not one but two touch-sensitive surfaces (again, front and back). Games specifically designed for Vita look beautiful on that big shiny screen, and the system runs downloadable PSP titles perfectly — though the lack of UMD drive means that those who have an extensive collection of physical PSP games will either need to keep their old handheld around or re-purchase their games as downloadable versions.

The PSP support is an aspect of the Vita that I can’t help but feel is understated. I know, I know, you could buy a used PSP for a fraction of the price of a new Vita, but how great the games look on that LED screen shouldn’t be underestimated — plus with the latest system firmware, it’s possible to apply bilinear filtering to the games to smooth out edges without making them look overly-blurry, and assign the Vita’s right stick and touchscreen to various functions. You’d be surprised quite how much more comfortable it is using the right stick to move the camera in games that previously used the shoulder buttons for this purpose — the PSP, let’s not forget, didn’t have a right stick and had that peculiar and uncomfortable “nub” instead of an actual stick on the left.

The other aspect of that PSP compatibility is that it makes the old “Vita has no games” argument sort of invalid — because not only do you have a healthy selection of largely good-quality Vita titles to draw on, you also have a huge selection of downloadable PSP titles to work your way through, too. If you’re a JRPG or SRPG fan in particular, the Vita is a fantastic system. The first three Persona games; Trails in the Sky; all the Final Fantasy games up to IX plus spinoffs Final Fantasy Tactics and Dissidia Final FantasyTactics Ogre; the list goes on. (It goes on longer if you’re American, because you also have titles like Growlanser and Gungnir to enjoy, too. Damn you, Atlus, for not having a European arm.)

As for the actual Vita games themselves, there are some real gems there. Everybody’s Golf/Hot Shots Golf is fantastic fun, and packed with content. Gravity Rush is a beautiful, stylish, challenging game that makes good use of the Vita’s accelerometers alongside a more traditional control scheme. The Vita version of Need for Speed Most Wanted is a very good one, ideal for a quick race on the go. Lumines Electronic Symphony is a fantastic puzzle game — though not very toilet-friendly, as sessions tend to go on for quite a while. LittleBigPlanet is an ideal fit for the Vita’s interface and touchscreen. And then there are a bunch of cheaper download-only games that are also fantastic — the strange and abstract world of Sound Shapes; the John Cleese-voiced, Unreal Engine-powered brain training of Smart As…; the freebies like that ecosystem game I’ve forgotten the name of and hilarious pass-and-play party game Frobisher Says.

And then you have PlayStation Minis, which is home to some surprisingly brilliant games — Velocity by FuturLab being one in particular you should really check out. And then there’s the newly-added support for PlayStation Mobile, which offers super-cheap ports of some of the best iOS and Android games out there.

Need I go on? Yes, the cost of entry may be higher than a 3DS or a PSP, but the Vita is packed with a ton of possibilities that people just aren’t talking about enough. “The story” about the Vita always seems to be that it’s “Sony’s big failure” — and while that may end up being true, it’d be nice to see, just once, a feature in the professional press detailing the many things this system does wonderfully well rather than yet another predictable article heralding its apparently-imminent doom.  We’ve all seen this article many times over — so how about ditching the negativity for a bit and exploring the many good things the system does offer so those of us who do have one can unearth some of the platform’s hidden gems — because they’re out there.

If you happened to get a Vita (or PS3, for that matter) for Christmas, do feel free to add “Angry_Jedi” to your PSN friends list!

#oneaday Day 880: Not Going To Make a “Livin’ La Vita Loca” Joke

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I bought a PlayStation Vita today. I’d had my eye on one for a little while, but having successfully paid off my credit card for the purchase of my new Mac, I decided a little treat was in order, so I did a bit of research as to what the fine folks of the Internet thought was good games-wise, and grabbed one today. I was fortunate enough to be able to snare a preowned but unused model from Game in Southampton today, which cut down the price considerably, allowing me to also grab an (overpriced) 32GB memory card along with a copy of Everybody’s Golf to enjoy for about £270 in total.

I’ve only spent one round with the latter so far (but it’s bringing back pleasing memories of Tee Off on the Dreamcast) so I won’t comment on that too much, but I did want to talk a little bit about the system itself, as I believe it’s worthy of note.

The Vita distinguishes itself from its predecessor the PSP immediately with its touchscreen-friendly interface. Featuring an icon-based homescreen somewhat akin to modern smartphones, the Vita invites you to touch, swipe, flick, peel and all manner of other things. You can reorganise your homescreen icons as you see fit, and even set backgrounds for different pages. You can’t organise things into folders, though, which is a bit of a shame, but I can cope with that. PlayStation Network (sorry… Sony Entertainment Network, which still amuses me because its abbreviation is the same as Special Educational Needs) provides plenty of downloadable goodness, ranging from complete games that you could also buy as physical products at retail to smaller, cheaper, download-only titles and even free apps for access to Twitter, Facebook, Skype and Flickr.

The downloadable side of things has, for me, always been a big strength of Sony’s systems from the PSP onwards. The PlayStation Store is a veritable treasure trove of underappreciated and overlooked gems as well as some of the most memorable “art games” (for want of a better term) in the business — games like Flower and Journey, for example. PlayStation Minis, too, provide portable-friendly experiences akin to what you might play on a smartphone, only with dedicated controls to enjoy them with, which is a big boon to anyone sick of poorly-implemented touch controls.

Besides the games themselves, though, Vita has a number of interesting and intriguingly noteworthy features. For starters, the system actually does multitasking considerably better than both iOS and Android. A tap of the PlayStation button freezes whatever you’re doing and takes you immediately back to the “OS”. From here, you can “peel” the app off the screen to close it completely, switch to something else (like, say, the settings app, or Twitter) and then be back into your game without any messing around. This is particularly beneficial when you want to browse the PlayStation Store for addon content, for example — even the PS3 requires a quit out of a running game to access the Store, whereas Vita manages to seamlessly switch to it, let you browse as you see fit, then switch back. This functionality also allows you to effectively do what the Steam Overlay does for PC gamers — while running a game, you can pop open a browser window and, let’s face it, look at GameFAQs.

Vita’s interface is gorgeous, too. The big, high-resolution LED screen makes things look great anyway, but the design of the OS just begs to be played with, too. On the homescreen, flicking between screens causes the icons to wobble like they’re hanging on pegs. Rather than “slide to unlock” if the machine goes into standby, you use the same “peel” motion that is used for closing apps. And the soft keyboard is pretty good, too, with a decent predictive text dictionary built in — though the size of the screen and its position means that “thumb typing” as on a smartphone is next to impossible. Fortunately, as the Vita is primarily a gaming platform, you won’t be doing that much typing on it, so it’s a design flaw I can forgive.

The built-in apps are interesting, too. Near allows you to see other Vita owners in your nearby vicinity, see what they’ve been playing and their responses to them. (I was surprised to see quite a few Vita owners living near me — I was expecting it to be a virtual ghost town around here.) Welcome Park introduces the system’s little quirks — the multitouch screen, the rear touchpanel, the two cameras and the built-in microphone — through a series of simple but surprisingly engaging minigames, all of which have Trophy support for those who care that much. There’s also a pleasing number of free downloads from the PlayStation Store, including a selection of social apps, a simple finger-painting app and even some games, including the hilarious and WarioWare-esque Frobisher Says.

All in all, I’m very pleased with my purchase so far. I’ve become somewhat disillusioned with iOS gaming recently — perhaps due to the fact I get to see some of the very best and worst titles as part of my day job — so I’ve been surprised how good it feels to have a dedicated handheld system again, particularly one that doesn’t possess an app ecosystem that encourages developers to include “Get More Coins!!” options even where they’re not wanted/needed. I shall look forward to many Everybody’s Golf sessions on the toilet in the near future as well as a thorough exploration of the myriad joys the PlayStation Store has to offer me.

#oneaday Day 775: Having a Corpse Party

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Looking for something terrifying? Own a PSP? Then quit whatever you’re doing and go download Corpse Party from PSN for a very reasonable £11.99.

I’ve mentioned this briefly a couple of times over the last few days but it’s worthy of some more in-depth enthusing, so here goes.

Corpse Party is a horror adventure game that uses a combination of Chrono Trigger-style top-down visuals and beautifully-drawn anime-style stills to tell its tale. And what a gruesome, horrifying tale it is.

Following a botched attempt to cast a friendship charm as one of a group of friends is set to leave her school, eight Japanese high schoolers and their teacher find themselves trapped in an unpleasant situation: a ruined, abandoned, creepy old school that is not their own, populated by malevolent ghosts and a wide variety of mutilated dead bodies — obviously previous victims of whatever curse brought them there. It’s up to the player to get to the bottom of what’s going on, and attempt to get the kids home. I haven’t finished it yet, so I don’t know if they’re successful.

Corpse Party initially puts across the impression of being just another light-hearted anime adventure. But things quickly take a turn for the dark as the corpses start piling up and the numerous mysteries surrounding the ruined school start to reveal themselves. Gameplay is limited to wandering around, exploring and making occasional choices, so the game is perhaps best compared to a visual novel rather than an adventure game or survival horror, but it manages to be one of the most affecting, evocative games I’ve ever played using the bare minimum of tricks and gimmicks.

It achieves this in a variety of ways. First up is the excellent writing and localisation. Not only is the tale told one filled with unexpected twists and turns, but it’s also one populated with believable, “human” characters who are far from being “video game heroic”. They’re kids. They talk like kids, they swear like kids, they make inappropriate comments like kids and they react like kids would in horrific situations like the ones in the game — by screaming, crying and running away.

The game doesn’t hold back in its writing, preferring instead to depict its characters’ behaviour in a realistic manner rather than the sanitised view of life we get in many other video games. For example, in one flashback scene depicting one of the characters’ lives before the events of the game, we see a big sister (one of the main cast) and her little brother in the bathroom together. Both are nude. Big sister, who is somewhat outspoken and borderline brash at times, teases her little brother for being ashamed of his nakedness and hiding his penis from her, tackles him to the ground and tickles him, behaving as siblings do. There’s no inappropriate eroticism in the scene despite the characters’ nudity, just a believable depiction of two very “human” characters enjoying a mundane moment together.

A lot of the power of Corpse Party’s writing comes from this clash between the mundane and the uncanny. Chapters will often open with a flashback of the “good old days” before the botched charm made everything go wrong for these kids, and it makes the anguish and terror they go through all the more profoundly affecting having seen what they’re like in situations that they’re comfortable with.

The writing is wonderfully descriptive without being overly explicit, either. Some of the most toe-curling, unpleasant scenes in the game come from a blank screen accompanied only by text and minimal sound effects. And yet somehow the manage to be far more horrific than anything I’ve seen on a next-gen console. The imagination is truly a powerful thing.

Imagination is all very well, but it can be helped along in a few ways. Firstly, there’s the visual side of things, which is kept relatively simple for the most part — old-school pixel art RPG-style graphics punctuated with occasional hand-drawn closeups to emphasise particular scenes.

Star of the show is the game’s sound design, though. Best experienced on headphones, Corpse Party’s soundtrack combines a variety of atmospheric, dramatic and memorable musical themes with subtle use of sound effects and some truly fantastic Japanese-language voice acting. The delivery is packed with emotion, making the kids’ screams of terror all the more harrowing as you find yourself really believing what’s going on. And the use of stereo makes for an impressively unnerving experience.

While some may object to a game which features quite so much violence against children, I for one have so far found the mature treatment of the player to be refreshing. The game doesn’t pull any punches at any point, meaning that you’re just as likely to meet an agonising and drawn-out demise when playing as a little girl as you are when playing the “tough” guy. Far from feeling “wrong”, however, the knowledge that the game’s characters are in very real danger throughout provides a strong emotional impetus for the player to get to the bottom of what’s going on and try to save them.

The only criticism of the game I have is the fact that if you find yourself down one of the “bad ending” paths and meeting a sticky end, you can sometimes lose a bit of progress if you haven’t been saving fastidiously at the game’s sparsely-scattered save points. With no means to quickly skip through scenes you’ve already seen once, this can be a little frustrating for the impatient (or those who can’t work out what they’re doing wrong — though it’s usually obvious).

This little issue far from ruins the experience, however. In fact, those who want to “100%” the game will actually need to see all of these unpleasant endings as well as the “proper” ends to each of the game’s five chapters, meaning that an unpleasant death for one of the cast isn’t necessarily wasted play time.

Above all, Corpse Party is a rewarding, affecting, remarkable experience that treats the player as an adult throughout. It’s refreshing to play through something which doesn’t feel sanitised or dumbed down in the slightest, and I’m both surprised and delighted that a game like this made it on to the Western PSN store.

I’m certainly not complaining, though. In fact, I’d like to see a lot more titles like this in the future.

#oneaday Day 116: Hacked Off

So, Sony fucked up. Pretty bigstyle. And yet I find myself less angry at them and their incompetent handling of the situation and more angry at the fact this situation even arose in the first place.

I’m talking, of course, about hackers. Hacking, despite people not really knowing what it is outside of representations that they’ve seen in movies, is one of the things people are most paranoid about in the online age — and with Sony’s PR disaster in full swing at the minute, it’s easy to see why, as people frantically cancel their credit cards and change all their passwords on the offchance that some bearded, smelly loser (not me) may pick their personal details to commit fraud with.

In practice, it seems that a lot of hacks are committed to make a point rather than cause damage as such, whatever Introversion Software’s excellent Uplink might have you believe. But for a service as inoffensive as PSN, it just seems spiteful to attack it. Anonymous had its high-profile throwing-toys-out-of-a-pram moment a week or two ago but they claim they’re not responsible for this latest incident as they’re supposedly “on the side of the consumer”. That and everyone was yelling at them for fucking up PSN when people just wanted to get online, play stuff and buy stuff.

I guess it’s just like any other crime — crime shouldn’t happen, but it does, whether it’s in the real or virtual world. However nice it’d be to imagine a Star Trek-esque future where crime and war between humans is a thing of the past, it’s not going to happen — or at least, not for a long time. As long as there are people out there who feel a misplaced sense of “entitlement” — whether it’s to get their hands on software they haven’t paid for, to steal people’s personal information or just to fuck everyone else’s enjoyment up — then we can never feel completely “safe” and confident.

Which is a shame, really, isn’t it? So much of new technology is genuinely awesome when used properly. Were the threat of hacking and other technology crime not present, the capabilities of devices could be even more awesome. But as it is, so much time and money has to be spent on installing cutting-edge security into every single device we own that things are probably held back from where they could be if security wasn’t such an issue.

Oh, I know. It’s nice to want things, and some sort of Utopia would supposedly get boring quite quickly, but I’d certainly like to enjoy it, if only for a while. But it’s never going to happen — the world is full of just enough arseholes to make life less enjoyable for the majority, non-arsehole population out there.

So, arseholes, a big fuck you, and I hope your cock falls off. Into a fire. Which someone then douses with acid, mistaking it for water. And then feeds you the remains. And then jams a really sharp spike right up your bum-hole.

Yeah.

#oneaday, Day 64: Act Your Age, Fanboys

Why does the phenomenon of fanboyism still exist? And more to the point, why does it exist amongst men (and it pretty much is always men) who are old enough to know better?

The simple and easy answer is, of course, that it’s always been around. I remember growing up as an Atari-based family and all of the Atari magazines at the time belittling the competition with stupid names like Spectrash (Spectrum) and Crappydore (Commodore 64). Then came the schoolyard arguments – SEGA vs Nintendo. Sonic vs Mario. “We’ve got Street Fighter II! Hah! …Oh wait, now you have, too.” It got pretty silly.

Once the Dreamcast came out, it was hard to justify fanboyism because, certainly once SEGA’s wondermachine came out, it was so far ahead of its competition – the 64-bit Nintendo 64 and the 32-bit PlayStation – that half-hearted attempts to call it things like “Dreampants” always came across as more than a little desperate.

Things then kicked off again with Sony vs Microsoft, with Nintendo kind of relegated to “background observer” by this point. The PS2 and the original Xbox both had fiercely loyal supporters when, in fact, you’d have a far better experience if you bought both systems, played the relevant exclusives on their respective platforms and played multiplatform titles on the Xbox. That’s what I did, and I never felt the need to slag off any of the systems.

And it still goes on today, despite each of the consoles arguably offering a more distinct and unique experience from each other than ever before. The Xbox 360 offers its legendary ease of online play, the PS3 is home to a variety of unusual and interesting games (like Flower, flOw, Linger in Shadows, the Pixeljunk games) and the Wii is the family-friendly bundle of fun.

Still the hating goes on, though.

But nowhere is it more apparent than in the world of smartphones, particularly between the owners of iPhones, BlackBerries (let’s pluralise it properly, please) and Android-based phones. iPhone owners are either Apple fanboys who bang on about how great Apple is all the time or jailbreakers who bang on about which ludicrously-named hack they’re installing this week – and, of course, which apps they could get for free rather than paying for them on the App Store. BlackBerry owners seem to be updating their OS every night. And Android owners seem to be particularly sore about the iPhone for some inexplicable reason.

The question is: why? When it came to the early console wars, slagging off the systems your friends had was just schoolyard banter. You didn’t really think that the systems were inferior, otherwise you wouldn’t have gone around to their houses and played those games with them. The fact that this juvenile banter has grown up with people who have been using gaming and other consumer electronics for years is utterly baffling. Even people who started gaming at the same time as me – or before – are still bitching and moaning about how much better their handset is that [x]’s handset, and blahblahblah open source, blahblahblah build quality, blahblahblah BlackBerry Messenger, blahblahblah… You get the picture.

Am I alone in thinking that all of this stuff, without exception, is seven degrees of awesome and we should appreciate the brilliant things we have? Yes, some of them have more features. Yes, some of them are objectively “better” in terms of capabilities, power and technical specifications. But is that really any reason to act like 5-year olds telling each other that their respective Mums smell of wee?

No, it’s not. So why does it still go on?