And on the seventh day they went to the Eurogamer Expo

Last Sunday, like many thumb-bandits, I ventured to London with a mate for the sights and sounds of Eurogamer’s 2011 Expo at Earl’s Court. Six hours were spent queuing, gaming and chatting to like-minded individuals all eager to get their hand on games either already available or in the very near future. There were a couple of things that I really wanted to see in particular like Bethesda’s romp back into the wilds of the Elder Scrolls Skyrim. However, I was thwarted by a rather long line up of people keen to wield a sword or shoot a fireball or two. I did stare longly at the obscenely thin Samsung TV screens that showed the gorgeous graphics of Bethesda’s (allegedly) new game engine. It was hard to tell whether it was running on the Xbox 360 or PC with a game pad but it sure looked mighty fine.

Next up was the 3DS booth where I dabbled in Super Mario 3D Land and have to admit, left feeling a smidgen of disappointment. It looked and played much like expected, a combination of New Super Mario Bros. and Mario Galaxy with visuals that felt perfectly suited for the 3DS. But when there was any hint of stereoscopic 3D, navigation became harder and smiles turned to frowns all too quickly. When first announced at GDC in March, Nintendo president Satoru Iwata said the 3DS’ instalment of Mario would put an end to the troubles caused when platforming and jumping by shifting a traditionally 2D game to 3D. That sounded like a swell idea to me, someone who is more at home with the earlier Marios. But what I found from playing Super Mario 3D Land was that stereoscopic 3D did the exact opposite and made it harder to figure out where I was jumping. Off, and the game played great, on and I fell down every hole possible. Hopefully, this is more to do with the fact I hadn’t played from the beginning and eased into the new 3D looks though if not, well then I guess the 3D switch will permanently be off for that game.

Some games that did do 3D very well were Resident Evil Revelations, Metal Gear Solid Snake Eater 3D and Kid Icarus. Sadly all I could do with Resident Evil was peer over the shoulder of another player (in the ‘sweet spot’ too) to watch the superb graphics Nintendo’s little handheld can deliver. Jill Valentine was rendered beautifully and moved just as nice with the environments suitably creepy and the 3D enhancing the immersion (until you move your head. Top tip, don’t move your head). While Resident Evil Revelations had a constant flow of people wanting to play it, Metal Gear Solid Snake Eater 3D did not so I had a chance to get my grubby mitts on what is considered the best game of the series. And now in 3D. As expected, it looked as nice in motion (I had feared otherwise after some early screenshots looked a bit muddy) but as with the PSP games, Metal Gear Solid works best with two analog sticks. Since the 3DS second-stick add-on was absent from the show, the face buttons had to suffice in controlling the camera and unfortunately is wasn’t pleasant. I couldn’t see a way of using the stylus in lieu of another stick as that used to be an acceptable substitute on the DS. But hey, it’s Metal Gear on the go and if that go will have to include a bulky cradle then so be it. The 3D effects certainly worked well and the 3DS is where I want to be playing that game again in the hope the Kojima will do something interesting with all the new features of the system. Speaking of which, Kid Icarus was quite a joy to play. Fast, frantic shooting in a Space Harrier kind of way with 3D that didn’t intrude but sat nicely with the art style. I don’t think an expo was the best place to experience a game with narration and what looked like an interesting story but I left feeling confident that Kid Icarus was definitely a day one purchase.

One nice surprise as the venue wasn’t the superb Joker and Harley Quinn cosplayers but my experience with Ubisoft’s Ghost Recon: Future Soldier. Tucked away in the over 18s section it wasn’t something I gravitated towards not being a big fan of the franchise as a whole. And the press haven’t been too kind either after its E3 showing in June. But the multiplayer match I played was more fun than I had expected it to be. A lot more. Maybe it’s because I’m Lancer deep in Gears of War 3 at the moment but Ghost Recon‘s movement felt similar when running from cover to cover and popping out occasionally to take out my foes which isn’t a bad thing at all. A neat addition is a reticule that you can place next to cover showing exactly where you’ll be running to. It made navigating the war torn street map really easy and combat quite fun. Though for a game in development for so long, it did look rough with questionable textures and jagged edges around pretty much everything. I hope Ubisoft can get it cleaned up and eventually released because it felt more tactical then, say, Gears and has promise but could so easily bomb at retail if left in its current state. The Kinect implementation wasn’t part of the demo either, not that I think it’s a deciding factor in whether people will pick it up.

On the topic of motion controls, The Legend of Zelda: Skyward Sword was a game that I originally thought would have to slip to 2012′s list of purchases for me what with a full winter ahead but from what I saw a the Expo, I may have to reconsider. It may end up being the last Wii game that is worth our attention but what better franchise to go out on than Zelda? Everything looked bright and busy with a lot of things going on in the back and foreground making the world come alive. How was the Wii MotionPlus? Well, a bit hit and miss. Swinging the sword had less precision than I thought it would but enough to get the job done. Shooting arrows worked pretty much identically to Wii Sports Resort by holding the Wii Remote towards the screen and pulling the nunchuck back as if drawing a bow. And like Wii Sports Resort, you could quite easily lock you view at an odd angle making you wonder if a simple press of a button would have been better. I imagine the more time invested in Skyward Sword would help players get used to the quirks and there’s a charm that all Zelda games have that I’ve not found on any other franchise.

All in all, Sunday was a very good day for gaming. I didn’t brave the queues for Battlefield 3 or Modern Warfare 3 but both looked stunning with MW3 slightly edging out ahead in terms of frame rate and graphics at least on the 360 anyway (the console I saw them running on). The lack of booth babes made the Expo feel creditable and not a nerd cliche though the ones that did strut about with a large percentage of buttock on show were harmless enough. As were the many guys trying to take pictures of them from behind. But it was a good day and as soon as we left, conversations of what will be buying and how broke we’ll be intertwined with what we’d like to see at next year’s show.

The PSVita may support older games and last longer than five hours

Back in June, a Japanese research company asked a collection of potential 3DS owners why they weren’t buying the handheld. The number one reason was its cost and now that’s been cut so dramatically, presumably some of those questioned are now owners of Nintendo’s new handheld. That is unless it was the weak battery life which put them off. It was number nine on the list and the actual gameplay time Nintendo say is capable on the 3DS is between three and eight hours.

Not quite the seemingly endless amount previous DS systems could run for but it may just end up being longer than what the PSVita can do. As part of the 2011 Tokyo Game Show, Sony has announced that its new portable machine will last somewhere between three and five hours depending on what you’re doing on it. If you’re offline, have the screen brightness at default, refrain from using Bluetooth and the built-in speakers opting for headphones instead, consumers should expect three to five hour gaming sessions. If you fancy oggling a film or two on the rather nice OLED display, the PSVita tops around five hours and for music alone it’s more like nine hours.

Though not quite the numbers wanted, there’s only so much a humble rechargeable battery can do and the PSVita is certainly a powerful beast. It’s a shame that from what Sony are saying, playing games with a brightened screen and online will lesson the battery life even more but when the PSVita is being touted as a portable PS3, it’s annoying but somewhat understandable.

Much like Sony’s other TGS announcement. It’s been promised that the PSVita will support older PSP titles and those downloaded from PSN will be retrofitted to use the second analog stick. But what of the numerous disc-based UMD games? Some of them never made it to PSN, will PSVita owners be able to get their hands on them too? Sony’s answer: maybe (via Kotaku). As of now, they’re thinking of solutions for gamers with solely UMD collections who want to upgrade to the PSVita but have said little else on the matter. To me, it sounds an awful lot like the promises made around the early days of the PSPgo. Back then we were led to believe a programme would be put in place for a UMD conversion programme however due to legal and technical issues, Sony abandoned the idea. But, as neat as the PSPgo was, it was never at the forefront of Sony’s long term strategies whereas the PSVita is. It’s their next portable, the PSP2 in fact and they want it to be big. So migrating the old audience from PSP to Vita is essential and if it means coming up with some crazy scheme then a crazy scheme we can certainly expect.

Second hand rain

There’s nothing new about the used game market. I frequently bought second hand SNES and GameBoy games as a child because money wasn’t something I had a lot of back then. In the last few years I’ve opted to purchase my games new mainly because of the incentives offered and because I’m an inpatient git but the market for pre-owned titles is certainly not a shrinking violet. It’s huge and many publishers don’t like that one bit. Quantic Dream co-founder Guillaume de Fondaumiere is one of those not overly keen on the idea of his products being re-sold without his team receiving any money.

In an interview with GamesIndustry.biz Fondaumiere said how around 2 million copies of Heavy Rain had been sold worldwide but looking at the PS3′s Trophy system, the number of people who played the game is somewhere in the region of 3 million. One thing he didn’t take into consideration are households with more than one account on a PS3. The extra million players may not all be from second hand sales but siblings and housemates passing on Heavy Rain or even game rentals. Still, the annoyances of Quantic Dream remain the same:

“On my small level it’s a million people playing my game without giving me one cent. And my calculation is, as Quantic Dream, I lost between €5 and €10 million worth of royalties because of second-hand gaming.”

While this may be true, another way to look at it is that a further 1 million people played Heavy Rain meaning around 3 million people experienced the art and story Quantic Dream wanted to tell. The company may have lost an estimated €10 million but also may just have gained a further million followers. Put like that, pre-owned sales are actually helping expand the potential audience for future Quantic Dream releases.

Fondaumiere wants the industry to address what he feels causes gamers to go the second hand route; the high price of video games. He states how he’s always believed games are too expensive and there must be a happy medium where all parties – consumers, publishers, developers and retailers – are content with a game’s price tag. Until then, the industry is “basically shooting [themselves] in the foot,” leading to either an end to retail-sold video games are exclusively move to an online distribution model. But this looks to be where platform holders are taking the industry anyway with a greater emphasis on downloadable content that aren’t just additional content but full games. One of the biggest problems right now is the throttling of bandwidth internet service providers have on consumers. All the while people are fighting to up their download caps and speeds, they’re unlikely to accept the exclusivity of digital distribution. So maybe that talk Fondaumiere wants to have to find a happy place for gaming should include ISPs as well.

Triple threat

Yesterday, one of the creative directors of Halo 4 spoke to Kotaku about his departure from 343 Industries blaming a lack of interest in the project. Ryan Payton, who previously worked on the amazing Metal Gear Solid 4, joined Microsoft’s purpose built Halo studio to work on the fiction and story development for the new trilogy of games, starting with Halo 4. However, instead of thriving on the potential storytelling opportunities in the universe of Halo, Payton grew bored of what he was apart of. But he isn’t bitter:

“I had a great run at Microsoft. I don’t regret one day of it. But after a few years, there came a point where I wasn’t creatively excited about the project anymore.”

Does that mean Halo 4 won’t be any good? Of course not. No one can be sure of how it will play beyond the fact it’ll be a first-person shooter but from the sounds of it, Payton wanted to make a Halo game unlike anything we’ve seen before.

“The Halo I wanted to build was fundamentally different and I don’t think I had built enough credibility to see such a crazy endeavor through.”

Payton’s time at 343 Industries was spent as a narrative director working closely alongside Frank O’Conner and the rest of the creative team focussing on the story. His work at Kojima Productions on MGS4 gave him what he calls “a crash course on AAA game development,” readying him for the big budget world of Halo. It transpired that such a world just wasn’t for Payton and when watching his buddy Jake Kazdal work on the upcoming Skulls of the Shogun, he began to question whether or not triple-A games are right for him. So rather than continue with his position at 343 Industries, Payton has left to form his own studio, Camouflaj, and is in the process of designing two games.

The breaking of this story came on the same day as Ninja Theory co-founder Tameem Antoniades told GamesIndustry.biz that triple-A games are fundamentally bad for the industry and unhealthy for future development.

“If you’re paying that much [to develop a game], you don’t want to take chances. You want everything to be there, all the feature sets. You want it to be a known experience, guaranteed fun.”

With budget spiralling out of control and millions upon millions poured into a project, the pressure is on to make something that will sell exceptionally well. That means, as Antoniades points out, the risk and experimentation plays second fiddle to, say, building an online multiplayer component with perks. That’s why indie games and smaller titles are pushing the boundaries of video game entertainment and if it works well enough for them, triple-A studios have a reason to follow. But it must be crushing for any creative to work down a check-list of features and giving precedence to a tired mechanic over innovation. What is a little ironic is the actual gameplay elements of Heavenly Sword and Enslaved, two Ninja Theory games, weren’t amazingly innovative and felt as if they were produced under committee. The story and digital acting were however but you did have to fight in order to get to the best bits. At the moment, the studio is hard at work on a reboot for Devil May Cry and have already gathered a fair amount of controversy by challenging the pre-conceived idea of how its lead, Dante, should look. I wonder if similar risks will be seen in-game too.

So what’s going on with triple-A games? They used to be the epitome of game design and what many aspired to be a part of. Sales of said games still range in the millions and profits are good but talk of them being a safe bet and subsequently uninspired is becoming louder and louder. Both Payton and Antondiades may be less than happy with the triple-A development scene but Take-Two and Ubisoft are believe that anything less just isn’t profitable and therefore not worth the time to make. And it’s comments like these which drive the idea of big budget games being little more than a milking of a market, not the furthering of an industry. But the reality is, it really might just be too expensive to make a game and for it not to attempt to sit in the triple-A category gathering triple-A sales. At least not for disc-based console releases as the Limbos, Angry Birds and Minecrafts of the world are doing just fine in the relatively low cost area of digital downloadables.

That’s a lot of map packs…

Nowadays I often get the feeling that the words Call of Duty are likened to a particularly nasty phrase or that one swearword that everyone feels ashamed to say in public. Most comments and chatter among hardcore enthusiasts is that Battlefield 3 will be superior and the overpriced DLC and exploitation of a franchise has made Call of Duty a place where few wish to tread. However, the fault doesn’t squarely lie at the feet of Activision because it appears no matter how much they charge, people are willing to pay.

At an investors event yesterday, Activision ceo Eric Hirshberg made a lot of attendees smile manically as he revealed a whopping 18 million map packs have been sold for Black Ops making the company a teeny bit richer. The packs sell for around $15 each so times that by 18 million and your calculator just may melt in the process. Compare that to the previous Call of Duty games and it shows how popular Black Ops has become. Treyarch’s World at War sold nine million map packs in the same amount of time as Black Ops and Modern Warfare 2 sold eleven million. The former went for $10 a pop whereas from MW2 onwards, packs have become the now standard $15.

Critically, Black Ops wasn’t as loved as Modern Warfare 2 and the fact that Treyarch, thought of as the ‘B-team’ studio, worked on meant those who cared where slightly dubious of its quality. I may not have enjoyed Black Ops as much as MW2 but it was still an enjoyable game and clearly more favoured by the larger mainstream audience. Hirshberg added to his earlier claim saying how consumer engagement is at an all time high, making people think twice about brandishing the franchise as one that is on its way out:

“There are over 30 million unique players of Black Ops who collectively have amassed, incredibly, more than 2.3 billion hours of play. To put that number in perspective, that’s more than a quarter of a million years of play and that means our millions of fans spend more time per day on Black Ops multiplayer than they do on Facebook.”

So where does that leave Call of Duty? With figure like this it certainly isn’t going anywhere soon. The paid-for stat-tracking service, Call of Duty Elite, surpassing two million Beta registrations not to mention pre-orders of Modern Warfare 3 looking to best those of Black Ops, the fall of the FPS may be a little while yet. Not that I’d want it to. Say what you will, there’s still room in the industry for games like Call of Duty and the more choice we have of what to play the better. And if we’re pissed at high prices for DLC map packs unfortunately we only have ourselves to blame. Well, maybe not directly…

Shepard’s last hurrah

You’d best say your goodbyes to Commander Shepard next March as Mass Effect 3 will be his last appearance in a video game. BioWare ceo Ray Mazuka was asked as this year’s Gamescom by PC Gamer whether Mass Effect 3 will be the last game set in that universe. Echoing comments from previous interviews, Mazuka once again confirmed the company’s desire to further the fiction and world they so painstakingly created:

“We have ambitious plans to continue this franchise going forward. Mass Effect 3 is simultaneously a couple of different things; a thrilling and epic conclusion to the trilogy as we promised our fans we’d provide for Commander Shepard, but it’s also a brand new beginning – it’s an entry point for new fans and it’s also a brand new beginning.”

When asked if Shepard would appear in any more Mass Effect games, producer Michael Gamble said how ME3 will complete the Commander’s storyline and therefore will not be making a comeback.

With the level of detail put into the first two games, following one Commander and their loyal team is just a tiny part of a much larger story. Sure, whether Shepard succeeds or not has greater consequences on the universe as a whole but, like Star Wars, the lesser characters are equally if not more interesting than the one in charge. The loyalty missions from Mass Effect 2 and the franchise’s extensive codex scratch the surface on a vast number of species and personalities all ripe expanding on in someway. I’m curious to find out just how the third game in series can successfully draw in a large number of newcomers but it’s something both BioWare and EA have said a few times now so there’s something going on and I doubt it’s just the optional Kinect features revealed at E3.

Could this latest statement from BioWare add a little more credence to the rumours of a multiplayer co-op shooter set in the universe? It’s been lingering for some time now and was expected to be announced at last year’s Spike VGA’s but never showed up. Some claim it’s an additional mode in Mass Effect 3 whereas others say it’ll be a standalone product. I think it’s safe to say that no one really has any idea. Other than BioWare. And EA. So a couple of people then…

Chronicling success

Currently taking two-thirds of the world by storm at the moment is JRPG Xenoblade Chronicles for the Wii. I say two-thirds because for some reason, despite claiming they’re still all about the hardcore, Nintendo have been reluctant to release the game in the US. WIth internet campaigns and petitions doing the rounds, American Wii gamers received a slither of hope when region president Reggie Fils-Aime said the company are looking closely at the European sales of Xenoblade Chronicles to gauge whether or not they will listen to the thousands of voices all shouting for it to be released stateside.

Last Friday saw the debut of Xenoblade Chronicles and online retailer ShopTo.net revealed that demand was so high, they were unable to fulfil all the orders straight away with stock supplies running low. That certainly bodes well for the US. Now, after the first weekend of sales, the all format chart for the week ending 20th August shows the massive RPG came in at a respectable number seven (via GamePro). It may not have been as high as Nintendo would’ve preferred to see but five out of the six games above it all appear on multiple platforms so their numbers were likely to be higher. Strip away that variable leaving the individual formate chart and Xenoblade Chronicles looks a damn sight better at number three.

I tried to pick up a copy over the weekend with little luck as everywhere I tried appeared to have sold out. It’s still available via some online retailers and with such rave reviews hopefully Xenoblade Chronicles won’t only stay in the charts for a while but will also be ported over to NSTC discs relatively soon. I find it odd that Nintendo of America wouldn’t want to at least give the game a shot in the US, especially when the types of people who are attracted to the kind of experience it offers are also the hardcore fan base loyal to Nintendo systems. But then again, Nintendo isn’t really in the position to just test things at the moment and in pure business terms, the money raised by selling the game isn’t guaranteed to cover the cost of bringing it to the US. I always find it weird when you read posts about how gamers are almost duty bound to support a game but in the case of Xenoblade Chronicles, I myself do feel some kind of necessity to buy it in order for other to enjoy. What’s the worst that can happen? I end up with one of the most highly praised JRPGs to come out in this generation. I can live with that.

The return of the Wii

This year’s Gamescom, which is still in full swing, looks to be all about the shrinking of SKUs and their price tags. Sony announced a price drop on the PS3 to around £200 for the model with the smallest HDD (160GB) as well as the bizarre relaunched PSP which will have no Wifi connectivity, only UMDs and will cost £90. The move is a complete 180 to their last push for the PSP, the PSPgo that famously had no UMD support in an effort to create a market similar to that of Apple and Android where all games are bought digitally via PSN. That, for lack of a better word, failed leaving Sony to turn back to good old UMDs. After all, some companies didn’t even release their games onto PSN but did have disc-based versions. I can’t help but think Sony are flogging a dead horse by releasing yet another PSP when the PSVita is just around the corner but getting a device under £100 does strange things to people and seems to instigate fresh interest in old hardware. Good luck to them, the PSP was a great little handheld and deserved more support than it received.

Speaking of wanting to revitalise a disappearing platform, Nintendo too had a relaunch of their own, the new smaller Wii. It also looses something from the previous model, the ability to play GameCube games. That’s probably not a big deal what with some of the more popular titles having Wii ports and like Sony, Nintendo are hoping to do what they can to gain the most money out of the last few official months of a product’s lifecycle and streamlining features means less cost to produce and more profit to sell.

Along with the revealing of another Wii was the confirmation that The Legend of Zelda: Skyward Sword will be coming to stores on November 18th (20th in the US). Because of this, plus a price drop and the release of a new model, general manager of Nintendo Germany has told Reuters (via GoNintendo) that he believes the Wii will have a healthy and profitable Christmas:

“We have seen an enormous increase in sales since [the price cut] and this gives us another indication of what will happen in the Christmas season.”

It’s a definite possibility since many Wii owners have been clambering for the next home Zelda game ever since they finished Twilight Princess (I know I have) but most likely these people already own a Wii so won’t pick up a new console. That is unless they sold theirs after the lack of titles caused it to gain dust under the TV. A price drop and redesign could them see a lot of ex Wii owners pick up another console just to play Skyward Sword and then hopefully go on to play the other great games they’ve been missing, Like Donkey Kong Country Returns and GoldenEye 007 Wii. I am a little dubious as to whether consumers will buy a Wii just on the strength that it’s cheaper and smaller because the insane eBay bids and hysteria surrounding the system not too long ago would suggest anyone who really wanted a Wii already has one. But sales figures and the power of a brand often surprises me so who knows, this Christmas may be the right time for a lot of hesitant families to finally grab themselves a slice of Nintendo pie.

But that does bring up another question. If the new Wii does indeed sell exceptionally well would that impact the launch of the WiiU? There’s yet to be any firm date for the tablet-controlled console so Nintendo could still shuffle their early 2012 plans for hardware and unknown whether the sudden and severe price reduction on the 3DS has forced them to rethink the RRP for the WiiU. Nintendo may not have the luxury anymore to launch a device and make turn a profit straight away so if the GameCube-less Wii boosts sales they may want to coast on it until the very last minute. Then again, there’s pressure from Sony who are set to release the PSVita towards the end of the year in Japan and Q1 2012 for the rest of the world. The ability to link the PSVita to a PS3 would make it a potential competitor to the WiiU so Nintendo might not want to wait too long before unleashing their HD beast. So may questions, so many ‘what ifs’ but one thing’s for sure, the 3DS should enjoy a decent holiday. That at least is a little more certain.

So Mr. Anderson, why are video game movies so bad?

What makes a bad video game movie? Some, or rather a lot, of people would say as soon as a studio decides to make movie out of a video game, that’s when things go bad but the Resident Evil flicks are seemingly immune to public disinterest. Four live-action films have been produced so far with a fifth coming next year and Paul W.S Anderson has been involved since the get go, writing and directing his way into RE history.

When interviewed by MCV, Anderson was asked why he thinks his movies have been successful when so many other video game adaptations have not. The answer is a simple case of love and passion for the franchise:

“Despite what a lot of haters on the internet might say, I love the Resident Evil games. And these movies are made with a huge knowledge of the games and a real passion for the games. I think that translates into the movies we make and that’s why they deliver. A lot of video game movies are made by directors who don’t know the video games they are based on from a hole in the head. They don’t do justice to the games, they don’t immerse themselves in the games, they don’t understand what people liked from the games. And that is the wrong approach and clearly those movies don’t work.”

I’m not so sure that the Resident Evil films are all that reflective of the games but appreciate a director wanting to stay true to the fiction, whether he does so or not. A big problem for movies based on games is the kinds of people they’re targeted to. Hardcore fans of a game may want to see a live-action version of their beloved franchise but in reality, the types of games with the strongest narrative worthy of a transition to film work so well already as games. Take the Portal series. Its brilliance comes from being a part of the fiction and not just a voyeur to Chell’s escapades. That leaves the regular film-goer who may not have any interest in video games or worse, considers it an inferior market. The sometimes goofy plot lines and characters can be a little low-brow for these kinds of people so changes are made to a game’s story which ironically makes them low-brow and goofy to the hardcore fans.

But whether Mr. Anderson makes movies respectful of an existing property or not, his point is sound. The first step in creating a good movie is knowledge of the subject. Lifting pieces directly from a game won’t work and equally change too many things and the whole thing becomes a joke. Remember the mess Sony got in with David. O Russell’s plans for an Uncharted movie? He was trying to turn a great story into a Indiana Jones knock off which suggested he hadn’t even seen the games let alone play them. But as video games creep closer and closer to the film industry with the mature and admirably handled concepts in L.A. Noire and the incredibly deep fiction of Portal (to name but a two examples), maybe publishers should work harder on encouraging movie fans to experience these kinds of games rather than producing watered down adaptations.