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.

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.

Liara’s new look

Even though Mass Effect‘s Liara Tsoni was probably conceived as an object of titillation, the character is one with a far deeper personality than many a video game heroine. The promiscuity of her race and the fact she’s not too bothered which sex takes an interest in her didn’t tempt BioWare design her as an object purely for the camera to linger over her curvatures. That’s what Miranda is for. So why then has the company commissioned Kotobukiya to make a Bishoujo (meaning cute girl in Japanese) version of the space sorcerer, turning a military ally into little more than a pair of boobs?

Yesterday, BioWare released three images of an unfinished Liara statue on their official Facebook page (via Kotaku) and want fans to give feedback on how it’s looking. So far, the response hasn’t been good. Many share the same feelings as I do and are confused as to why an anime version exists at all and disappointed that it’s made a favoured member of the Normandy a bit of a joke. I’m not sure what BioWare expected but it probably wasn’t the negativity they’re currently receiving. But then again, these aren’t for the western market and it’s the East, particularly Japan, where figurines like this are really quite popular. However, with estimated sales of the franchise being under 1 million units in Japan, I wonder if the avid Bishoujo fan would know or care who she is.

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…

A Frank view on consoles

From the humble beginnings of both Xbox 360 and PS3, the platform holders optimistically said this generation would last at least ten years. No more jumping ship before a console had time to truly mature, Microsoft and Sony look like companies quite comfortable with their hardware thanks to new additions such as 3D visuals and motion controls. Whether or not the WiiU will make a big enough splash to force a sudden quickening in development for whatever Sony and Microsoft do next is yet to be seen. Thought I doubt it.

Some, like EA’s Frank Gibeau, find it hard to think of a world with the next generation of consoles, wondering what their purpose would actually be. Speaking with CVG, Gibeau dismisses the need for anything new:

“It’s hard for me to conceive what you would do on a PlayStation 4. The displays are already 1080p, you’re already connected to the internet… You could make it faster, you could have more polys and you could up the graphics a little bit… but at what cost?”

It’s interesting that Gibeau focuses on graphics when enemy and NPC AI still struggles to perform acceptably in some games. That is what I’d want from a PlayStation 4 (or Xbox ’720′). The power to make me believe who I’m fighting against or alongside is a competent representation of thought and not a bundle of scripting. We’ve definitely advanced from the steadfast tradition of static invisible tracks for AI controlled characters to aimlessly stroll down and a good FPS shooter, for example, will have enemies who constantly flank and jeopardise your cover. But there’s also still a lot of remedial AI confused by the simplest of obstacles, taking players right out of the experience in one dumb move. Partly the blame can be put on developers not utilising the full power of current consoles but I do wonder just how much more can be harvested from seven year plus technology.

To Gibeau’s credit, he does point out that as gamers we have a lot of features in the current models than we’ve had before. Constant online functionality with a robust infrastructure and the highest of definitions that TVs can handle not to mention new forms of controls. These are the three usual bullet points touted as a reason to buy systems and in Gibeau’s case, a reason to stick with what we’ve got. Not only that but as he points out (coincidently), Battlefield 3 is looking really impressive on the PS3, better than a lot of games that have come before it.

I’m not advocating new consoles anytime soon, however. Like I said, we’ve just got Kinect and Move opening the possibilities for new interactions with games and I’d rather see what comes of those before having to upgrade the hardware they’re played on. Though I don’t think evolving our systems should centre around adding more features or indeed boosting the graphics when there’s a lot of transparent coding and game-shaping mechanics that can be improved by meatier CPUs. If ever there was reason to release a new console, better AI for me would be at the very top.

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…

The casualties to Gears of War

Discussing the third instalment of the Gears of War franchise at the San Diego Comic-Con, Epic game designer Cliff Bleszinski said Gears 3 will include a casual mode for both online and offline play (via Eurogamer). The main feature in this mode will be an aim assist that should allow less experienced players to lay waste to the Locust threat without becoming worm food themselves. But the mode isn’t available for everyone because if you’ve had even a whiff of Gears of War, you’ll be locked out. Anyone who has played the first or second game or took part in the multiplayer Beta earlier this year won’t be able to select the casual mode. Nor will can they play in the dedicated casual multiplayer channel, giving newbies the chance to learn the ropes instead of repeatedly dyeing.

Having a casual mode in any game makes a lot of sense with the stigma that online gaming has of being an area unfriendly to anyone who doesn’t spend their life with a controller in hand. If only Modern Warfare 3 were to include a similar mode then maybe it would escalate to an even greater fan base than it already has.

But like Mass Effect 3, it does seem a little odd that an easier mode is included after two games have already shipped. Back in May, John Riccitiello spoke of how BioWare are adjusting Mass Effect 3 in order to appeal to the largest market possible. In short, he wants casual players to pick up the game as well as veterans. Though I suppose in Gears 3‘s case, it’s a bit different since the story is enjoyable but not essential to the entertainment. If you miss the Gears 1 and 2, sure you’d have missed out on two fantastic shooters, the first being incredibly influential on this generation of video games, but you’d be able to catch up on the story pretty quick. And it’s better late than never to try and wrangle in even more customers to a very expensive franchise.

GoldenEye 007 Reloaded is real, people

UPDATE: Activision put out a press release today confirming the existence of the game and how it’ll be running on a brand new engine. But the graphics won’t be the only new aspect. Here’s the most interesting chunk of the press release: GoldenEye 007: Reloaded is a contemporary James Bond experience featuring HD visuals and realistic environments running at 60-frames per second, akin to today’s elite action games. Additional to the legendary story campaign, the game introduces the brand new ‘Mi6 Ops Missions’ – new, distinct levels separate from the campaign that span the varied environments from the story and challenge players to complete different Assault, Elimination, Stealth and Defence objectives. GoldenEye 007: Reloaded also takes multiplayer to new heights, maintaining and improving its renowned four-player split-screen action and adding full, adrenaline-pumping 16-player online matches with more maps, weapons, characters and game modes than ever before.”

ORIGINAL STORY: A good few weeks ago there was some stirring online about something called GoldenEye 007: Reloaded which slipped out from Activision. Suffixing and name with Reloaded generally means some form of upgrade when it comes to video games and in this case, it looks like last year’s neat remake of an N64 classic is to be remade all over again.

GoldenEye 007 for the Wii was a fun FPS that took the original ideas from the iconic N64 launch game and amended them to fit within the contemporary Bond timeline. As always, there was grumbling from ‘hardcore’ fans who were desperate for the ill-fated HD port of Rare’s GoldenEye to become a reality but since that simply will never happen (too many companies hold separate chunks of the IP for it to ever come out) GoldenEye 007 was considered a suitable alternative. I enjoyed it and like the glory days of my youth, its multiplayer component was hugely entertaining. From the screenshots bagged by Videogamer.com, Reloaded appears to hoik up the graphics for a release of the remake onto PS3 and Xbox 360. But little more is known of the project just yet with more details said to be coming in the next few days at the San Diego Comic Con so there could be more additions other than sparkly new visuals (interestingly enough, the Wii game used the same heavily altered IW Engine which ran the SD Call of Duty games. This could mean the HD GoldenEye 007 would use the original IW Engine).

Even though I already own the Wii version, I may have to pick this one up too. Like I said, I really enjoyed playing it on the Wii but it came at a cost; the controller. Choosing not to re-learn how to play an FPS using the Wii remote and nunchuck, I bought a Classic Controller which did work well but still not as comfortable as an Xbox 360 pad and subsequently shortened my playtime. My fingers are crossed that the transition to HD consoles brings with it a tightening of controls on the relevant pads. And anyone grumbling how GoldenEye 007 Reloaded still won’t be close enough to the N64 version, this is probably the closest you’re ever going to get.