Category Archives: Editorials

Editorials meaning extended rants.

The Good and the Bad of Downloadable Games

Given that downloadable games are The Future of the Games Industry™ and all that, I find it quite funny how this summer has brilliantly illustrated both why it’s so great and the huge challenges that digital distribution will have to overcome if it’s to meet my prediction of being the preferred standard within the next two console generations – accept it and embrace it and you’ll be much happier.

On one hand, Microsoft’s apparently annual Summer of Arcade has delivered one of the highest concentrations of great downloadable games that I can remember, not to mention a solid contender for the best downloadable yet. I’ll get to them in a moment, because the enthusiasm is tempered by the complete dropping of the ball that has been its attempt at taking a big leap forward and digitally distributing full retail games, Games on Demand. This is undoubtedly testing the water for where things go with the next Xbox – personally, my money’s on a middle ground where all games are available both on disc and on demand – but so much has been piled against it that it’s impossible to see it being a success on any level.

Funny how it’s always Microsoft that can enthral and infuriate at the same time, isn’t it?

The fundamentals, bar one big one, are just fine for Games on Demand, with Microsoft even taking a step in the right direction by letting us pay for the games using actual money. It all works as it should, technically speaking, and on a fast connection you can be playing Oblivion or Call of Duty 2 in an hour. The problem, quite obviously, is that they want £19.99 for all those games; they’re £14.99 and £12.71 respectively from Game at the moment. I’m not desperate enough to play four-year-old games that I can’t wait a couple of days for them to be delivered.

The problem, I have to suspect, is that there’s some pressure from retailers not to make downloadable games too competitive on price. And by ‘pressure’, I mean ‘don’t make your downloads cheaper than us or we won’t stock your stuff’. Consoles are traditionally kept affordable because retailers accept poor margins on hardware in exchange for high markups on software and accessories, and without that opportunity to make some money back they’re not going to be happy. Why else do you think the PSP Go, which gives you no reason to visit a retail store once you’ve bought it, is selling for such a ridiculous price? It wasn’t all Sony’s idea, that’s for sure.

Who knows? Maybe we’re just not ready yet, technically or psychologically. There’s been a clear but slow ramping up in what constitutes a downloadable game that has already taken us from Geometry Wars to Shadow Complex, so maybe that’s how it’s going to happen. Even the most anti-downloads gamer thinks nothing of downloading the ‘little’ games, and before you know it you’re downloading Fallout 4 and Gran Turismo 6…

Discovering Tower Defence

It’s weird to be treating a genre that’s around 20 years old as a new discovery, but my minor obsession with iPhone games has collided with the resurgence of tower defence games on the platform. I’ve always suspected that I was mentally incapable of playing strategy games, even making the likes of Advance Wars an exercise in frustration.

I still find myself going back to strategy games, though, in the hope that the latest thing will be ‘the one’, and I’m frankly astounded that I’m still resisting the purchase of Halo Wars, but the plethora of cheap examples on the iPhone has been very tough to resist.

Star Defense

It was the much-hyped and technically fantastic Star Defense that did it for me and tower defence in the end, and unsurprisingly the first few minutes with the game were met with that familiar feeling that I’d wasted my money. The very first level, which tasks you with surviving a minimum of 20 waves of enemies, was fraught to say the least, and the epic 60 waves of the later stages was pretty frightening.

12 hours later… I still suck at it. I’m getting better, though, and I’ve made it through the first three planets and scored a fairly respectable 40 waves – challenge me here – in the game’s endless Challenge mode. And what’s more, I like it enough to buy the previous must-have iPhone tower defence game, Fieldrunners, which I so far haven’t enjoyed quite as much but still like playing as a slightly more traditional example. It’s not as technically impressive, but it’s still very polished and different enough to coexist peacefully on my phone.

There are people who follow the iPhone gaming scene more closely than me who reckon that tower defence is past it now, the iPhone equivalent of twin-stick shooters in the early days of Xbox Live Arcade, but as a latecomer who has been playing games as long as I have it’s not often that I find a new genre that I’ve never really played before. It’s just the sort of thing that I want to play on a phone: fun for a few minutes but also suited to sitting down for a marathon session when I really should be, you know, working or something. Let’s have more of this stuff that actually works with the touch screen rather than trying to cram first-person shooters or driving sims onto the iPhone, eh?

Multiplayer Shouldn’t Be a Necessity

I adored BioShock, and while it lost some of its lustre and great ideas once it reached a certain point, one thing that I couldn’t criticise it on was the lack of multiplayer. It was never an issue as the actual FPS mechanics weren’t anything special, and it was the isolation and the experience of exploring this strange world on your own that really drove me forwards.

It reminds me of Metroid Prime, where a fantastic sort-of FPS that was about exploring a strange new world by yourself was met with criticism for its lack of multiplayer. And sure enough, where Metroid Prime 2 came with a half-baked multiplayer, BioShock 2 is set to come with its own effort.

Back when Metroid did it, I can remember making the argument that multiplayer is completely at odds with what makes both Metroid Prime and the Metroid series as a whole great. The games, up until then, were all about being isolated on a hostile alien world, exploring while hunting and being hunted, and even when it moved into the first-person perspective those were still the ideas that carried it. It was never a shooter, in other words, and therefore didn’t need deathmatch, and that description pretty much entirely applies to BioShock as well.

Just look at where Metroid has ended up. Hunters and Prime 3 aren’t bad, but Samus and her bounty hunter friends don’t feel like Metroid to me.

I hate this need to clamour for the bullet point on the back of the box. It’s disrespectful to the effort that goes into crafting a rewarding single player, and while I could understand it if, say, a Call of Duty came without multiplayer, it’s wrong to say that every game needs it. Complaining that a story-led FPS doesn’t come with multiplayer is devaluing a great work in order to appeal to people who don’t appreciate the work that went into the game anyway, like criticising Schindler’s List for not having enough action scenes.

I don’t like to sound like a pretentious twat, which I think is somewhere that this argument comes dangerously close to taking me, but I really think there’s a point here. Starbreeze makes fantastic first-person adventures and has had a great reputation for this since the first Riddick game on the Xbox, and both subsequent releases in this vein, The Darkness and Assault on Dark Athena, have had, respectively, shockingly bad and mediocre multiplayer modes that nobody plays anyway. The people who appreciate the games have no interest in the multiplayer, and the people who would whine about the exclusion have games that they’d rather play in Call of Duty and Halo. Developers should save the money and make an even better story.

To me, this is another example of why games aren’t taken seriously, and it doesn’t help when the gaming media is often guilty of marking games down for not coming with multiplayer, continuing to mix up objective consumer advice and a review, because they’re not the same thing. Games are art, are they? Well then we’d better mark down Hamlet for not having any musical numbers.

This is Why Nintendo Fans Don’t Get Nice Things

I had to shake my head when I saw that MadWorld didn’t even manage to chart in the latest NPDs, although it wasn’t exactly an unexpected event given the underperformance of No More Heroes, which seems aimed at a similar – apparently non-existent – demographic. Sad, but like I said, not unexpected. You can make your game as violent and funny as you like, but some are just too artsy for their own good.

What should be worrying for fans of more traditional games on Nintendo platforms, however, is how Grand Theft Auto: Chinatown Wars appears to have flopped massively, selling 89,000 units against analysts’ predictions of anywhere from 200,000 to several million. If a game with a score of 94 on Metacritic and, oh yeah, a title containing the little-known words Grand Theft Auto can sell that badly, it doesn’t bode well for more mature titles on the platform. As much as I love my Ouendan and Phoenix Wright, I’m only human and would like to deal some heroin on my lunch break when that itch needs scratching.

Some blame piracy, and anecdotally I know of a lot of people who downloaded it, but R4 carts can’t be that prevalent. The fact is that Nintendo hasn’t been what it used to be for a lot of fans, myself included, since the disappointment of the GameCube, and I know many for whom the great library on the DS is the only thing keeping Nintendo from being written off as a lost cause. If that dries up completely you can see why Nintendo domination is a scary thought for some.

I’m not one of those who’s ready to cut Nintendo adrift, because I still see flashes of brilliance in games like Twilight Princess and Metroid Prime 3 to make me forgive Wii Music or Wii Play, but if decent adult games aren’t going to do anything on the Nintendo platforms I think it’s time to admit that, as some have suspected since the GameCube, Nintendo machines are for Nintendo games. The Wii is a great secondary console to play that odd gem that won’t show up anywhere else, but I think most hardcore gamers will agree when I say that the lion’s share of modern gaming will be done on the HD options.

And if you own Nintendo’s consoles and haven’t bought MadWorld or Chinatown Wars, congratulations. You’ve forfeited the right to complain when all Nintendo gives you at E3 is crushing disappointment.

Resi 5: Old But Not Outdated

If you need proof of how far certain genres have come in the last few years, just look at how gameplay that was considered a revolution in 2005 is now being treated as a relic in its next-gen sequel – I am, of course, talking about Resident Evil 5. Blame Dead Space for spoiling us if you like, but the fact is that few genres have come all that far in the last five years in any respect other than visuals.

Resident Evil 5

I’m nearing the end of Resident Evil 5, and yes, it does feel clunky after we’ve enjoyed the improvements to the formula in games like Gears of War and Dead Space. Yes, managing the inventory in real-time is an unnecessary attempt at creating tension. Yes, the partner AI is prone to lapses of judgement – although at least this time it can shoot back. Yes, the setting lacks that unsettling, macabre tone of Resi 4. Yes, we’d all like to run and gun. These are flaws that make it worthy of being marked down against its predecessor, but everything else that that game did right is in here as well. It looks great, it has that same satisfyingly precise gunplay, the boss battles are impressive, the battles are intense…

Maybe it’s played things too safe, which is what people seem to be piling on about, but the fact remains that when you play Resident Evil 5 as Resident Evil 5 and not what you think Resident Evil 5 should be, you’ll have a great time.

People are rightfully disappointed in Capcom’s conservatism, but it’s still based on what few will dispute is a classic game and a frontrunner for the best game of the last generation. Dead Space moved the survival horror/action sub-genre forward, but it hasn’t made Resident Evil 4 a worse game and thus to say that Resi 5 is a bad game is hyperbole.

Don’t let me stop you throwing some vitriol over the DLC situation, though. Capcom deserves a kicking over that, if not the game’s overall quality.

Killzone is the New Battlefield

Back before it got bogged down in such nonsense as story and trying to make us care about its characters – or even having characters, for that matter – the Battlefield series was about nothing more than being an absolutely brilliant multiplayer game, into which you’d happily sink dozens of hours.

Killzone 2 is slightly different in that it does have a proper campaign to play through, but in every other respect I think that it’s the heir apparent to what is still the peak of the Battlefield series: Battlefield 2. Hell, it even has the ham-fisted attempts to make us care about the paper-thin characters with crappy AI as we play through the engine tech demo that is its campaign – an approach borrowed from Battlefield: Bad Company for good measure.

Now before I bring down the wrath of the Killzone Defence Force, let me be clear that I mean this in the nicest possible way. Killzone 2’s campaign is passable and a great way to show off the home cinema but not something that I’ll play through more than once, but the multiplayer mode is one of the best that I’ve played in a long time, and certainly the best since Call of Duty 4 stole my life away for a few months over 2007 and 2008. I’ve already played a dozen hours while finding time to play The Lost and Damned and Street Fighter IV, and I don’t feel like I want to slow down yet.

Alas, the controls are still less than ideal. You can’t polish a turd, as they say, but for the multiplayer Guerrilla has mercifully put the turd next to some potpourri. There’s a touch more aim assistance to make firing from the hip less hit and miss – mostly miss – and the slightly clunky cover system has been done away with, and it generally feels less encumbered with the campaign’s affinity for making you feel the weight of your character.

It’s probably a decision based on the fact that human-controlled players are likely to be more wild and reckless, but perhaps it might have been a good idea to let us use these controls throughout the entire game? Just a suggestion…

But what I’ve found to be its most interesting feature is the way that it rotates game types in the same match, meaning that whereas my time in a game like Battlefield 2 would be spent flipping between team deathmatch and conquest-style games without exploring the offerings further, every match of Killzone will randomly flip between deathmatches, conquest, assassination, and other objective-based modes without returning to the menu or lobby. It’s a simple idea that I’ve never seen done before, and it adds a wonderfully unpredictable slant to how the game is going to play. And, of course, you can just choose to play a straight deathmatch, which the game is still very good at doing.

The Battlefield comparison goes further than the superiority of the game’s multiplayer experience, though. This just has a very similar feel, like the realistic imprecision of the guns that makes killing someone with an assault rifle from a distance at best blind luck, if not almost impossible. It’s annoying when faced with AI opponents who aren’t working with the same limitations as you, but against similarly encumbered humans it becomes more of a game of skill, seeing who’s best at carefully aiming and picking their shots before the other guy can, and it’s nearly impossible to win by jamming on the trigger because the recoil is likely to hit everything but your opponent.

Look me up if you’re online – PSN name: NekoFever (stats currently down) – because I’d be more than willing to have a game.