20GB PS3: Why the Hate?

So with our PS3 launch moving ever closer, we poor Europeans aren’t even getting the 20GB PS3, and every time I see it mentioned in online conversation it’s derided as vehemently as the Core 360. The “tard pack” is what it’s called in the popular lingo, I believe. I even keep hearing that they can’t shift them in Japan.

Now maybe I’m missing something that everyone else knows, but why is it such a bad option? So it has a smaller hard drive, but you can buy a bigger hard drive than 60GB for less than the price difference. No memory card slots? Can’t see myself using them, and for portable storage my assorted collection of flash drives and portable HDDs will do fine. Even if I did need one, I think USB card readers are so cheap that they actually pay you to take them now.

And that leaves wi-fi. That’s nice, but I have a wired gigabit network which is faster and more reliable than even a new 802.11n network, let alone 802.11g that the PS3 ships with. The 360 wi-fi adaptor may be overpriced, but I don’t end up paying for it even if I’m never going to use it.

Maybe it goes back to when it was due to come without HDMI, really making it a stupid option. Sony’s choice to add HDMI into it changed it into a good option for those who think £425/$600 is silly money for a console (everyone, then), and yet it’s just as stigmatised as options like the Core 360, which actually do lack important functionality. I just think that they’re missing an opportunity by not bringing that version out for, say, £349. That’s a price that I’d consider. £70 more than the 360 is a lot more palatable than £150 more.

New Halo Books

Since it’s another slow news week and I haven’t had a lot to talk about, how about something a bit different? I ordered a couple of Halo books – one new, one a few months old now – a little while back and finally got the chance to read through them recently.

Halo: Ghosts of Onyx

Halo: Ghosts of Onyx

The fourth Halo novel and the third by Eric Nylund, Ghosts of Onyx is an attempt to fill in some of the blanks (some would say plot holes after Halo 2) left by the previous books and, hopefully, set up certain events for Halo 3. Chronologically, it’s set partly before the original game, but mainly runs concurrently with the latter stages of Halo 2.

Overall I felt much the same way about it as I did about the previous novels. Ghosts of Onyx is fairly entertaining enough and a good read for fans of the game looking for a quick story fix, but ultimately a bit of a typical trashy sci-fi novel. Everyone speaks in technobabble (it’s not a rocket launcher; it’s an M19 SSR SPNKr rocket launcher) to the point where talking about technology often becomes a monologue, and the characters can seem like one-dimensional military stereotypes. That might be intentional due to the nature of the Spartans (read The Fall of Reach or the ever-reliable Wikipedia entry) but when most of them have never even been referenced in the games and do little other than fight – sometimes with a SRS99C-S2 AM sniper rifle, naturally – it can be difficult to empathise.

And yet, despite these flaws, I found it hard to put down until I’d finished it. It’s not a bad book; just, like I said, a bit trashy sometimes. Nylund is clearly very good at writing action, and coupled with a universe as interesting as Bungie’s it’s certainly a fun read for fans. Just don’t expect a work of great literature, OK? It’s just an extra helping of Halo.

Halo Graphic Novel

Halo Graphic Novel

Much was made of this when it came out as Bungie partnered with Marvel and a selection of prominent artists to bring their universe into yet another media. It was popular, too: we asked about it in a big Australian comic shop back in August and they said that they were selling out even their largest shipments in hours.

It’s definitely an attractive book – hardback, with a lovely painting of the Master Chief spread across the two covers – and while the artwork ranges considerably in style it’s all definitely Halo. Recognisable characters and enemies all make appearances, never deviating far in their look from what the games have shown us. And in addition to the four stories here, there’s a gallery section with some wonderful paintings of scenes from the series, from both Bungie and Marvel’s artists.

Unfortunately, I didn’t think too much of the stories themselves in the HGN. Most of them aren’t as fleshed out as they could be and, in particular, one of them seems to contradict what has been said in the novels, making one (or indeed both) of them non-canonical. It’s a really geeky criticism, I know, but a lack of continuity in stuff like this is a bugbear of mine. Then again, Bungie is supposed to have overseen the stories for both, so maybe they can be reconciled. We’ll see later this year.

Whether the stories are particularly strong or not, the HGN is still a worthwhile book for fans. I’m happy I got it for some of the gorgeous artwork alone and, in my case at least, that’s the main reason to read a graphic novel.

My 360 Endures…Just About

Considering their questionable reliability, I’ve been remarkably fortunate with my 360. I got it on release day and had never had even a hardware crash. I’ve had games crash, of course, but it’s never frozen up so badly that I couldn’t quit to the dashboard. I certainly had a scare last night, though.

After a couple of hours of online Rainbow Six with some friends, we adjourned and I decided to try out Psychonauts, having bought it when it became backwards compatible and never played it. I got most of the way through the intro and then it froze completely, with a red chequered pattern overlayed on the screen. I rebooted it and it froze halfway through the 360 splash with the same pattern, and subsequent reboots only resulted in the dreaded three red lights of death. Uh oh.

I left it for about half an hour, and this time it booted with no problems. I played a couple of rounds of multiplayer Lost Planet to test things and then went back to Psychonauts, which proceeded to freeze in the same way almost immediately. I then got the same rigmarole of restarting and getting red lights, so after leaving it for a few minutes I managed to get it to boot again. At this point I assumed it was Psychonauts, so I tried another Xbox game, Shenmue II, which played without issue until it tried to load a new area when I got those all-too-familiar red squares. Probably best to leave it for now, so I unplugged it completely overnight, intending to try again in the morning and ring Microsoft if necessary.

This morning I fired up Psychonauts and proceeded to play nearly two hours of it (brilliant little game, incidentally) without incident. I then left it downloading the GRAW 2 demo – played a bit of Lost Planet in the middle – and went through the demo, all with no glitches.

So, happy as I am that all seems fine (touch wood), I’m at a loss to explain what happened. I miss those days when consoles could be relied upon to work after being in the cupboard for a decade…

Hotel Dusk: Room 215

Hotel Dusk: Room 215

Looks like we’ve got another sleeper hit for the DS on our hands, in the same vein as Phoenix Wright and Trauma Center. Hotel Dusk: Room 215 has been getting fantastic reviews (one guy gave it a ten in EGM) and some momentum behind it, but by all accounts has had a miniscule print run and is barely being stocked in some places. Buy it while you can.

Think of it like a detective novel, not least because you hold it vertically like Brain Training or, perhaps more traditionally, a book (remember those?). The touch screen is used to interact with people and objects, and to write in your notebook by actually writing, which is a smart little touch (no pun intended). The majority of the game involves conversing with characters that famously look like they’re out of the Take On Me video. It almost looks like a pulp graphic novel, and plays like something akin to Phoenix Wright.

It’s more sophisticated than everyone’s favourite defence attorney – this was built from the ground up for the DS rather than ported from the GBA, after all – but the fundamentals are similar. Only this time you’re in 1979 as a hard-boiled ex-cop (presumably alcoholic; isn’t everyone in noir?) on the trail of his dead (or is he, etc?) partner in a run-down hotel, rather than a lawyer who only seems to hang around with 16 year-old girls. But let’s not go there.

What it really shares with Wright is its reliance on strong writing to carry the story, here enhanced by characters that appear to constantly move and really emote (it uses sporadic colour to convey emotion) rather than cycle through their canned angry face, sad face, and so on as required. I’m hoping that the puzzles won’t be too reliant on dubious leaps of logic that almost seem to be an endemic problem with the genre. Unfortunately it also suffers from an annoyingly common problem in text-based games and a pet peeve of mine since I have a reading age of more than six years old: slow text scrolling speed. How hard is it to let me press a button to jump to the end of the line?

For now I’m going to crack on with it and enjoy it as a classic adventure done in a fashion that would be impossible on anything other than the DS. It’s some great eye candy and the latest in the line of unique and well-made DS games.

Thoughts on Final Fantasy XII

With Zelda finished (still my firm GOTY), I’ve flicked the component switch over to the PS2 in order to put some real time into the other big adventure of 2006, Final Fantasy XII. While I feel that I’ve only scratched the surface of it, I just wanted to put down some thoughts on the drastic new direction in which the game has taken the venerable series, beyond the first impressions that I wrote previously.

First of all, I really do have to emphasise how huge the changes between this and Final Fantasy X are. Most seem to think of Final Fantasy XI as the black sheep of the family, but XII almost validates it. MMORPGs are a huge deal nowadays, bigger even that conventional RPGs, and I think it’s entirely possible that XI was intended from the start as a big experiment to see what of that genre might work in a traditional offline RPG. XII comes out the other side looking a bit Frankensteinian at first, but with the praise being heaped on it I don’t doubt that XIII will play in a similar fashion. Dragon Quest IX is also supposed to be adopting more real-time combat mechanics, so we may find that that has experienced a similar mutation.

Overall, I like the new combat very much. I thought X did an excellent job of revising the battle system without breaking too much with the formula and would have been quite happy had they stuck with that as a framework. Random encounters are a system that I’m glad to see the back of, and while it would have been perfectly acceptable to use the Chrono series as a model (normal enemies visible on the map with turn-based combat when battle is initiated), the idea of making the map screen and battle screen one and the same is inspired. The game as a whole feels more coherent; less fractured than when you’re constantly switching between exploring and fighting, and even entering the menu to use an item or spell. It’s just all there.

When I started out on XII the combat was the element that I was most unsure about, what with the other changes that are immediately apparent – full 3D environments, mainly – being easily accepted. At first it seems rudimentary since you have only physical attacks and the game essentially does that for you. In fact it’s actually quite boring since there’s little more to it than chivalrously exchanging blows with the enemy. It’s not until a couple of hours in when you get a real party with spells and the Gambit system in full swing that things fall into place. Maybe that’s a serious criticism because I was only convinced to stick with it by the rapturous praise that the game has received, but once it lets you loose on the licence board and Gambits it works really well. Continue reading Thoughts on Final Fantasy XII