Why We Could Use a (Small) Collapse of the Gaming Industry.

348

Videogames have become too big. I don’t mean the number of people playing them is too large — in my mind, the more people playing the better. No, I mean that the gaming industry as a business is too damn big.

Last E3 is a perfect example as to why. The entire show was dedicated to well-known publishers parading their franchises around as the next Call of Duty or World of Warcraft. Horror games were masked as bro-shooters, open world sandboxes were turned into neck-stabbing simulators, and character-driven stories were boiled down to blood-spattered action sequences. It was insulting, to tell you the truth.

It wasn’t the violence itself, that wasn’t the issue; videogame violence has never been something that I find offensive on its own. No, what found so offensive was that incessant pandering to a crowd of gamers who probably paid about 1/10th of the attention to the convention that I and other hardcore gamers did. I’m not alone in this; most postmortems of the convention seemed to echo this sentiment. In fact, I’ll be honest in saying most of my feelings weren’t fully articulated until I read editorials from others who all observed the same phenomenon: all the games looked alike.

For about the next 6 months I took a big step back from covering videogames, as I’m sure most of you noticed.

When the PS4 announcement hit, suddenly I felt myself pulled back in. Why? Because it sounded like Sony was trying something new. They are opening their platform up just enough so that they can score indie support (an aspect of any machine which I consider very important); they claim to be their system easier to develop for, and assured not just gamers, but the game makers themselves that they had listened and were making a system as much for them as for the rest of us. Of course, at the end of the day I still find myself budgeting out PC parts instead of clearing a new spot under my TV, but that’s for reasons besides what the PS4 is or isn’t doing. The point is, I was happily surprised by the route Sony is taking. I think more so than any other company, they can see the tides of this sea shifting.

A glimmer of hope.

A glimmer of hope.

There’s a lot still up in the air with regards to the next console generation — will mobile games continue to rise? Is the PC renaissance permanent? Just what exactly will new consoles require of users? Will Nintendo, Sony, and Microsoft all still be making consoles? — there are several things we are certain of. The first, the AAA model of development doesn’t work. “AA” companies like THQ have been pushed out after trying to keep up with the ever-engorging cost of game development. This increase in development cost is due to massive commercial successes from very specific games (the aforementioned Call of Duty, World of Warcraft), and companies desperately trying to capture that same market (or re-capture, as the case may now be). This has caused a shift away from the creativity and experimentation of  previous console generations, and instead towards pumping more money into increasingly similar looking projects hoping to replicate these fluke success stories.

The main impetus for the mid-80′s videogame crash was an over abundance of low-quality, and uninspired games. Today, have way too many games coming out trying to capture the exact same audience. Imagine if every couple months, a new movie was released trying to be the next Avengers or Transformers. These movies might be aimed at the largest movie-going audience out there, theoretically setting these films up for success. But only a fraction of that audience would go see every single one. Furthermore, a large portion of the movie-going population that does not care for these types of movies would be alienated, and any revenue from them lost.

This is exactly what’s been going on in gaming this past generation, and it seems to be coming to a head. More and more development studios are disappearing;  yet at the same time more and more smaller projects, aimed at very specific yet sure-fire audiences, have begun to crop up. These projects cover genres and cater to audiences that have been woefully under-represented over the past half decade. Speaking for myself, seeing all these old-school RPGs and classic side-scrolling platformers are exactly the kinds of games I want to be playing. I’d be willing to bet there are games you’d like to see make a comeback.

But that’s not all: Chris Roberts is returning to space sims with Star Citizen; Everquest Next is promises to bring sandboxes back to MMOs; Mechwarrior Online and Hawken are resurrecting Mech games; Tribes: Ascend has reuinited PC gamers with arena shooters; Path to Exile and Torchlight have given players hours of loot-driven ARPGs; Double Fine and Himalaya Studios are bringing back point and click adventures; and XCOM: Enemy Unknown has proven strategy games are still financially relevant. The best part? Most of these are indie games players can pick up for smaller price points — or better yet, for free.

Shovel Knight.

Shovel Knight.

This is what game development need to move towards on a much larger scale than just these fringe projects. Buying a $60 game should be a big deal, much like seeing this year’s summer block buster is. I purchased Tomb Raider last month, Bioshock Infinite is currently preloaded on Steam, and all things considered those will probably be the two biggest games I buy this year (in terms of budget). Everything else — from Dragon’s Dogma: Dark Arisen to Shovel Knight – will be anywhere from $10 to $40, prices much more conducive to compulsive and frequent purchases. Tiered pricing, smaller budgets, and niche games aimed and smaller yet more secure audiences could transform videogames from a giant mess of corporate meddling and content homogenization, and into a sustainable and inviting hobby once again.

I still want the BioShocks and Skyrims of the world to exist, and don’t think they’ll ever really go away. They may shrink slightly, and certainly won’t take any less to to develop. But in between these large tent-pole releases, I see space growing for the Ridiculous Fishings and Fezs to exist and thrive. The crash of the 190′s led to a burst in high quality, innovative games from Nintendo and similar companies. If a tiny downsize of the industry leads to a wider variety of games, on a vast array of devices, all being made with passion and creativity and played by people who care about the games they play, then I say bring it on.

About these ads

A rant about videogame graphics, and why they suck.

Let’s have a quick nibble of the retro-shroom and take a trip to nostalgia-land.

You’re a young gamer, holding in your hands the Nintendo 64′s tri-pronged controller, eyes glued to the curved, glowing surface of the CRT television. Your green tunic wearing hero has just crossed the massive green field of Hyrule, and are approaching the massive stone walls of the city. Suddenly, the skies turn black, and from the arched entryway a white horse with two riders — The Princess Zelda and her guardian Impa — gallop across the bridge and off into the distance. The look on Zelda’s face is one of fear and sadness as she turns to look at Link. They’re running from something — or someone. Standing in the pouring rain, Link turns to see their pursuer: the massive desert warrior Ganndorf with fire-like hair sitting atop an armored horse. He cracks a smile, lifts his hand, and sends Link flying with a magical shock from his fingertips.

That was one of the most awe-inspiring moments of not just my young gaming life, but many others’. It’s one of those event you hold on to and remember; the way it felt, sounded, and of course, the way it looked.

Well, as I’m sure many have done, going back to the game today, it looks like shit. No I’m serious. It’s muddy, smeary textures wrapped around sharp polygonal models in flimsy, bare environments. Now, compare that against the Zelda of the SNES era, A Link to the past: vibrant colored sprites, intricately designed maps, and charming (albeit simple) animations. It looks just a good as the first time you laid eyes on it.

Not exactly the sprawling land we remember it to be.

Why is that? Because 2D graphics don’t depreciate in quality. They may not be quite as impressive as 3D graphics, but games like Super Metroid, Yoshi’s Island, Super CastleVania IV, Street Fighter, and the early Square RPGs look exactly the same as they did when they were the height of game design and graphical power.

But 3D games? Pop in an N64, Ps2 — or hell, even an early game from the current generation — and you’ll find the experience hampered by the now-archaic graphics. Some times, games will even be unplayable. Don’t get me wrong here, I enjoy gorgeous graphics as much as the next guy. Games like Uncharted, Skyrim, and at the time Doom 3 and Half Life 2 left me floored by how gorgeous they looked. But in a few years time? They’ll be eclipsed by the next cutting-edge engine, and their experiences diminished due to a major reliance on the visual components of these games (if they haven’t been already).

More of this…

I’m not advocating a return to 2D game design here. Many of my favorite genres and favorite moments happened thanks to the evolution of 3D gaming. Instead, I’m trying to point out a very common misconception: powerful, more realistic graphics do little to heighten an experience. Instead, its art design and atmosphere. In the past I’ve discussed several games I feel have great art design, most of which are 3D games. It’s their art design that make them so memorable. Metroid Prime, Mass Effect, Shadow of the Colossus, and — the Bilbo Baggins of 3D games — Wind Waker, are all memorable because of how they looked. I use the Ocarina of Time example specifically because it was recently re-released with updated graphics — everything from the textures, to the models, to the animation and lighting has been overhauled, and it looks great, mostly due to the art direction being better realized on the new engine.

…less of this.

As we begin to see graphical leaps diminish, it’s really only a matter of time before we reach a plateau. My concern though is that I don’t want that plateau to be filled with games stretching for “realism;” I want games with unique and impactful art design. I don’t need any more Call of Duties, but I could certainly use more Bastions and Dust Forces. AAA development seems to be crumbling, and many developers — indie and otherwise — seem to be flocking to creative game design. Hopefully, this will mean less emphasis on graphic power, and more attention being given to gameplay, art, and atmosphere. We could full well be moving into a new golden age of video games — that is, just as long as we give up these notions of “realism” and “powerhouse graphics,” and focus on what matters and what makes this medium is so unique.

Call of Duty: Nazi Zombies Vs. Survival Mode

We all have our reasons for enjoying games, and certain games like the Call of Duty franchise has its appeal to different people. Some of us enjoy the campaign play more than the multiplayer online content, while still others enjoy the quirky additions such as Nazi Zombies. I’d like to check out the pro’s and con’s if you will, of Infinity Ward’s  Survival Mode–and Treyarch’s Nazi Zombies. Both of these side-games have great aspects to them and some more appealing than the other. They’re both survival, horde-mode style games–except they have different twists to them. Where one has endless hordes of zombies, the other has calculated amounts of enemies becoming progressively greater and more difficult.

In the Survival Mode of Call of Duty: Modern Warfare 3 you start out with basic equipment, a pistol and three hand grenades. The goal of the game is to survive as long as possible against the coming bad guys, whether they have armor, dogs, explosives strapped to their chest or accompanied by helicopters. As you kill your enemies you get money and getting to certain waves unlocks different item crates. Each item crate has a different selection of equipment. One crate has guns and can refill ammunition–another crate will have miscellaneous things like grenades, claymores, RPG’s, and things like that and the last will have killstreak rewards that you can purchase to use. They offer a challenge system, each challenge is a different way to go about completing the wave. It might be a kill streak challenge and reward you for bigger and better kill streaks, maybe a knife kill or head shot challenge, or perhaps it will challenge you to kill your enemies after having used a flash bang on them. Each of the different challenges gives you reward money that helps to buy new perks, equipment and guns.

Since each wave gets both larger and/or more difficult it benefits you to come up with some sort of strategy. Whether that’s finding a place to hunker down and funnel your enemies–or maybe you run around utilizing corners and claymores to your advantage–or perhaps you prefer to plant explosives all over the map and create random mayhem whilst running rampant with big machine guns. However you like to look at it, there is a lot of strategy involved especially in the later levels.

Pro’s: I like the fact that you’ve got a large variety of weapons, equipment, enemies and levels to choose from. The increasing difficulty that the levels and waves bring, creates a great challenge to overcome. I like the fact that you’re able to level up and unlock different items to use from each of the equipment crates. I enjoy the side challenges that they give you each wave, it gives you something to work for and helps you get money quicker.

Con’s: Sometimes frustration leads to lack of interest–if there’s that one wave or enemy type that you just cant seem to overcome–you tend to lose interest after failing enough attempts. I’m not a huge fan of the fact that–after a certain wave–you have all equipment options available to you (granted you have to reach a certain rank in order to use some items).

In the Call of Duty: Nazi Zombies/Zombies additions you start out with Grenades, and a Pistol. The goal of the game is obviously to survive, however you’ve got to keep zombies from overrunning you. As you kill zombies you get certain amounts of money for every time you shoot each zombie and more when you kill one. You get money for repairing the different windows and holes through which the undead break through. As you get more money you can open doors and elevators and lifts and eventually unlock different guns and other equipment to use throughout your adventure.

Each wave after the first comes with more and more zombies and eventually different kinds of zombies. At first you’ll have the kind that run, then you might encounter crawling zombies that emit poisonous gas and there are other obstacles through which you must combat and survive such as insane scientists, space monkey’s, immortal spacemen, and plenty more! One of my favorite features of this game is the mystery box. This box is exactly what it’s name suggests, a box of mystery. You purchase each opening of the box and in return you one of any piece of equipment in the game–whether it be some monkey bombs, a Browning, an M16 or a Laser gun–however the item you get is completely random so never count on the box to be your friend.

Pro’s: I like the randomness of the mystery box and I like the idea of having to open each portion of the map as you go by breaking down debris. This allows you to create an obstacle course for your enemies giving you some control over the outcome of the map rather than your enemies controlling where you go. However you still have to worry about any ragtag bags of flesh crawling through windows as you move through the map. The variety of guns you’re allowed to have is great, but you’re not just allowed to buy them all–however there are a good few which you can “purchase” from the walls (these walls drive a hard bargain).

Con’s: The amount of time it takes to complete the later levels is ridiculous, and eventually the task becomes tedious and monotonous, giving the fun sort of a diminishing returns effect. The fact that there are ways to live forever (if you do it correctly, otherwise you will die) kind of makes it less fun as you discover each dance of success.

Overall I like both games, however I prefer some Zombie slaying to surviving the calculated waves of Man. I’d like to hear some of your opinions as well, feel free to comment and let me know! In time we might start streaming some survival sessions so keep your eyes peeled.

My Dream Halo

Halo 4 is going to be a completely new and refreshing Halo experience and words cannot describe my excitement for it.

E3 really demonstrated how awesome the campaign is going to be, but the thing is that the campaign is a game mode that you will realistically only be getting around fifteen to twenty hours out of. The real meat of the game is the multiplayer which looks absolutely amazing.

The entirety of Bungie’s Halo games followed the same format when it came to competitive multiplayer. Everyone starts out in the same position with the same weapons and then it was a mad dash to the power weapons which were always located at a specific and exact location. This was always one of the biggest differentiations among Halo and its competitors which all followed a more load-out based style with little emphasis on picking up new weapons.

Halo was the first game I really fell in love with, and I had always been a die-hard fan who turned his nose up at Call of Duty, Battlefield and all other popular first person shooters out there. I always felt Halo was the superior game because of the lack of load-outs and absence of rewards for playing well. At that point at least, Halo was a game about skill. If you did well in Halo it was because you played better than everyone else. It wasn’t because you got that awesome kill streak that turned the tables and it wasn’t because of that awesome gun you had just unlocked for hitting the max level. Halo felt so much better to me because everyone started the match on the same footing and everyone had equal access to all the powerful weapons. It didn’t matter how much you had played and how much you had unlocked.

After years of shying away from other shooters to play Halo instead I finally started to play a few other FPSs, primarily Call of Duty. After spending a good amount of time with several installments in the series I realized my immediate conclusion about load-out based shooters was definitely wrong. While there definitely was some level of unfairness due to the weapons one was starting with the advantages of a custom made load-out were almost immediately clear to me. Load-outs made the game better. Not only do they let a player choose and customize the weapons they enter into battle with but it ultimately lets the players customize the way they play the game and makes for better fitting set ups. The little bit of unfairness that was presented was more than made up for by the vast amount of variation and diversity it brought to the table. I had always thought of Halo being more bare bones and vanilla and I had come to the conclusion that load-out based shooters were much more double fudge brownie with chocolate chip cookie dough i.e. more complicated and well designed. Load-outs essentially add an RPG aspect to a FPSs which allows for the player to become more involved with their character.

Now even after learning of the glory of Call of Duty I still loved my Halo games more, but I now held a new found respect for other shooters and I wanted to see Bungie take a few notes from those other games. I didn’t want them to necessarily turn Halo into Call of Duty but rather take note of the things they did well and incorporate similar aspects into Halo.

When Halo Reach was released I was incredibly excited to see the introduction of load-outs to the series. The way Bungie incorporated load-outs into Halo allowed for some diversity among matches but in a way which was still incredibly balanced and fair (perhaps with the exclusion of Armor Lock) while also retaining the original format and play style of rush-to-the-power-weapons the game had developed over the years. But with that being said this new change to the series was still not exactly what I had been hoping for. The load-outs increased diversity but they were still significantly less intricate than other games and the excessive amount of customization was all only cosmetic. Instead of becoming a loosely load-out based game it became a loosely class-based shooter. Reach was able to boast of increased customization and load-outs but the game was still lacking the diversity and customization of play style that made COD great. My vision of the perfect Halo game had taken a step in the right direction but still wasn’t there.

And then information and details about Halo 4 started to be released. 343’s Halo 4 looks like the perfect Halo game I have been fantasizing about since first playing COD. Halo 4 looks like my dream Halo.

The first and foremost aspect of the upcoming shooter which I am stoked on is the return of load-outs. 343 has completely dumped Bungie’s set up and instead taken a more Call of Duty-esque approach. Halo 4 as of now is set so that every player will be able to design and customize their own load-outs in addition to lots of options on beautifying their Spartan. This means that you are able to choose what weapon and grenades you want to start with as well as other abilities such as Promethean/Forerunner Vision, turbo, Hardlight Shield, etc.. Another exciting aspect of this is that the customization goes deeper than that.

From the videos I have watched of the Halo 4 Multiplayer I have caught several glimpses of the load out screen and it looks like we are going to be getting two additional non-armor ability abilities we can add onto our character. While details about these abilities are still pretty hush hush I have heard during interviews with the developers that these abilities will be along the lines of being able to get infinite sprint. This was more than I had been hoping for. Players now get to choose their primary weapon, secondary weapon, grenade type, armor ability, perhaps ordinance options, and then two abilities. The additions of abilities now give players that many more options in which they can tune their Spartan so that it is ideal for them. In previous Halo games the only real defining characteristic between players was their armor but now with the addition of load-outs we are going to be seeing so much more diversity among players.

Perhaps you can’t tell from the picture but selected load-out shows reads from left to right the primary, armor ability, secondary, grenade type, and then two abilties. Both loadouts share the mobility ability but one is using fire power and the other is using shielding

Another COD aspect which 343 is introducing to the game is ordinance drops or killstreak rewards. Now players will be able to call in support after getting several kills in the form of a powerful weapon or a custom power up. This is an opportunity to grab that sniper rifle that your teammate has been hoarding all game or get yourself that speed boost so you can more effectively grab the enemy flag. 343 has done a pretty sweet job of making sure that this isn’t an aspect of the game which will be abused. From the footage I have seen it appears that players get ordinance points for kills and you don’t lose these points after dying. So even if you are playing poorly and have a terrible KD you are still going to be able to get that drop and perhaps turn things around. Another thing is that you have to call in these ordinance drops meaning that there is a time period where your drop could be snagged from you. While this is definitely an irritating downside it is an important one. Killstreaks in COD are one of the things that have made gameplay a little unfair in the past and it is clear that 343 is aware of that. By delaying the delivery of the ordinance they are giving the system a necessary weak point preventing it from being abused all while incorporating a new mechanic which will hopefully prevent camping and lead to more exciting play.

So a big thing that has come along with the announcements of ordinance is that weapons will be dropped in ordinance style. A lot of people have heard this and interpreted it as “there is no rocket, sniper or shotgun spawn,” and that these weapons will be dropped at random places always. A lot of people have heard this and hated the idea because that means we are going to be seeing the abolishment of that traditional Halo style of mad dash to the power weapons and then proceeding to hold that location. While it is arguable that this would be a good thing for the series I don’t think this is what we are going to be seeing. Halo 4’s War Games (multiplayer) Head Designer, Kevin Franklin has described these weapons being dropped in “classic Halo style, as you can imagine, this is very predictable, the same ones will be going everytime,” leading me to believe that that Halo style we have all grown to love isn’t being ditched so quickly. The way Franklin described it made it sound like weapons will at the very least be getting dropped in to the same spot in the beginning of the game but perhaps not later in the game.

Halo 4 is the biggest change to the Halo series we have probably ever seen (with the exclusion of Halo Wars) but the amazing thing is that it still looks like Halo. Even with the addition of load-outs and ordinance players are still going to hauling ass to the sniper spawn. Even behind those shiny new graphics, beautiful new sounds, and gorgeous visual upgrade it still looks and sounds like Halo. Despite all of these new weapons and abilities we still have our Battle Rifle and we have a pistol with a scope; we have the weapons that make Halo, Halo. While Halo 4 might be the most drastically different from Halo: Combat Evolved it still holds onto everything that makes it Halo.

So we have seen that 343 has the prowess to make the Halo game we need but they are also giving us the Halo game we want. On top of all of the necessary things to improve gameplay and keep the series fresh they are also giving us  players all of the tiny things that makes Halo just so much fun.

First off are assassinations. Reach showed us just how fantastic it was being able to initiate a sweet cut scene for when we were able to assassinate one of our buddies and Halo 4 is running with that concept. Not only have 343 greatly expanded the amount of animations for assassinations but they also upped the amount of ways you can trigger one. While details on this are still not completely clear it looks like we are going to be able to perform assassinations from the front and sides now as well as the back given we are able to sneak up on the target in the appropriate way. Assassinations have never been a good idea to do. Performing one leaves one vulnerable for several seconds which is significantly inferior to the fast and clean instant kill punch to the back. But despite that fact, everyone always does them even if it means vulnerability or even death. Assassinations are ridiculously fun to do and it is a facet of the game which may be unnecessary but is absolutely awesome. 343 definitely recognized this and thus greatly expanded on this purely fun aspect of the game.

343’s dedication to making a fun Halo doesn’t just end there. They are also greatly expanding on the already vast cosmetic adjustments one may make to their Spartan. Like assassinations, this is a facet of the game which really isn’t all that important but was fun to do and really let a player become more involved with the game. The last thing I wanted to mention is the Scattershot. The Scattershot is the new Promethean shotgun and the thing is, it really is just a shotgun. After watching more and more videos of it being used it is pretty clear that is power level is exactly on par with your standard shotgun. With that being said the Scattershot looks like it is going to be so much more fun. From the cool way you pick it up to crimson inferno it fires to the ember like disintegration it produces, the Scattershot is going to be so much fun to use, even if it really is just the shotgun in the disguise. Once again, this is an unnecessary update but one that is going to lead to a more fun game.

Halo 4 is going to be best Halo game ever[editor's note -- this is a factual statement]. 343 has built on everything that Bungie has established in a beautiful and innovative way leading to a rejuvenated Halo that is in fact still Halo. In addition to giving the game everything it really needed to be the best it could be, 343 also gave it a big dash of fun and everything the community wanted. Did I also mention that Armor Lock isn’t showing up again? I guess all I am really trying to say is that I am really excited about this game. Halo 4 is my dream Halo

So what do you guys think about the game so far? How do you feel about the load-outs? What do you think some of the new abilities are going to be? Have you pre-ordered your copy yet?! I want to hear all of your thoughts so be sure to let me know in the comments below!

The Art of the Instakill

CorridorDigital is YouTube duo Sam and Niko who specialize in VFX and making cool video game and other action oriented shorts. While dang near everything they make is entertaining and worth checking out their most recent video, Art of the Instakill, is particularly awesome. The 2 minute video is kind of a compilation of all of the most awesome and classic “instant kills” featured in several of our favorite games. Check out the video below!

Check out CorridorDigital’s youtube page here as well as their other channel, samandniko which kind of goes behinds the scenes in some of their videos as well as showing off some of their other happenings.

So what are some of your favorite instant kills? I know I personally love the Lancer saw-in-half one from Gears of War but what are some of the other classics? Leave your thoughts and favorites in the comments below!

The lowdown on video game violence

–By Brendan

Every year, all forms of media look forward to huge, “blockbuster” releases. Big, action-packed movies premiere in the summer, television shows start new seasons in the spring and fall and by the end of the year, blogs are buzzing with lists of the year’s best albums. Video games are no different – each year brings big, new releases to be hyped up, and by the end of it, the year’s best are debated. But it also brings something more serious, and just as debated: whether or not violence in video games affects young players. [Read more...]

Don’t forget: Modern Warfare comes out TONIGHT!

–By The Power Cords crew

Sup, dudes!?

So. Yes. Tonight: MW3 is unleashed upon the public. There will be laughter, tears, and fits of rage. You can guarantee your trusty Power Cords crew will waiting in line, and up all night playing! [Read more...]

Follow

Get every new post delivered to your Inbox.

Join 855 other followers