April 2007

Back in October we told you that Red Octane had completed the PS2 wireless controller, but had yet to receive final approval from Microsoft to utilize their wireless protocol for the 360’s wireless treatment. This left the fate of GH2 on the 360 with the unfortunate duty of being tied to the console via a wire. This is hardly how we all want to rock out. Being tethered is so last generation.

With the game now in retail stores, wired controller and all, and Harmonix working on their next musical masterpiece, Rock Band, there is still hope that 360 owners will get the wireless freedom they deserve and want. One indicator is a listing, albeit a placeholder, for a wireless guitar controller for Rock Band. Gamestop has been known to jump the gun quite often so this may just be lofty buzz generation.

I asked Red Octane about the future of the wireless controller earlier this week and they responded with “it’s coming….hopefully…”. I can only assume there is still some sort of Microsoft related hang up, but I am not ready to throw in the towel just yet.

Compared to the large space on the internal drives of the PS3 and the 360, the 512MB of internal memory on the Wii seems rather lacking. eSOL, Ltd announced today that Nintendo has selected them to build some sort of middleware storage system. The products selected by Nintendo for use with the Wii are the “PrFILE2” FAT file system and the “PrUSB/Host” USB host stack. This could potentially mean that we are going to see a first party external USB mass storage device coming out from Nintendo sometime in the future.

This would be great news and would definitely extend the Wii’s viability to compete in the online realm with the VC titles being very popular. To read the full press release or see some additional details about the products that eSOL is offering go here.

Standardization has always been a big component of the console gaming experience. Unlike on the PC, console games benefit from being developed on a standard platform with standard capabilities and (for the most part) standard input devices. This frees up developer resources that would have been spent on optimization and keeps the focus squarely on the content. It’s for this same reason that development of cross-platform games has remained largely in the realm of the theoretical.

This is the big hurdle that team FASA has been trying for years to surmount with the development of Shadowrun, the first cross-platform game between Xbox Live and Windows. It’s a title that has received intense scrutiny less because of its ambitious network architecture, and more because of the creative use of the original source material. As the game has gotten closer and closer to its launch date however, people are starting to take greater notice of the ways that FASA has tried to adjust for developing a game on two quite distinct platforms.

It’s a conversation that gamers themselves have been having for a decade. Ever since big shooters started appearing on consoles, often exclusively, players have been debating which method of input provides for a superior gameplay experience. The conventional wisdom is that the mouse and keyboard layout provides the best, most efficient means for navigating a game world in the first-person perspective. Built on pixel-perfect precision, the mouse seems at first to be the natural choice. But as time has passed, as technology has improved, and with games being developed with consoles specifically in mind, this is far less of a truism than it once was.

In a

Before we begin, I’d like to make two things clear. First, I want to see the PlayStation 3 succeed. Diversity and competition are good in any market. I don’t own a PS3 yet, but I have access to one. Second, LOL SONY! Giant enemy crabs! 599 US DOLLARS! There, that feels better, and it’s the last time you’ll see unfounded jabs here. With those things out of the way, here’s what I think Sony did wrong and why I think you should care.

Phil HarrisonPublic Backpedaling
At the 2005 European Game Developers Conference, Phil Harrison said that it was unlikely that Sony would mimic Microsoft’s two SKU strategy for the PlayStation 3 release. He then went on to say that multiple versions of the console would only serve to confuse both customers and retailers. That’s great, and personally, I agree with the statement. Microsoft made a mistake by offering a 360 without a HDD as it means that developers can’t take advantage of it without also coding for the users that don’t have it.

The man’s entitled to his opinion, but why publicly denounce the two SKU strategy and then use it yourself two years later? It makes you look foolish. You can only mislead the public so many times before they become wary of anything that comes out of your mouth.

Throwing a fit when people quote you on the subject doesn’t net you any points either. You said it, Phil. Own it and move on. Apologize for lying to us if you’d like, but don’t berate gaming journalists for publishing the quotes of a Sony employee at an industry event. That’s why we’re there: to figure out what’s going on and inform the public.

Price Point
The PlayStation 3 is expensive. Very expensive. That one piece of home electronics equipment costs more than many people pay in rent every month. And it doesn’t come with a game. To get up and running, you’re looking at a minimum investment of $560.00 plus tax.

Why is it so expensive? The Blu-Ray player. If I wanted a movie player, I’d buy a movie player. I want a game player. A games machine is not the right place to push your new movie format – especially when including it is a contributing factor to driving the PS3’s price up to $200.00 more per SKU than the Xbox 360.

People have psychological monetary limits after which they do some serious thinking about a purchase. For small items, that limit is usually around $50.00. That’s enough that most of us can walk into a Best Buy store and walk out with a game without feeling guilty (because honestly, who thinks about tax until they’re at the register?). Similarly, for larger items, $500.00 is a common limit. Both the Wii and the Xbox 360 – each purchased with an additional game – fall under this barrier. The PS3, depending on which version is purchased, exceeds the limit by $60.00 or $160.00.

The only other console to break the $500.00 barrier in recent memory in the Neo-Geo AES, and we all know how that turned out.

Full HD Gaming
That must mean 1080p, right? I would expect at least 1080i (which is, coincidentally, the maximum resolution that my television and most others I’m familiar with can output). Why then is the PS3 shipped with a set of composite cables? Composite cables are easily the worst way to convey a video signal to an HDTV. I can understand not throwing an HDMI cable in the box as that standard isn’t supported by some older sets, but where are the component cables? Hell, as long as you’re going to throw antiquated A/V technology in the box, where is the S-Video cable? Anything would have been better than composite cables and the choice to ship them with every PS3 is an insult to the very people the PS3 appeals to: the audiovisual enthusiast and the gamer that genuinely cares about graphical quality.

Don’t underestimate your customers; we’re smarter than you seem to think we are.

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Maybe they’re just not A

When Oblivion was first released for the Xbox 360, it represented, to many, the apex of console role-playing games. It transplanted players into a gorgeous, massive world that was theirs’ for the taking. There were hundreds of hours of gameplay to be found in the game’s robust story arch as well as its many and varied guilds and factions. Different styles of play, be it melee, magic, or stealth all provided distinct experiences for players willing to explore the depths. For all its many successes, the one thing I always thought that Oblivion was missing was a sense of character. Granted, there were a few NPCs here and there that managed to distinguish themselves as memorable, but for the most part they all behaved like robots. I was never able to suspend my disbelief that I was actually talking to real people. And it really hurt the game. It was easy enough to get into your role as a hero as you’re destroying daedra and closing Oblivion gates, but as soon as you got back to town the experience went from organic to mechanical.

Shivering Isles, the new Oblivion expansion from Bethesda Softworks, goes a long way towards correcting this nagging qualm from the first game. Though it’s called an expansion, Shivering Isles is really a world in itself. Connected to the Tamriel by a portal on an island next to Bravil, the only thing the two games have in common is the player. Nearly everything else, including items, characters, enemies, and landscapes are entirely new, which is more than a little refreshing considering how redundant Oblivion can get after 100+ hours of play. The Shivering Isles are ruled by Sheogorath, the Daedric Prince of Madness, and are split into the realms of Mania and Dementia. As you can imagine, the notion of insanity and madness plays a big part in Shivering Isles, and nearly all of its inhabitants demonstrate some sort of mental defect, which prove to be endlessly amusing.

Consider for example the town of Split, where a malevolent wizard cast a spell on the people of the village, dividing its inhabitants in two. Neither set of villagers has much tolerance for their doppelgangers, and will try and commission you to kill their better halves. Most quests take on a character of this sort, and the general idea of insanity is pervasive. Bethesda also appears to have acknowledged the wooden nature of their dialogue, and use it great effect, with much of the interactions taking on a very schizophrenic character. Sheogorath for example has a habit of yelling random insults and threats at you in a think faux-Scotch accent, all the while congratulating you for your progress.

The main story arch has you doing tasks for Sheogorath, as you try and rise in the ranks of his court. The tasks are varied, but they mostly boil down to the typical dungeon crawls and fetch-quests. That’s not to make it sound like they aren’t fun, as they’ll throw an interesting curve ball at you every now and again, but by the time you wrap up the main quests after twenty hours or so of play, you’ll have seen your fill. All the enemies you fight are new, but because there haven’t been any major changes to the way that combat works, it still boils down to the usual game of cat and mouse with NPC’s. You can craft some gorgeous-looking new weapons and armor, but there’s no guarantee that they’ll be much of an improvement if you already have the end-game armor set from the main game, or carry Umbra around in your bag.

Coming in at $30, Shivering Isles offers a lot of value for fans of Oblivion, and is more than enough of a reason to dust off your old copy and put it back in your 360. It certainly doesn’t revolutionize anything, as most of Oblivion‘s quirks are still present, but the madness motif works very well, and goes a long way towards supplanting that soulless robotic feeling that originally pervaded the game. It’s much easier to believe that NPCs are crazy than it is to project onto them human emotions. Despite being utterly mad, the world of Shivering Isles is strangely compelling, and is as worthy of your attention as any other full-priced release. Elder Scrolls fans would be crazy not to give this one a look.