Andrew Passafiume

Industry figures have been saying that one day, whether it is in the near future or ten years down the road, that disc-based media will be out of the picture. That’s right, everything will be downloaded.

This means TV shows, movies, music, and even games will be all-digital media. We’ve seen it for a while with individual episodes of TV shows, with songs and entire albums, and even more recently with entire movies. But games? We have two types of downloads: games that are exclusively released for download, and games that are released both in retail and digital marketplaces.

The recent release of the PSP Go has certainly sparked the interest in the discussion once again. What does this mean for the industry? We’ll see how the Go sells, but for now let us speculate on the future. I, for one, believe that we have no reason to see this happening any time soon, if it ever does. The PSP Go is a great device for what it is trying to do, but it’s way ahead of its time. No one is going to buy it, especially with the lack of UMD support pretty much screwing over current PSP owners. And then there’s the price point: only $50 less than a PS3? Sony isn’t going to be winning any new fans with this strategy.

Some say this handheld is a test to see how well the market reacts to a handheld like this. But that would make no sense; Sony cannot risk losing money on something like this, even though I do not see the device selling terribly well. What would make the PSP Go successful? Releasing it five years later, as a brand new handheld that does not already have a library full of games that most PSP owners have hard copies of. Sure, this may be trying to appeal to a market of non-PSP owners, but even then, the system’s library just doesn’t appeal to that demographic, so it’s an uphill climb.

So yes, the Go is way ahead of its time; I do not see a system such as this succeeding until the next console generation at the earliest. Current PSP owners are upset about not being able to play their currently-owned games on it, and non-PSP owners won’t care that much in the first place. But does that mean game downloads are done for? Not at all. I believe Microsoft has the right strategy: slowly release a few Xbox 360 titles digitally, and test the waters that way. Nintendo and Sony have tested the waters as well, with the the Wii’s Virtual Console and the PS3’s PS1 Classics (which can be played on a PSP as well). Releasing old titles to a new audience, or even an older audience who may no longer own their favorite games, is a good way to get games out there.

You may be wondering what this all means for GameStop and other gaming retailers. There are a few retailers that refuse to stock the PSP Go because, quite frankly, there is no value in it for them. Downloaded games only hurt the used game market, which is pretty much what GameStop makes the most money from these days. Stop-gap solutions have been attempted; for games like Patapon 2, retailers have sold redeemable codes in boxes, but once digital marketplaces become the primary source for games, that will become an untenable strategy. Will a download-only future mean the end for stores like GameStop? It’s a very good possibility, but these powerful companies will fight the change, so this “future” is probably just an unlikely prediction.

So, the future is uncertain, but we are definitely going more towards a download-centric future. Maybe the PSP Go will succeed, but if it does not, it will teach Sony a valuable lesson about how to approach a piece of technology that is pretty far ahead of its time.

Games have changed so much over the years, and yet we still continue to confine games to such basic categories or genres. You have action, RPG, racing, puzzle, fighting, sports, and a few more. But there have been many games that blend genres to both expand these categories we all know about and create new genres of games. And this is both a good thing for gamers and a good thing for the industry.

Recent releases like Fallout 3 make people who see screens or quick videos of the game scratch their head when they finally play it. “I thought this was a shooter!” they proclaim with their limited knowledge of the game. Sure, on the surface, Fallout 3 is exactly like a shooter. But, it’s really not, and if you try and play it like a straightforward shooter, you’re ruining the experience for yourself. It’s an RPG, but a more accessible RPG than one like, say, a Final Fantasy game. It blends an open world, shooting gameplay, and covers it all in RPG goodness.

People classify the differences between a game like Fallout 3 and Mass Effect with games like Final Fantasy and Persona. Fallout would be a Western RPG, and Final Fantasy a Japanese RPG. The different may seem simple, one is made here in the West, and the other made in the land of the rising sun. But a game like Fallout 3 would never see the financial success it does over in Japan, and in most cases, Japanese RPGs don’t sell like hotcakes over here as well. JRPGs tend to appeal to a completely different audience, and are less about gameplay innovations and more about a lengthy adventure, memorable characters, and an engrossing story. WRPGs, especially recently, have been more about moral choices, open worlds, and gameplay that is open to all different kinds of gamers.

Basically, JRPGs are more linear and incredibly story driven, and WRPGs are more open and expansive, allowing the player to play the game how they want. And technically, while they seem like completely different games, they are all stuck under the same category: RPG. The industry has grown and expanded so much over the years that you can have two “RPGs” that play completely different but follow under the same basic guidelines as an RPG always has. And this is a very good thing.

Also, the combination of genres is very much present, especially within the last couple of console generations. You have games like Grand Theft Auto, which combine free roaming elements, action/shooting elements, and driving elements. Also, Puzzle Quest, a game that seamlessly blends together an RPG and a puzzle game. And of course, as mentioned above, Fallout 3, bringing together an RPG and a shooter. Another game similar to Fallout 3 would be Deus Ex, which again looks to be a shooter, but is an RPG at its core.

Both these combinations of genres and expansions of genres create new and different ways for people to play, and they give gamers many different choices in terms of games, as well as those who like something new to play. Creating a game like Resident Evil 4 and making it the way it was made the Resident Evil series shine once again, making it more fun and accessible for those who normally never play survival horror games in the tradition of the original Resident Evils. More recent releases like the new Alone in the Dark and Dead Space follow this trend as well.

The industry also learns to grow, being able to evolve old franchises and take them to the next generation, and use those ideas to create new franchises or games as well, which could lead to more innovative products. Games don’t have to be completely new or innovative, trying things completely differently just for the sake of innovation, they just have to work. And taking elements from other games and combining them with a familiar formula is the safest route, and generally leads to more success than trying something completely different. Although I don’t discourage completely new ideas in the industry, I just feel like it’s not a bad thing when one game plays similarly to another; if it does some new things that could help future game development, and it helps create new categories or genres of games in the process that stretch the possibilities of old genres, then it’s a very good thing.

The cover system in the original Gears of War, something that was simple yet effective, has been used in many games since. You see it in games like Metal Gear Solid 4, a stealth action game, and Uncharted, a Tomb Raider style adventure game. And both games seem to have benefited from it. So, not only can you combine different genres, you could combine different elements from the game genre to make something work as well. What’s better than seeing some of the best game ideas come together in one perfect package? Sure, it may not be completely original, but I guarantee there is a good chance it will work, and the game will just be fun to play. 

Pretty much to sum everything up, the expansion of different game genres is good for gamers and for developers, as is the innovation within the games that expand the genre, even if those things that innovate are simple. It’s good that the gaming industry can continue to strive from old ideas and attempts at combining two things that normally would seem like they wouldn’t work. As gamers, all we can do is continue to support these ideas if they work, and hope that it will only further benefit the industry in the many years to follow.

Cursed Mountain

October 2, 2009

Cursed Mountain is a game that interested some horror fans since its initial announcement. And while it’s a bit hard to say whether or not they will get a satisfying experience with this game, I think that there is a lot to love here. With the survival horror genre going through so many radical changes over the years, it is a bit difficult to tell if Cursed Mountain can stand out on its own. But it can be an enjoyable experience.

The story follows mountain climber Eric Simmons, who is searching for his missing brother, Frank Simmons. Eric journeys up the last mountain Frank was seen climbing, finding himself in some pretty strange territory. The story is intriguing, and although the basic plot is a bit familiar, it’s all wrapped in Buddhist mythology, which helps it stand out among the other horror stories in the industry. Eric is a believable character, and there are quite a few interesting twists along the way. Given the right amount of time, the story definitely becomes quite engaging. 

The game is visually impressive, and it gives off a very eerie and haunting style that you may come to expect from this kind of game. It can be incredibly realistic looking at times, and other times it is something completely different. During certain moments, it presents you with a creepy, truly atmospheric environment that reminds me of some of the best horror worlds, such as Silent Hill. The game has some odd graphical hiccups every now and again, but those slight problems are barely noticeable when you are truly taken aback by the amazing visual effects that are created.

Eric’s voice acting is fine, but aside from him, the voice acting is pretty bad. During the beautiful cutscenes, the atrocious acting can really take you out of the experience during many key points of the story. The music, on the other hand, is good. While it isn’t a large part of the experience, it plays a small but very subtle role in bringing you into the game.

The gameplay itself is the most important part, though. First, the game’s pacing is very slow, which isn’t a point against it. It’s able to slowly ease you into the experience, and there are some very intense and action packed moments. You have a basic weapon, which is a pickaxe, and is used for your melee attacks. Early on in the game, you pick up an artifact that, combined with your pickaxe, can be used as a deadly weapon to take down the evil spirits in the game. You will also find other artifacts throughout the game to increase your weapon’s power, among other things, and they will definitely help out as you face stronger enemies later on in your adventure.

Not too far into the game, you will gain the ability to see with your “third eye.” A quick push of the C button on the Nunchuck lets you see the world with this vision and allows you to use your artifact and pickaxe to shoot and destroy the enemies in the game (it sounds odd, but it somehow works). Eventually, after hitting the enemy enough times, you can finish them off with a gesture of the Wii remote. You have a certain amount of time to perform a set number of actions using the motion controls of the Wii remote and the Nunchuck as quickly as possible. The big problem is a lot of the time the game won’t recognize when you are actually making these motions, causing you to have to retry these parts several times before you get lucky enough for it to work. It can lead to much frustration. 

There are other problems with the controls as well, and they also tend to lead to a lot of frustration, especially during combat situations. For example, there is no quick turn, so it makes trying to turn around to run the other way a hassle. It just feels clumsy and with an added quick turn button or some way to perform it would have made things a lot easier. Also, if you try to change the aiming and camera controls to inverted, it will work for you when you are moving the camera, but for whatever reason it will not be inverted when aiming with your weapon. Just a few little problems that can make your experience with the game a bit more frustrating than it needs to be. 

But, when the controls do work to your advantage, the combat can be a lot of fun. Eventually, you do get used to these problems and are able to manage them as you take on the increasingly difficult enemies. There are also a few boss fights scattered throughout the game, and they are all very fun and pretty original for a horror game, with the exception of the disappointing and incredibly easy final boss. 

Despite Cursed Mountain’s flaws, Deep Silver has succeeded at bringing an original horror game to the Wii. It does have a lot of problems, but most horror fans can overlook these and will definitely appreciate the game as a whole. It may not be for everyone, but Cursed Mountain can be a fun experience, especially for fans of the genre. 

ESRB: M for Mature; rated for lots of blood, violence, and plenty of scares to be had

Pros: The art style is beautiful and the atmosphere is haunting; intriguing story; the combat can be fun (when the controls work); some original and fun boss battles; horror fans will appreciate it

Cons: Some control issues, which includes Wii motion controls that don’t always work; voice acting is generally terrible; very underwhelming final boss

I have to wonder, how much does a game story play into how fun the game actually is? I’m pretty strong when it comes to my beliefs about the most important elements in games, which is the actual gameplay, but what about a game’s story? Video games are becoming more and more story driven, and although a lot of games fall flat on their face when trying to tell a compelling story, some manage to make the game’s story so good, it makes us overlook any gameplay faults just because of us wanting to get to the next cutscene.

I’ll use Metal Gear Solid 4 as an example, as it is the latest in a series of games well known for a complex, but amazing story and very lengthy cutscenes. People often joke about it being a “movie,” but it’s such a cinematic experience, I think Kojima should accept it more as a complement than an insult. With the game, he and his team were truly able to blend cinematics and truly gripping game design together perfectly to create what I consider one of the best gaming experiences in a long time. 

Many games focus on cutscenes to tell their story, but what about games that don’t? You can have a game like Half-Life 2 or BioShock, with both having practically no cinematics, and rather having the story told around the player. You can listen to audio diaries in BioShock, but you are never forced to. You can stand around and listen as the people around you talk to you and your other NPCs, but again, you can walk away and wait for the next chance to get back into the action. In cases like these, I think it’s mostly true, where you can perfectly blend a compelling story into the game, and keep the players compelled.

I guarantee a good chunk of gamers don’t care much at all about stories. They may skip most, or maybe all, of the cutscenes, and just keep playing the game. With an approach like the one in BioShock, the game generally isn’t forcing you to pay attention, with the exception of a couple of scenes placed here and there in the game. Of course, giving the player the choice is the ultimate way for them to care. Most players who feel like they are totally immersed in this world will care about the story, instead of being brought out of gameplay completely by a non-interactive cutscene.

So, this goes back to my original point. Does the story make the game more fun? More compelling? Help you overlook the negatives of the gameplay? It could possibly happen like that. A lot more people remember Portal more for GLaDOS and her often hilarious dialog than the puzzles themselves. I guarantee most people who played the game can’t accurately describe a single puzzle in the game off the top of their head. But what can they describe? Some of the funny things said by GLaDOS. This is by no means a bad thing, but it makes the game more enjoyable, even for those who are not puzzle game fans. You want to progress just to continue the simplistic, but very enjoyable story and dialog.

This could be the case for a game with cutscenes, yes, but I guarantee it’s more true when the story happens around the player. When you feel like you’re truly apart of the story, you will most likely pay more attention to it, and there is a greater chance of enjoying the game overall. For me, a story in a video game doesn’t make any difference to me, but if it’s a good and compelling story, it will encompass the gameplay and make the game more fun to play and a more rewarding experience.

Wolfenstein

September 23, 2009

Wolfenstein 3D is the grand daddy of all first person shooters. When it was released in 1992, the game became the first real success for id Software. Over fifteen years later, developer Raven Software hopes to reinvent the classic shooter once again with Wolfenstein. This follows the same basic ideas of the original game, but despite some promise, it’s clear that the genre has evolved since then. 

On a technical level, Wolfenstein is merely average. The game has some visually impressive moments, but it’s hard to be amazed by anything in this game compared to some of the other shooters we have seen this year. The voice acting is pretty bad as well, but that isn’t helped by the game’s practically nonexistent and very generic story. Not to say the developers set out to tell an epic tale, but it’s something worth noting. There was a lot that could have been done with Wolfenstein to make it stand out among the rest, technically speaking.

The basic controls are pretty solid all around, and if you have played a shooter before, you know exactly what to expect. The main positive of the game concerns the actual shooting mechanics. They are excellent, and all of the guns work exactly how you would expect them too. Killing waves upon waves of enemies can be very satisfying, and it seems Raven has nailed down the most important gameplay aspect perfectly. It leads to plenty of fun moments early on in the game, although even that begins to wear thin after a while.

The majority of the weapons are some we’ve seen in plenty of other shooters before, so there are no surprises there. However, there are a couple of pretty amazing weapons you can find throughout the game, such as the particle cannon (which pretty much dissolves enemies upon getting right), that lead to a lot of interesting gameplay moments. Traditional weaponry is well and good, but nothing beats these very satisfying and excellently designed new additions. 

You also have special powers, all of which seem to be incredibly useless and only really necessary for solving puzzles or getting through secret areas in the game. Your basic power is to enter the “Veil,” which reveals secrets in the game’s environments and makes you slightly stronger and faster. But it’s relatively pointless and does not  make any of the more frustrating sections any less so. And the worst part is it covers everything in this very ugly green overlay that seems unnecessary and actually makes the bland environments look even worse. 

You are also presented with a “free roaming” section of the game that allows you to explore some very lifeless sections of a German town while fighting through constantly respawning enemies. You can go to a black market to upgrade your weapons, but the majority of which seem relatively pointless once you begin to get the even more powerful weapons later on. And yes, Nazi soldiers will continue to try and take you out all while you wander around this town in search for the point to start your next mission.

There are a couple of sidequests you can take on, but they are short and the rewards are petty. And there are also collectibles, such as pieces of gold and intelligence scattered throughout this overworld (and in the different missions of the game), but they only give you more money for those useless upgrades. This entire section of the game seems to be added only to artificially lengthen the time it takes to finish it. It is during these sections you realize that Wolfenstein is an incredibly generic shooter, despite the fact that the basics mechanics and gunplay work well. 

There is multiplayer as well, but it feels just like it was added in at the last minute. The three game modes are limited and get boring very quickly and the basic elements of the multiplayer feel like they could have been expanded upon further. It just plays like every other shooter with multiplayer, which should not be the case seeing as the series has been known for having some excellent online. Despite all of the interesting and original ideas brought to life in the campaign, they seem pretty wasted here in multiplayer. 

Overall, Wolfenstein does not live up to its ancestor, the shooter that started it all. It has nothing really going for it, and besides some solid mechanics, this plays like a budget priced shooter with very limited replayability. It has some original elements, but they only add to the list of problems in the game instead of increase the fun value. Considering the fact that both Raven and id have made some excellent games in the past, this is a disappointment on all fronts, and only the most hardcore shooter fans should consider playing this. 

Pros: Shooting mechanics are solid; controls feel very responsive; some amazing and original weapons

Cons: The open city is very pointless and lifeless; bland story and characters; using The Veil gives the environment an awful look; lame special abilities; inconsistent difficulty; tacked on multiplayer does not live up to its potential

ESRB: M for extreme violence, nazis and zombies abound