Author: Matt Byrd (Page 28 of 34)

How Valve is Making Sure Gamers Get the Games they Want, But Only if it Helps Children’s Charity

Valve may be my favorite video game company in the world.

It really has nothing to do with their games either. I mean, I’m as big as a fan of “Half-Life,” “Left 4 Dead,” “Team Fortress 2” and the rest of the lineup as anyone, but it’s more the general vibe of the company that appeals to me so much. They’re living proof that it is possible to maintain a respectable bottom line, without having to sacrifice artistic or personal integrity. Maybe it’s their supposed ‘no bosses’ atmosphere at the office, but you actually do get the impression that they make moves for the benefit of their fans and not their figures.

Case in point is the new Green Light section on Steam. In case you weren’t aware, Steam Green Light allows indie developers a forum to submit their projects to for approval to be featured on Steam. The games are voted on by the users, and run the virtual gamut of just about every genre and concept you could possibly imagine. It’s similar to Kickstarter, with the key difference being that most of these developers aren’t asking for money, but rather the kind of exposure to open consumer minds that only Steam can provide.

With any open market of this magnitude, there is naturally going to be problems. Already cases of false titles (more than a few “Half-Life 3s” have been pitched) and morally improper game concepts have been reported, plus you just have the general onslaught of pitches that leads to hard worked ideas being buried under a pile of half-hearted hopefuls.

Valve may have found a solution to the problem though, and it comes in the form of a “pay to play” type entry fee. Now for a developer to feature their idea, it’s going to cost $100 dollars. In the grand scheme of things, most developers can easily write this off as a minor investment in their own project, with the potential reward being worth far more than that figure. And in case you actually believed that Valve would do something like  pocket the money, you forget who you’re dealing with.  They’ve announced that all proceeds from this fee will be donated to the Penny-Arcade sponsored charity Child’s Play.

Only Valve could manage to solve a nightmare of a logistical problem in a way that somehow manages to help children’s charities. It’s that surreal level of forward thinking and personal responsibility the company has that even makes me believe that their newly rumored venture into the physical console market that their pet project “Steam” is slowly helping to destroy, might somehow work after all.

The Rise of “Guilds,” and the Fall of “Heroes”

As one MMO flies to incredible new heights, another that once promised players that very feature is coming to an end.

Recently the MMO world was hit with two big bits of news as “Guild Wars 2” developer ArenaNet posted on their Facebook page, that all first party digital downloads of the new mega hit MMO are suspended temporarily in order to insure server stability. While the game is still available through third party sites and retail stores, the developers themselves feel they have a responsibility to everyone in the game to hold off on new sales directly from them, so that play isn’t interrupted. Currently new methods to expand digital services are being looked at.

Hot off the heels of that announcement comes another from the publisher of “Guild Wars 2,” NCsoft, that they will be folding Paragon Studios, and therefore effectively bringing an end to that developer’s MMO title “City of Heroes” by the end of the year.

The reasons for these individual stories of success and untimely demise are both simple and complex, but ultimately revolve around each other.

First, in case you didn’t follow the insane pre-release hype, or immediately snatch up the product that finally launched, “Guild Wars 2” is slowly taking the online world by storm in a way that no other MMO has done since “World of Warcraft” itself. It’s doing this through an incredible art style with a scope and integrity never before seen in a game like this, a PvP system that’s so brilliant and well executed it looks to make all other competitive systems irrelevant by the time it kicks into gear, and maybe best of all, a level of difficulty that rewards players for putting more time into it by actually making the game better as you go along, instead of creating more incentive for new players, and providing cold shoulders for veterans. Tying it all together, unlike “WoW,” “Guild Wars 2” is free to play, continuing one of the more welcome video game trends in some time.

I’ve had the privilege of playing the game recently, and I don’t think I could give you an honest critical review of it. That’s because despite some of its flaws, I have such a deep and abiding respect for the game that questions of review scores and likes or hates are irrelevant. It’s one of those stand up and take notice games that only come along once in a while, even if all of the specifics aren’t perfect.

Oddly though, it seems to achieve such lofts, a sacrifice of sorts had to be made. That seems to be the largest reason behind the cancellation of service for “City of Heroes,” as reports still have the game boasting a sizable player base, and even reporting some respectable sales figures as recently as last year for such an aging title.  However, earlier this year NCsoft reported its first companywide loss in a while, and at the time “City of Heroes” was at the bottom of the sales list. With other ongoing projects to support, and bigger titles on the horizon, it would seem “City of Heroes” fell to the archvillian known as fiscal reports, and nothing more.

Unfortunately it’s not easy to look at this as a case of one door closing and another opening. As good as “Guild Wars 2” is, and as great as it promises to be, “City of Heroes” long stood as the somewhat appropriate icon of hope in the MMO world. It wasn’t a fantasy or sci-fi game, yet it produced a well built and, initially, successful MMO. Now that it has fallen to a, admittedly well worthy, challenger to the “WoW” crown of fantasy MMO dominance, I worry that the message will become more and more clear in developer’s minds that new entrants in the genre are unwelcome, especially if they are trying something different.

In a year’s time I feel that the MMO market will be hotly divided by “Guild Wars 2” players, and by “WoW” addicts, and with good reason. At that time, the mention of a title like “City of Heroes” won’t lead to tears, but rather fond memories. Still, I wish that it were possible for the game to continue in some capacity for as long as it can. Because while the game’s sales figures may have been mild mannered like reporter Clark Kent, beneath the corporate visage of numbers lied an idea of originality, individuality, and innovation in the American way.

Underneath it, lied a true MMO hero.

The Last Straw for “The Last Guardian?”

In what may one day register as the final nail in the coffin either creatively or totally for “The Last Guardian,” producer of both “ICO” and “Shadow of the Colossus” Kenji Kaido, has left Sony Computer Entertainment.

He announced the news earlier on Twitter where he said:

“I have some news. This August, I left Sony Computer Entertainment. My plans for the future are undecided as of now, but for the time being I’m going to continue my summer vacation.”

There is no official word on what, if any, involvement Kaido had on “The Last Guardian,” but since he was one of the driving forces for Team ICO, it’s hard to imagine he didn’t have a hand in designing the troubled title at some point.

Trouble is definitely the only word you can use for “The Last Guardian” when you also take into consideration executive producer Yoshifusa Hayama’s departure from the title to join Bossa Studios, a Facebook game company, and Sony’s admittance to the game’s developmental problems forcing them to send over developers from Sony Santa Monica to help finish the game. These kinds of actions, combined with extreme development time, don’t usually mark a future game of the year candidate in the making.

Regardless of his capacity on the development of “The Last Guardian,” Kaido’s separation from Sony is a sad end to a career with the gaming giant that included two of the greatest cult hits of all time, “Ape Escape” and “Tomba!” (which is soon to be available for download on Vita), as well as “ICO” and “Shadow of the Colossus” which are not only two of the greatest video games of all time, but two of the most artistically important as well.

Honestly at this point, I don’t want to see what “The Last Guardian” is looking like. This isn’t a title like the “Guitar Hero” games or the “James Bond” films that can be tossed around between different people and still produce enjoyable results, but rather a title in a series that almost solely represents the full artistic potential in video games, without losing a touch of entertainment value in the process. And unlike the similar situation involving “Bioshock Infinite” the troubles with “The Last Guardian” have been well documented long before a playable model was ever shown, and key developers started jumping ship.

Oh well, if worse comes to worse I guess we will always be able to reminisce over that incredible trailer released for the game, and wonder what may have been.

Level 10: “Grand Theft Auto: San Andreas”

I feel like the most consistently underrated element of video game design is level design. Whether you call them levels, segments, missions, or whatever, the parts of our favorite video games that make up our favorite video games deserve the proper recognition, and it’s the purpose of this column to make sure they get that.

And since the recently released “GTA V” screens have got me reminiscing about the last time the “GTA” series paid a visit to the west coast, I’ve decided to start with my favorite entry in the “Grand Theft Auto” series for this column, by looking back at the best missions from “Grand Theft Auto: San Andreas.”

10. Drive-By

One of the great thrills of the GTA series is how it allows you to live out all of those great crime fantasies that film and possibly literature has instilled in you. In “GTA: III” is was planting a bomb on a car mob style. In “GTA: Vice City” it was intercepting a coke deal with a speed boat like Crocket and Tubbs on “Miami Vice.”

Since “San Andreas” was inspired by the west coast gangta films, like “Boys in the Hood,” one of the great thrills is living out inner-ghetto turf wars, and any good inner-ghetto turf war needs a drive-by. Drive-by’s are so common in “GTA” that there is a feature on the control for it, but here is the only place where you get to roll up on enemy gangs with your friends and rain ammunition on them while listening to N.W.A. just like most of us modern suburbanites figured happened all the time in the early 90’s. It’s as simple as a mission in “GTA gets,” but it’s so satisfying.

9. Fender Ketchup

So you’re working for the Triads and the Italian mafia has been messing with their operations in the “San Andreas” equivalent of Las Vegas, Las Venturas. One of the thugs have been caught, and to make him talk your friends decide to strap him onto a car which you are to drive at top speed until he gets scared enough to figuratively spill his guts ( or not and literally do so).

Driving around in a convertible at night on the Venturas strip is always a fun experience, but doing so in the most reckless way at your disposal so that a mob thug will rat his gang out makes it all the sweeter. Much like Drive-By this is one of those missions that takes a simple gangland pleasure and lets you run wild with it.

8. Amphibious Assault

When most non-stealth games try to have stealth sections, they tend to suck almost without exception. Of course, this being “GTA,” it’s not like other games and therefore enjoys the distinct advantage of defying normal conventions.

Of course to be fair, this isn’t a strict stealth mission as you are tasked with infiltrating a boat, planting a bug, and making your way off, but are free to kill at will as long as you do it quietly. However, the atmosphere the mission sets is just perfect, and the approach to the boat itself is very dramatic. The “GTA” series has always had an incredible sense of scale, and the ship makes for this perfectly ominous opposing figure in the distance, that makes this mission feel like a true accomplishment for having finished.
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I Can’t Tell If This Gaming Furniture is Cool, Or If I’m Just a Complete Nerd

Don’t get me wrong, I’m very proud to be a gaming geek, but if you took a look around my apartment, you wouldn’t really notice it. I’m not saying I live in the center of style, but my furnishings and decorations are modest at best, and outside of an expansive movie and video game collection, you could almost be fooled into thinking a normal, socially well adjusted person lives here. I guess you could say that may place is the Clark Kent to my inner gaming Superman.

Still, every now and then I see a piece that makes me want to take my home sweet home through the phone booth.

The latest example has to be the works of Igor Chak. Particularly his Donkey Kong inspired shelves.

Their style can’t be doubted, but you might be surprised to find out that the steel rod and carbon fiber design, supports toughened glass tops that can hold up to 60 lbs. Frankly, I’ve found no better way to support a serious video game collection, and these shelves are just cool enough to justify nerding out your place with, without fear of making some sort of style sacrifice. Their only downside? They aren’t actually for sale yet. However, for a meager $5000 you can buy this Space Invader’s inspired couch.

Ridiculously overpriced and gaudily designed? You bet. But it’s also apparently deceivingly comfortable and, as noted on the site is “An instant conversation starter, this unique retro gaming inspired couch will be the highlight of any room.”

By which I’m sure the artist meant, all your living room now belong to it.

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