Tag: Video Game Blogs (Page 2 of 16)

If Gaming is To Evolve In The Next Generation, It’s Time to Start Ditching the Cinema

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Not getting my Playstation in time for the “Final Fantasy VII” craze, my first experience with the series was “Final Fantasy VIII.” While I could make the argument that I got the better game of the deal, that is a topic of heated debate best saved for another day.

Instead the point in mentioning my first exposure to a “Final Fantasy” on Playstation is to reference that moment we all experienced when playing that series for the first time on that platform when you first saw one of the games cinematics. Though I’m not an expert on human behavior by any means, I still feel fairly confident in suggesting that the majority of people’s immediate reaction to viewing one of those beauties was to pick their jaw up off the floor so they were able to better articulate to anyone that would listen how it was “Just like a movie,” and to wonder “When all video games will look that good.”

Now “FF:VIII” may have been my personal exposure to the wonders of the video game cinema, but it would be far from the last. In fact, you could argue that the PS1 was the heyday of the video game cinema, as console developers began to realize the incredible (at the time) graphical potential in these scripted sequences, and just how much they could add to the basic video game story which previously was viewed by even the most intense fans of the medium as a sort of inevitable handicap thats few exceptions of excellence were best treated as anomalies.

Simply put, cinemas on the Playstation were nearly universally thrilling exhibitions that showcased levels of potential out of gaming that may have been dreamed of, but never really considered in earnest as a viable progression.

However, the Playstation came out in 1994 and hasn’t really been actively developed for in about 12-13 years. Cinemas though, in a format that strongly resembles that which they debuted under, remain.

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“But,” you say, sensing where I’m going from both context clues and the headline, “cinemas have improved greatly since then, and exercise a level of quality that makes those PS1 examples look archaic and pathetic.

On that point, I don’t disagree. There is a film like quality in the modern cinematic that even during the mind expanding origins of the PS1 cinemas I wouldn’t have been able to properly envision. What’s more is, cinemas of that quality are so prolific now that they’ve reached a point where their construction and implementation can, from a user stand point, be viewed as effortless.

The ability for a modern game to use cinemas in order to make their stories more in line with the presentation style of films may have reached their awe inspiring peak in the days of the Playstation, but in terms of overall quality you can’t argue that every subsequent year makes them better and better.

However, I hate them. Hate them, hate them, hate them. Hate them nearly every time I see them, and have had the experience of several otherwise great ,or at least enjoyable, titles ruined almost entirely by their presence.

To understand the problem with the modern cinema, you really have to look back at why they came to be in the first place. They existed to invoke the aforementioned reactions of “Wow this looks like a movie” and “When will games look this good?” and gave gaming a needed crutch to improve the outward appeal of its storytelling.

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However, gaming no longer needs that crutch and is becoming weaker and weaker by relying on it. The idea of a video game being able to mimic a film may have once been a fantastic notion, but can now be accomplished by nearly any reasonable budget.

As such, that same idea is now insulting. While there may have been a time when films were the only known effective way to tell a visual story, that time is no more. To suggest that is the case is to ignore the tremendous strides that certain ambitious developers have made in the field when it comes to finding a way to present a story that is uniquely told by the abilities of video games.

Yet again and again, game developers from all walks of life see no problem in creating a tightly scripted, high graphical sequence that allows you to do absolutely nothing but put the controller down and watch. When you consider that the one universally defining characteristic of video games is interactivity, putting the player in a position where they are either entirely unable to interact with the game, or mostly unable to do so, is crippling and converts the experience from game to digitally animated film instantaneously.

What’s more, the use of cinemas to such an insane degree have also spawned a number of other flaws in gaming. Among them, the most consistently annoying of which would have to be the rise of the QTE. These sequenced button presses are, on occasion, a well done way to add a level of interactivity to story segments, but for the most part are used as a sort of begrudging solution developers offer to anyone who may balk at why they aren’t able to actually play the game they purchased instead of just watch it for its presumed technological grandeur and “epic” story.

The game that really highlighted the gravity of this problem to me would have to be “The Last of Us.” While “The Last of Us,” has one of the greatest stories in gaming history, it is made nearly unbearable at times because of its reliance on traditional cinemas to tell the tale. The cinemas themselves may be better scripted and acted out than nearly all others out there, yet still manage to be groan worthy if for no other reason than they force you to stop playing the very game itself. A game that relies heavily on keeping you in the moment, and gains much effectiveness from its tense atmosphere which instantly dissipates the moment a cinema appears.

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What’s even worse in that instance is that Naughty Dog exhibits, in the same game no less, the ability to effectively tell a story with nearly no reliance on cinemas. That’s evident both in the banter between Joel and Ellie during levels which does more to enhance both individual characters and their relationship than any cinematic in the game can possibly do, and in the opening moments of the game which show perhaps the most gut wrenching and effective moments of the entire experience and afford you at least some level of interactivity with consequence.

Now even as I type this, I feel a twinge of hypocrisy as I’m among the biggest supporters of Telltale and their “Walking Dead” series, which is more or less an experience made up entirely of cinemas and quick time events. However, the very key difference there is that the “Walking Dead” series openly presents itself as that type of experience. It is a point and click adventure game, which are traditionally expected to be lighter on gameplay, and high on scripted sequences. You know to expect that when you go into it, and the developers are able to put extra work and importance into them since they are the majority focus of the game.

Instead my real problem with the whole idea of the modern cinema, is its appearance in games that otherwise feature an extremely active pace. It’s in those games where I sign up for the action and gameplay, and are instead spoon fed cinema after cinema that, regardless of the overall quality of the individual examples, are with few exceptions nowhere near as thrilling, effective, or certainly enjoyable as the very game they are apart of and, ideally, are only in place to enhance.

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There was a time when the cinematic was a useful, exciting tool that showcased the potential for gaming to reach new heights of storytelling excellence. That time has passed, and the entire reason the average pre-rendered scripted cinematic remains is based on nothing more than laziness and an unwillingness, or creative inability, to pursue a viable storytelling evolution that can recreate the feeling and effect of the first time we viewed an elaborate cinema in a game, without harming the game in the process.

Much like 2D gaming or other tropes of the medium once born out of technological necessity, there will always be a place for the video game cinematic, regardless of whether or not it is still universally desired. However developers everywhere, particularly those with budget to spare, need to really sit down and think when designing their next titles if the use of a cinema is actually enhancing the experience in a meaningful way, or is merely preventing the player from actually being able to play and only serving to help the graphic and storytelling teams flex their creative muscles without purpose like the design equivalent of a professional bodybuilder.

Do that, and I think that many of them will come to the same conclusion on cinemas that many gamers have been exercising for years, which is to just skip them all together.

As Halloween Approaches, Games Start to Get in the Spirit With Themed Updates

While the age of Halloween themed TV show specials is slowly coming to a close (we miss you TGIF!), videogames have been more than willing to pick up the slack in recent years by using the beloved horror holiday to unleash a bevy of downloadable frights on gamers everywhere. This year is no exception, and here are just a few of the recent Halloween themed additions made to some popular games.

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The incredibly humorous, and appropriately intense, re-make of the 90’s FPS “Shadow Warrior” continues its in-game trend of borrowing weapons from other series, as it adds an ice axe to the game’s substantial arsenal that comes courtesy of TellTalle’s “Walking Dead” games. While its effectiveness when put up against the katana it replaces is suspect, as anyone whose played The Walking Dead can attest, when in a pinch it can really make a baddie think twice, and should fit well into the game’s selection of awesome weapons best applied with extreme predjudice.

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Popular world building RPG “Terraria” gets a little more into the traditional Halloween spirit by filling it’s world with a variety of Halloween novelties. You’ll find enemies wearing costumes, random gift bags filled with in-game treats, a variety of Halloween themed items, weapons, and locations, to explore and create, and even a special new “Pumpkin Moon Event” challenge which adds a survival mode to the game, where waves of enemies all possessing increasingly better loot descend upon the player.

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The best of the Halloween updates though has to go to “Minecraft,” which has  just unveiled a Halloween update for the 360 version of the game that is simply mind blowing. It essentially re-skins the entire game in a way that lets you build a Halloween world of your own, not unlike that of Pumpkin Town from “A Nightmare Before Christmas.” The attention to detail here is phenomenal, and constantly provides the feeling that the developers are more excited for Halloween than anyone else. There’s too many examples of little Halloween touches to go over, but I have to give a shout out to whoever decided to turn the game’s teleporting Endermen, into the more horror appropriate Slendermen. A free update, everyone who has Minecraft on the 360 needs to experience this, as it just may be the best way to get hyped for “Halloween” available. Browsing the images of this incredible update is also highly recommended.

Of course this is just a sampling of the Halloween updates available, and the biggest annual update (The “Team Fortress 2” Halloween update) is still yet to come. Stay tuned here this week for more updates on that, as well as other horror themed articles in anticipation of Halloween.

The Team Behind “Thief 4” Give a Small Preview of What the DualShock 4 Can Do

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Sony is a company with a checkered history of controller innovation. Sure they hit a sweet spot with the basic original PS1 controller which just felt right in your hands, but the biggest tech additions to that model (analog sticks and vibration) were lifted from the successful innovations of the N64. Even then they were so unsure regarding the whole “Analog” thing, that the original model of that controller had a button that allowed you to disable it, and the first game to require the sticks didn’t come to the PS1 until 1999.

Also, as the SixAxis proved, when it comes to home brewed innovations the folks at Sony lag behind. It would seem they are really vested in changing that image with the PS4 controller, which may maintain the timeless structure of the Dual Shock model, but introduces a miniature touch area, a share button of somewhat ambiguous specific functionality, and LED lights on top similar to those on the PS Move.

While the true test of these features won’t really be applicable until developers have had a year or so to play around with it and explore their full benefits, the folks behind “Thief 4” have provided a small preview of what we can expect from this new controller, specifically as it relates to the LED bar which in the case of “Thief” will remain dark when your character is hidden, and light gradually as you become more and more exposed. They’ve also noted that the touchpad will be used for enhanced menu navigation, and the more accurate motion sensors allow them to incorporate bow aiming mechanics into it, as well as a motion controlled dash option.

They also spoke of incorporating a mechanic that would allow you to blow onto a controller to blow out candles, but that it might be removed if it is “too gimmicky.”

Granted this isn’t game changing stuff, but it does remind me of the first time I played “Tiger Woods” on the PS2, and noticed how the enhanced graphics actually allowed me to better read the course at a glance, thus improving the gameplay through a cosmetic upgrade. It’s a little touch to be sure, but its an interesting first step towards what appears to be a new day for Sony controller integration and innovation.

The Biggest Games Still to Come In 2013

As much as I love “GTA V” (which, if you were wondering, is more than waking up to all the presents you wanted for the year on a white Christmas morning), trying to find video game news not related to Rockstar’s magnum opus is becoming quite the epic adventure itself.

Since the ghosts of video game present are a little tied up at the moment building their shooting skills (got to hit up Ammunation), to find something non “GTA” related to talk about, we’ll have to look towards the future.

It’s been something of an odd year for video games as even though it has seen some of the most high quality games in recent memory, they all seem to have been released early on, rather than continuing the traditional holiday season release rush. As such, while we may have a pretty good idea how the game of the year talks will shape up, here are some of the biggest games still left to get excited about, once your “GTA” addiction has subsided.

Watch Dogs

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What was one of the most touted games on the video game horizon has slipped a little bit in hype due to some questionable current gen graphics shown in a recent gameplay video, and something of a media silence since the last E3 showing, but still remains the biggest name left in 2013.

It’s easy to say that its got an even tougher path to glory in a post “GTA V” world, but while it may be an open world game, it’s unique hacker mechanics and the possibilities they provide when it comes to interacting with the world in previously unexplored ways, makes “Watch Dogs” more of an original superhero style game in the vein of “Crackdown” or “Infamous.”

Obviously when you’re mentioned in the company of such titles  you’ve got some raised expectations to try to clear, but so far “Watch Dogs” looks primed to provide a unique and memorable experience at the least.

Batman: Arkham Origins

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While “Origins” initially drew concern from fans who were unsure if the “Arkham” name could maintain its level of excellence away from developer Rocksteady, the more and more we discover about this game, the easier it is to get excited for it.

Drawing more design cues from the “Mega Man” series than any previous “Arkham” installments, “Origins” will see the dark knight take on some of the highest profile members of his rouge gallery on his never ending quest to save Gotham City. Though it serves as a prequel to the high profile original titles, “Origins” looks to  take Batman games in an interesting new direction that mixes old school gaming ideas with previous series features, and some fresh ideas (including an intriguing multiplayer mode), to form a best of all worlds experience.

Like “Watch Dogs,” this ones has some lofty goals  to live up to, but appears to be coming together well.

Beyond Two Souls

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Continuing the trend of wild card games that could really go either way on the quality scale, this spiritual successor to “Heavy Rain” is already causing some seriously divided discussion.

“Beyond Two Souls” continues to look like a different game every time we see it and, even as more and more of the game’s basic plot becomes clear, remains shrouded in mystery regarding what the overall product will look like and play like. We do know that fans of “Heavy Rain” will be happy to hear that it retains the interactive film gameplay of that title, while detractors will no doubt roll their eyes at the same news.

Quantic Dream has proven that they know how to create a game that differentiates itself from every other on the market, and can get people talking, with their distinctive style of game design. While it would be easy then to say that you can use your reaction to their previous games as a gauge for how excited to be towards this one, given the ambitious and exciting nature of “Beyond,” it may well be worth a trip outside of your comfort zone.

South Park: The Stick of Truth

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As someone who suffered through the dreadful “South Park” games of the PS1 and N64 days, its hard to imagine that an adaption of the influential animated series could actually prove to be something worth getting excited for.

Yet that is exactly the situation I find myself in. Surviving the closure of THQ, “Stick of Truth” has continued to look better and better with every showing. In marrying the series with basic RPG elements, developer Obsidian Entertainment has found the perfect outlet to showcase the deep cast of memorable characters, and ever expanding list of scenarios and worlds the show has crafted during its long run. Their execution of the source material’s style and humor has been dead on so far and, given the developer’s track record with RPG games, there’s more and more reason to get excited for the possibilities.

The only question now is if the game will actually honor its 2013 release date. If so, don’t be surprised if this ends up being a dark horse on some game of the year lists.

Those That Downloaded GTA V through Playstation Store Will Have to Wait Just a Little Longer to Install it

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It’s lately been all quiet in the gaming world, as we all live through the calm before the storm that is the final days before Tuesday’s bombshell release of “GTA V.” While the industry lays low in fear of opposing the gaming juggernaut, we all look to the sky and wait patiently for the arrival of what could very well be the greatest game of this generation.

Unfortunately for those who chose to download the game through PS3’s store, the wait may be slightly longer than anticipated.

Sony had initially announced that those who download the game through their store would be able to pre-load it starting today, and access it immediately at the stroke of midnight on Tuesday. However, they’ve recently retracted that statement saying that you’ll have to wait until Monday to install the game.

It may not sound like a huge deal, but when you take into account the HUGE filesize of this game, and the fact that gamers no longer have the weekend to let it install. Not to mention that since the hype for this game is at critical mass, any announcement of a delay of any time is sure to cause an internet explosion of an unprecedented degree.

No explanation of the move has been provided, though it is likely related to the high profile leaks that occurred through PS3 earlier this month.

Ultimately those who per-ordered should be able to have the game installed in time for its launch. However, should anything go wrong with that process just a day before, you can expect to hear the cries of anguish from any point on the globe.

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