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.

  

Signs Point Vaguely to a New Bully Game on the Horizon

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Despite being known for a few distinct franchises (like that Grand Theft Whatsitsname), the fine folks at Rockstar have historically never been afraid to abandon their laurels and attempt to create new, and exciting properties.

While some of those attempts turn into “Rockstar Table Tennis” (which is still fun in its own right), many more become noteworthy, if flawed, titles like 2006’s “Bully,” a game which tasked you with taking the role of a mischievous 15 year old at a pristine boarding school, as he pranks, learns, and generally tries to figure out his young life through a series of misadventures.

It was a cult classic type game that certainly had its fanbase, but didn’t set the world on fire like that other Rockstar franchise. This was mostly due to an overreliance on fetch quest missions, and a general unevenness brought about between a conflict between the games more structured, but enjoyable aspects (such as attending classes, and seeking out side missions) and a determination to force the “sandbox” style gameplay in, though it often felt out of place.

Still though, it had potential, which may be what publisher Take Two thinks, since they’ve filed a trademark registration for the “Bully” property indicating, among other possibilities, a potential interest in returning to the franchise by releasing a sequel.

Now this is far from a guarantee, but it does make since considering Rockstar’s history of reviving franchises with potential once they feel the current technology allows for it with typically sterling results (See: “GTA III,” “Red Dead Redemption,” and “Max Payne 3”). Considering “Bully” had so much going for it initially, then the thoughts of a similar revival on par with those examples is exciting, and is enough to request everybody keep their fingers crossed that this news be confirmed soon so we can all enjoy the results.

Plus, success for a future “Bully” title, could mean the revival of “The Warriors.”

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Because I Freaking Loved That Game

  

New Metal Gear Solid 5 Footage Shows the Full Graphical Potential of Next-Gen Gaming

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Next-gen gaming is a strange animal in its early days, as often times the best the last generation has to offer comes out right before (as we are very much seeing this year) whereas developers are still trying to get their footing when it comes to developing for the new systems, and as such don’t always produce experiences that truly exhibit the power and potential of these new machines.

There are exceptions of course (“Soulcalibur,” “Halo,” and “Mario 64” jump to mind) but more than often, the above conundrum tends to be the case.

My impressions of the pending next-gen fell in line with that problem, as while certain games shown certainly look to be incredible on their own full merits, in terms of graphical capabilities, I didn’t see anything from E3 or elsewhere that gave us a true visual idea of what we can expect.

However, it turns out that may have been the result of having to view blurry, second hand versions of all the footage, as Eurogamer has the 60FPS HD version of the “Metal Gear Solid 5” trailer, and it looks absolutely incredible.

Unfortunately the video is too high quality to be uploaded properly, but by proceeding here (or here for the 720p version) you can view it in all of its glory. Just know that it takes some respectable performance power to run them uninterrupted.

Now obviously some of the footage is from cinematics, and therefore not trustworthy when it comes to representing quality. However, the parts that are clearly gameplay show a level of detail and clarity that is simply not possible on this generation of console hardware. Looking at only the gameplay sections, you could make the reasonable argument that MGS5 is the most technically impressive game of all time.

Also, interestingly enough, the pursuit of 60 FPS has been around since the original Playsation days, but never became the industry standard for all releases due in large part to the rise of HD gaming making it more difficult, and somewhat less necessary. The team behind “MGS5” want to make it standard for their game though, which may indicate a shift in the rest of the industry is soon to follow in terms of  AAA releases, and if so will only increase the amount of eye candy available for gamers in the years to come.

  

A Tim Schafer Designed “Game of Thrones” Style Strategy Game? Yes, Please

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After Tim Schafer was done with one of the most successful Kickstarter campaigns of all time for his studio Double Fine’s entrant into the adventure genre Schafer once helped perfect, many expected to not hear from the company until “Broken Age” was completed.

It’s somewhat of a surprise then to hear today that Schafer and co. are already working on another Kickstarter title before “Broken Age” even has a confirmed release date. While it’s initially troubling to think of Double Fine’s new offering “Massive Chalice” as a reason for them to reach into your pockets again, once you actually begin read about the game, you may take up that internet joke and start willingly throwing money at your screen.

Described as a turn based tactical RPG that sees you command generations of heroes and try to repel demon hordes from a vast and intricate fantasy land ruled by factions, “Massive Chalice” cites its inspirations as games like  “Fire Emblem,” “Final Fantasy Tactics,” and “X-Com,” but also mentions the influences of TV shows like “Game of Thrones.” Collectively, of course, those are known as some of the best things ever.

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In, fact, much of “Massive Chalice” reads like a best of. You’ve got the feuding factions of “Game of Thrones,” the permadeath system of “Fire Emblem,” the tactical map design from the “Total War” series, and the combat style of “XCOM” all blended together and topped with that unique dialogue and general feel that Schafer studios usually provide.

It’s that last part that really matters, as if this was Peter Molyneux preaching a game where you control a faction over generations in a multi-faceted, kingdom consuming war involving mysticism and a variety of in-depth strategy elements, it’d be easy to dismiss it as all hype. However, Schafer (and for that matter project lead Brad Muir), have a history of always delivering an experience that may not be perfect, but is noteworthy and unlike anything else regardless of where it draws inspiration.

By the project’s own admission, “Massive Chalice” is unlike anything the studio has ever attempted. Whenever one of the most creatively exciting developers out there decide to step out of their comfort zone, that’s a cause to take notice of, and one that may easily be worth the $20 backing price.

  

The Top 5 Biggest Gaming Mistakes Microsoft Has Made

The popular theory that no press is bad press was put to the test for Microsoft when their unveiling of the Xbox One was met with a series of very humorous memes, and a stunningly low approval rating, that many would have a hard time calling good press.

As bad as it was though, it’s not exactly the worst tragedy in the history of mankind, the video game industry or, for that matter, even Microsoft’s gaming division.

So while the controversial Xbox One may prove to be their biggest bust of all, for now let’s all keep things in perspective by revisiting the top five biggest mistakes Microsoft has ever made.

5. The Duke

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A controller is one of the most important parts of launching a video game system, and when that system is your first one ever, may even come to define part of your image for all time.

If that is true, then unfortunately part of Microsoft’s image will always be that of a big fat failure.

“The Duke” as it would commonly be referred to, was a gargantuan gaming controller recognized by Guiness as one of the largest of all time, and by everyone else as one of the worst. Awkward for most, and impossible for some, “The Duke” would later be phased out in favor of the Japanese model “Controller S.”

Though it would lead to one of best controller designs of all time in the “360 Wireless,” few will ever forget the pain and hand aches associated with “The Duke.”

4. HD-DVD

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Though Blu-Ray hasn’t exactly set the world on fire in the way that DVD’s did, Toshiba’s similar “HD-DVD” format didn’t even make a spark.

Yet when it came time to support a next-gen disc format, which one do you think Microsoft chose?

In a way it’s difficult to fault them for doing so, since at that time the format wars were far fom resolved, and Sony was a big backer of Blu-Ray, but try telling that to everyone that jumped the gun and bought a 360 HD-DVD player, only to have it collecting dust along with a small stack of HD-DVD titles less than a year later.

3. Acquiring Rare

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When Microsoft acquired developer Rare for a cool $375 million, it looked like they had pulled off one of the great gaming coups of all time. After all, Rare was only one of the most storied developers ever, and had produced the greatest N64 games this side of Nintendo.

Much like a brilliant assistant coach leaving Bill Belichick though, once Rare was free from the umbrella of Nintendo’s influence, they would flounder in the spotlight.

While the re-make of “Conker” for Xbox was fun, and the 360 launch game “Kameo: Elements of Power” was decent enough, it was that other 360 launch title “Perfect Dark Zero” that would define their future with Microsoft.

It’s a future that includes titles ranging from boring to broken, with hardly a commercial or critical hit to be found. While some gamers hold out hope for the glorious return of one of gaming’s most famed developers, or maybe just a new “Killer Instinct,” it’s looking less and less likely the 11 year old mega deal will ever pan out.

2. Lack of Support for the Japanese Market

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As one of the first U.S. grown gaming systems to make it, Microsoft has always had a strained relationship with gamers from the land of the rising sun.

You could argue that they are up against a cultural barrier that isn’t entirely their fault, but from soft system launches in Japan to serious issues in successively seeking out major Japanese developer’s support, Microsoft has done no favors for themselves when trying to gain the support of the creatively, and financially, lucrative Japanese market.

In many ways it feels like they’ve completely written off the idea of ever really selling in Japan and, as a result, guarantee they will never be able to make a serious impact on their biggest rivals until they do.

1. The Red Rings of Death

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Really, what else could it be?

The Xbox 360 did a lot of great things for gaming, but instead of being remembered for the brilliance of Xbox Live, or an assortment of classic titles, the lasting image of the 360 will always be blinking red lights indicating a massive system failure that almost every 360 owner has had to experience at some point, or at the least fear forever.

Though a return and re-furbish option became available, once you got the red rings, you never really escaped them, just as Microsoft would never be able to escape the issue, even late into the system’s life span when the lights would become far less prevalent.

Instead the red lights of death are Microsoft’s version of herpes, in that they dealt with it once, and it’s now with them forever.

  

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