Category Archives: General

Tomb Raider Review: New Lara Croft gives Nathan Drake a run for his money

I have never been a die-hard Tomb Raider fan. I recall attempting to play Tomb Raider in secondary school only to wind up in frustration over where to go, how to get from point A to B, and not having enough action to kill baddies on screen. Needless to say, apart from Lara’s stunning “bazookas”, Tomb Raider was nothing but a fleeting aldolescent memory. It was the wrong game for me at a wrong time.

Fast forward years later, Crystal Dynamics revamped Tomb Raider and give everything a different polish to it. Gone is Lara’s unbelievable giant boobs and hot pants. The unlimited ammo for the twin pistols were gone. The difficult puzzles that could let one get stuck and the sporadic wolves as enemies that come along are gone. Everything you thought you knew about Tomb Raider has been tweaked by Crystal’s touch.

And that is a good thing. Tomb Raider has been around since the 1990s, and the series have shown really quality elements that gave its fair share of hardcore fans. However, despite all of the games being perfectly playable, Tomb Raider as a series feels tired out. Lara Croft as a character was losing its freshness too. With the new spin to it, Lara Croft morphs into a badass male fantasy to a more realistic character that one can actually emotionally connect to.

The game starts off with Lara and her crew starting on a voyage to learn more about the Yamatai tribe, a lost tribe from Japan where the queen apparently is said to have mysterious powers. Somehow, along the way, she and her crew got stranded in an island. Lara is a fresh, out-of-college girl with little combat experience. Her emotional and physical vulnerability from the start gives a very credible feel to the character. Lara actually cries when she first killed someone. The obvious trembling in her voice, the panic in her combat actions are all examples of top-notch acting and details that gives her a solid framework to begin with. As Lara gains experience, one can watch her grow from the initial clumsiness of her combat to the fluid killing moves she displays as a hardened warrior. Her voice slowly gains confidence as she navigate her way around the island to rescue her friends and to get them off the island.

Graphics-wise, Tomb Raider is stunning. The environment is crisp and detailed, and every leaf, stalk, grass and waterfall is nicely placed and designed. Lara gets grime, dirt and blood as she rolls and tumbles into places, and gets cleaner when she passes through waterfalls or slides along sloping rivers. Her previous battle wounds become visible scars. Her lovely ponytail flutters in the wind and falls nicely depending on gravity (and not like a stiff, waxed ponytail in earlier games).

The combat and level design for Tomb Raider is what truly shines for this game in the series. Tomb Raider flows seamlessly between puzzle, exploration, hunting to open, full pow-wow action. Each of Lara’s weapons are useful in their way, and like in Legends of Zelda, certain upgrades or equipment are needed to explore previously-locked areas. Lara begins with a makeshift bow and arrow, and she gains the ability to upgrade it (and other weapons as well) using salvage as currency in the game. The bow always gives me a satisfying feel of giving headshots to enemies as the game rewards precision over the crude blasting. The cover system is absolutely intuitive, allowing Lara to automatically go into combat without having to press any additional buttons or to lean out of cover. The puzzles are very well-balanced and evenly spread. Zealous puzzle solvers could satisfy their cravings in optional tombs, where a puzzle usually stands in the way of a much greater reward. Lastly, the set pieces are spectacular. For example, Lara has to scamper through a burning fortress and that is easily one of the most heart-thumping moments in the game.

All these points out to how Crystal managed to take Uncharted and further refine the elements in it to make Tomb Raider a good solid game. When Uncharted was out, Naughty Dog was primed to take most of the thunder from the Tomb Raider series. But now, it seems like Tomb Raider has caught up, and gave much more to the formula that worked. Its storytelling, gameplay and graphics could give Uncharted much to chew about.

As I sat through the credits watching Lara giving up her previous casual civilian life to a life of adventure, I saw a note from Crystal Dynamics saying, basically, “Thank you for playing, we tried our hardest to make the best game we could possibly make.”

Well-done. Definitely well-done. This game deserves a 9.5/10 from me.

(P.S. I have completed all the optional tombs. Let me know if you guys run into any difficulties)

Dead Space 3 Review: Isaac’s transformation from fearful engineer to space cowboy

I remember playing Dead Space, the original franchise many months ago.

When I was playing it, my heart was filled with adrenaline, my eyes were scanning for Necromorphs and my trigger finger twitching to fire off a shot at every dreadful corner. I could feel the fear from Isaac Clarke: the protaganist who is the universe’s unluckiest system engineer with zero combat experience. In the original Dead Space, Isaac presents himself as a victim of circumstance. He is not Rambo going into the infested Ishimura guns ablazing, nor did he have powerful melee martial arts or moves to counter the Necromorphs’ attack. His leg movements are jerky, and his flailing arms and desperate stomps are punctated by his frantic screams. His weapons are mining tools with dreadfully limited ammo. His suit has dreadfully limited air supply. The stasis takes a long time to recharge and health packs have to be rationed. With all these limitations, Dead Space brings the genre of survival horror to its best. After all, character and gameplay limitations are what truly defines survival horror. To illustrate, a classic example from the genre: Resident Evil from 1996, evokes players with similar feelings of frustration and horror as they grapple with limited saves, pre-determined camera angles, limited ammo and carrying capacity.

(I can’t believe I got so scared of playing this then)

In the original Dead Space, players have to strategically dismember Necromorphs’ limbs, plan and conserve ammo and health packs while having the stressful urgency sometimes to get from place to place with the limited air supply. Needless to say, Dead Space was a challenging game. I recall the numerous times of cringing, writhing and flinching in discomfort while Isaac gets dismembered in more ways than he does to the Necromorphs (Watch this if you do not get what I mean: http://www.youtube.com/watch?v=aIdkR85kpKs). While not as gruelling as Demon’s Souls, Dead Space offers a refreshing respite from the dumb-down games nowadays that aims to appeal to casual gamers. Survival-horror fans rejoiced and hugged each other at the revival of the genre with their iconic Resident Evil going into the track of being an action shooter.

 (Notice the count at 75 seconds of precious air supply)

Fast forward many months later, and we see that Isaac transforming into a tired veteran and a reluctant hero in Dead Space 3. Like Isaac, Dead Space 3 is almost unrecognisable from its former self. Gone were many of the limitations that are so intricately tied to its survival horror roots: Isaac gains the fluid ability to roll, ammo and health packs are plentiful, the air supply is a amazing reservoir of 200+ seconds long from the start and the players get to easily craft overpowered weapons pretty early in the game. To take the horror down to its very bottom, you can even have a friend join you for co-op to pawn even the hardest enemies the game has to throw at you. The ambience was gone too. Isaac used to be a lone wolf navigating the echo-ey halls of Ishimura. You get the sense that he is alone and isolated, desperately trying to find ways to get to his girlfriend. Now, there’s constant communication with other NPCs that offer helpful but annoying banter to obstacles in your way (Oh…Fetch this, fetch that). Isaac became this bad-ass who can handle confidently and comfortably any shit the Marker universe can throw at him. You can almost imagine these lines from him in the franchise:

Dead Space: Isaac: OH NO! OH NOOOO, WTF IS THIS?? RUN! RUUUN!

Dead Space 2: Isaac: Oh F***! THESE AGAIN! F***! F***! F***!

Dead Space 3: Oh them…I dealt with them before. Shoot their limbs and stay off the vents. (He actually instructs the rest of the crew in the early part of the game)

It used to be hard to survive in Dead Space, now it is hard to die in Dead Space 3. The Normal mode is the old Easy, and the Hard mode the old Normal.  But the gripe is not just on the damping down of difficulty (which could easily be adjusted at any point of the game). The original Dead Space is a merciless pee-in-your-pants survival horror; now it is a Left for Dead rush of enemies aiming to swarm you in claustrophobic areas. The previous strategy of being smart on spending your ammo and relying on your handy Plasma cutter couldn’t be used this time; its better now instead to hold your position and spray ammo using various killing machines at the swarm of enemies the game predictably throws at you.

(Timer? What timer? There’s plenty of air to go around at 300+ seconds)

Fans of the series would be quick to notice two major introductions that has the potential to derail the entire “Dead Space experience”. The first being the introduction of human enemies into a survival horror genre, the second involving the usage of microtransactions to bolster resources for weapon crafting. Human enemies are not what one would expect in a survival horror game, even if it fits the story narrative. Third person-shooters like Uncharted thrives in using human enemies for their Indiana Jones feel, while Dead Space 3 leaves the player puzzled over the seeming loss of the melee Necromorph charge/jump experience from the onset. The human AI in Dead Space 3 are pretty silly too, they do not flank positions nor take cover. It feels like something thrown in simply to pander to a greater crowd.

The usage of microtransactions becomes available once the bench is activated. Microtransactions give players the potential to get overpowered very quickly at the risk of breaking the game. While the difficulty is controlled in previous editions by delivering the schematics of various guns at pre-determined points in the story, with the option of microtransactions, it would be tempting for some players to quickly make themselves overpowered by pumping in real cash (or Rations) to develop a powerful weapon early on.

What does this spell for fans looking for the very same feelings of dread in the original Dead Space? To sum it up: Disappointing. The set pieces are very much underused and I could easily come up with a few scenarios where the tension could have been made better. For example, the pile of corpses that Isaac falls into at the start of the game could all be reanimated when the Marker became active, prompting Isaac to quickly move himself to the next area or risk definite death. Later in the game, when the thrusters from the old shuttle were triggered after the launch sequence were accidentally activated, a robotic countdown could be present to get players to move quickly before the entire place explodes or gets incinerated. It’s set pieces like those that would make the heart pound against the chest, but it quickly becomes tragic when you see all of those potential moments being squandered.

How about players looking for quite a bit of fun? Thankfully, Dead Space 3 is still a very fun game to play. The weapon crafting system gives the player a Diablo-loot collecting resource hoarding feel to it. Hardcore players looking to create their own killing machines have the chance to do so at the choice of selecting previous chapters and grind/get through their Scavenger Bots at a 10 min collection time/ exchange using Rations or real cash. After creating them, players could go to a Weapon test area to test out their newest Boomstick. Players could also rely on blueprints to build pre-set weapons in the game. It’s a pretty immersive and addictive experience that should be commended simply because there are so many combinations that Isaac could play with, and this is an area where Isaac remind us of his roots as an engineer. Though the Necromorphs fail to be horrifying this time, the experience they give in attempting to overwhelm you in numbers and you flashing out your own piece of bad-assery weapon is a pretty satisfying feeling. You know that they will rush you in all angles, and you feel comforted that the piece of metal you created in your hands can chew them into pieces.

(First I craft…..)

(Then I blast! Eat this!!)

To summarise:

Good points

  • Immersive crafting system lets player get creative to make Isaac the number one Necromorph nightmare
  • Co-op play allows friends to join you to have great moments of mock horror
  • Stunning visuals and pretty good sound effects
  • Fluid gameplay and controls

Bad points:

  • Microtransactions could break the game
  • Disappointing lack of tension, horror and difficulty that betrays the series
  • Checkpoints for saving are not well-distributed. Players have to devote a long period of time from one savepoint to another.
  • Inclusion of human enemies and dreadful human AI.

I would give it a 7/10. It is decent, but doesn’t realised its potential.

 

Unfamilar with Familars? Recommendations for Ni No Kuni’s Familiars after completing the game

It is difficult not to be wow-ed by what the trusted Studio Ghibli has in store for us in Ni No Kuni. Take for example, just playing 5 minutes into the game, players would be greeted with the nostalgic cartoon cutscenes that they find so enjoyable in Spirited Away, Howl’s Moving Castle and other Studi Ghibli’s productions.

After completing the game and spending more than 60+ hours savoring every moment of it, it is as difficult not to rave about Ni No Kuni’s game as a whole. The graphics are amazing, the music lingers in your head in the shower, and the combat system challenging and strategic. That is however, not the point of this post. But before I continue, there are spoilers ahead. You are warned.

Looking back on how I could have arranged my dream team of Familiars back when Swaine joins the party at first at Castaway Cove, I wished there was a guide or something that could tell me which familiars to keep and which to be condemned in the dark dungeons of the so-called Familiars Retreat. There is a pathetic amount of guides regarding this area (there’s another link from IGN on this http://www.ign.com/wikis/ni-no-kuni-wrath-of-the-white-witch/Handy_Starter_Familiars), and the forums you go to would be touting Dinoceros like no-one’s business (which by the way, is only available for capture late game. It is very difficult to tame, but powerful as hell)

(Looks bad-ass? You bet)

The main point for having this post is this: it takes time for a familiar to get strong and evolved to match the story bosses’ you have to face. The longer they stay in the party, the higher their level and the greater tendency for them to be showered with treats that can make any human diabetic. Therefore, here are my recommendations for Oliver, Esther and Swaine for a good Familiar selection in the early part of the game:

Oliver: Hurly, Little Bighorn, Plessie/Naja (All compatible with Oliver)

Oliver is primary a spellcaster (duh!) and waving his wand to attack is only really applicable in the tutorial portion. That being said, his MP is very precious for spamming out spells and healing teammates. A Oliver without any MP is as good as a well…good-for-nothing. Therefore, it is crucial to choose familiars that do not consume too much MP in dealing damage, but rather, rely on their attack to dish out damage.

(Note that I didn’t include Mitey inside)

Don’t get me wrong. Mitey as a starter is great, but only at first. Once it evolves to its third form, the increases to its stats in both forms are dismal, and other wild familars and bosses can soon overtake it. You would then sigh in disappointment that unlike Ash in Pokemon, the “Pikachu” equivalent you are given with for Oliver actually start to suck later.

Hurly (Swaine’s Starting Familiar)

Hurly is a Milite, which is compatible with Oliver, not Swaine, even though Hurly is given when you get Swaine early in the game. I know a lot of complaints about this familiar: that it looks too ugly, it misses all the time, it is too slow. But the third form of Hurly is a powerhouse in attack later (Hurlabaloo at 377 max attack stats later and Hurlcules at 357 max attack stats later). For hardcore players, keep pumping in pies for his growth in accuracy and equip him with a Hammer instead of an Axe, and you can see his attacks connecting in big numbers later on.

Little Bighorn (Old Smoky)

Little Bighorn could be found along the path towards Old Smoky as well as at Old Smoky itself. This is the tank in the assemble. If you take a look at the Wizards’ Companion, you see that it has no weakness, and is resistant to physical attacks! This is thus perfect for boss battles when you need All-Out Defense to block against special attacks. In additional, little Bighorn uses a shield that boosts physical defense pretty well. Stats-wise, Little Bighorn and its evolved forms have average stats and serves mostly as a damage sink for your repetoire.

Plessie/Naja (Waters/Ding Dong Dell Sewers)

The last choice could either be Plessie or Naja. Plessie could be found in the waters once you get the ship to sail while Naja could be found in Ding Dong Dell Sewers. Both are excellent choices for attack stats in their final forms (Najapatra at 350 attack and Mahanaja at 343 attack, while Stressy Pressie at 365 attack and Blessy Plessie at 343 attack). While Plessie is more superior in terms of stats, Naja is more superior in attack speed. The weak point of Naja for people who are interested is in its defence; so keep putting in lots of flans and you will have a pretty good striker as Oliver’s backup.

Esther: Drongo, Napcap, Green Buncher (All compatible with Esther)

Esther is pretty weak, and the only reason why you might really want to use her is to help in support (through her songs) or to Serenade to tame a wild familiar. Therefore, you will be relying a lot more on Familiars for her, and you definitely want a good mix in her team.

Drongo (Esther’s starting familiar)

Drongo, like Mitey, is pretty good early on, but it doesn’t mean that you have to scratch it off later. It has pretty good area attacks of water and lightning later on, and proves to be a decent healer too. Pump it lots of cakes to boost its magical attack and ignore the rest of the stats.

Napcap (Golden Grove)

Yes, I can hear some exclamations there. Napcap…NAPCAP?? Are you frigging kidding me? Don’t worry, my friends, Napcap is the real deal. In terms of the highest stats gained for all the familiars, Nightcap gets 1988 stats in total, more than any other familiar. The other form, Madcap, gets 1972 stats in total, placing it second in place. Stats-wise, it is very well distributed across all of them, making Napcap a Jack of all trades. It doesn’t deal really powerful damage, but neither does it have overwhelming defense. The best for its use, is the fact it gets a pretty powerful Second Wind spell that heals all allies for quite a huge amount. That is pretty handy in a pinch. To add to its usefulness, it also has Mighty Light to support deal Light damage other than Oliver’s Arrow of Light spell. And its very fast (you should try catching it and you will know what I mean). That means you should throw it out, run around to collect glibs (not Drongo, that slowpoke) and cast spells to heal and support your characters.

Green Buncher (Found in Shimmering Sands)

Green Buncher is pretty common in Shimmering Sands, and is a tough customer when you first roam around the desert from Golden Grove. What you might notice is this: Green Buncher hits really hard and casts Stalagmitts, which then immediately knocks out one of your teammates due to its high attack stats. Like Hurly, this guy is a powerhouse (Overripe Buncher has 328 max attack and 238 defense). You would want him with Esther to balance out the MP draining peeps like Drongo and Napcap, and not to get stuck with another spell-intensive familiar to dish out damage when her MP is going to zero. Alternatively, you would want him to use Belly Buster to deal massive Damage to a boss. For people using Green Buncher, the only few qualms about it is its weakness to fire and it’s slow speed. Later in the game, use Hot-Blooded Badge (increases movement speed) together with Fire Seal to mitigate its weaknesses, and feed it lots of pies to boost its accuracy and you will see this guy shining more and more in Esther’s team.

Swaine: Thumbelemur, Monolith, Clubber Cub/Sore Boar (All compatible with Swaine)

Swaine is primarily a rogue/thief character (that almost every JRPG must have: Rikku, Zidane etc) that excels in using Mugshot to steal items from enemies. Other than that, his shots are pretty useless as most bosses are immune to status effects anyway. His use is again to support Oliver primarily as a healer/tank using his familiars.

Thumbelemur (Given to party)

Thumbelemur is given to you pretty early in the game by Little Tommy Stout and is perfect with Swaine. It is very good with evasion, and with the mantle given to it, it becomes the God of dodging. This makes attacks to it miss most of the time and makes it a decent fighter in the early parts of the game. The main draw of keeping this little fella around is to morph it to Aye-Aye Catcher, which let you learn the trick Upsy Daisy to revive fallen allies in battle without using any items (trust me, you will be casting this pretty often, especially in the Solomon Trials).

(Don’t you wish that you have Upsy-Daisy now?)

Monolith (Found near Castaway Cove)

I love this guy. I really do. This guy has saved the entire team in a boss fight more than once. Boasting a whooping 402 defense stats as a Neolith or Paleolith later, this guy is a walking Great Wall of China. But it doesn’t just hop about in the battlefield hoping for the boss to notice it. At an early stage, it learns the Yoo-Hoo trick that calls enemies to itself (think of it as Taunt). Bosses, wild familiars, whoopee-doo Bounty Hunt monsters would drop everything they have to start whacking your Monolith, only to find the damage shown as 1. 1….Yes you read it right. It perfectly complements the rest of the team because Oliver would act as the main damage-disher, with Esther spamming it with spells from her familiars while the boss focuses on your little Monolith. To make good use of it, give it cakes to boost its magical attack and you can see it as a secondary spellcaster. Additionally, equip it with items that boosts its stamina so that it can stay in the battlefield longer (The AI tends to let it stay in the battlefield till its stamina runs out).

Clubber Cub/Sore Boar (Shimmering Sands/Golden Grove)

There is a time when you have to give an All-Out Attack command and you wish that Swaine has a powerful attacker on his side. There you have it, Clubber Cub and Sore Boar are decent attackers ready to dish out powerful damage to the crowd. Clubber Cub eventually evolves to Elegantiger, a Wolverine-like familiar that is very fast in moving and attacks very quickly too. Like Naja above, the weakness is in its defense. Switching to Clubber Cub usually results in a huge HP drop when it gets hit, making Clubber Cub more of a guerille hit-and-run kind of play. To let it survive better, later in the game, it might be good to equip two Ironclad Badges to it, boosting its defense and magical defense by 60 each. For Sore Boar, its stats are a lot better but the danger lies in its inaccuracy. Therefore, feed pies to it and rely more on its Belly Buster to hit hard on boss fights. A Full Boar/Hyperboar is pretty deadly with its physical damage and is something that you definitely not want to mess with.

So there you have it. A dream team if I must say for early game captures that can last you the entire game. Got a better team that works for you? Feel free to comment below!

Get the Ni No Kuni at GameTrader.SG here.

Who’s working in the game industry now – College Graduates or Talents?

Long gone are the days when video game enthusiasts were game developers. So now parents could pay their kids to be a game developer. Parents could say: “Hey son if you want to be a game developer, you don’t have to play videogames, I can just pay some money to put you in an animation school, then you’ll be a game developer!”. Son would say: “Sure, dad! Whatever you say, it’s your money. I’m top student at my high school, I can get 4.0 GPA anywhere in anything! ”

Enrolls into University of California: Los Angeles Game and Design school
Tuition fees – $30 000 USD per year (Dad: Don’t worry, that’s cheap son! I can pay for you. Just focus on your studies)

Graduated.

Employer: “Oh, wow, this kid got 4.0 GPA, he must be really good at gaming, he must know how to develop games like Hideo Kojima!

Me: Yeah right.

There is a difference between college graduates and talents…

Back then game companies and game developers used to come out, out of nowhere.
Hideo Kojima is one of those guys that came out of nowhere back in the 90s. He made these games when he was just starting out…

Policenaut

Penguin Adventure

Before he made this

Metal Gear Solid 2: Sons of Liberty

Did you know that the videogame industry today was actually an industry that’s born out of film and television? Final Fantasy and Metal Gear Solid, the two biggest name the whole world of videogaming were made by individuals who got involved in a career in filmmaking. Where else do you think the extraordinary storylines that you have enjoyed with your mouth and jaw dropped to the floor came from?

The thing is, back then, there were little or almost no undergraduate or graduate schools for animations or game design that could take students directly into the industry. But people were making videogames BETTER THAN NOW!

Hironobu Sakaguchi ( Final Fantasy Series ) dropped out from university and had a long time career as a film director at first before setting his foot into the gaming industry.  Back in the 1980s he was studying electrical engineering at Yokohama University before becoming a part-time employee of SquareSoft. Now you guys tell me, if any game company today would hire a non-game non-animation school college drop out for their company? Heck no, they would probably think the guy wouldn’t even go anywhere with his ideas. Yeah right, to them.

Hideo Kojima was studying economics in university, was making 8mm films with his friends and wanted to be an artist and an illustrator at first. But he ended up working for the home computer division of Konami early in his career.

There was no American Dream in Japan, but these guys sure had a dream. We can clearly see that this unique filmmaking aspect of the Japanese videogame industry is the primary driving force behind the amazing story-telling of Japanese video games. Parasite Eve and Xenogears  are also an example .

Amy Hennig, creator of Legacy of Kain: Soul Reaver was also an example of a film graduate working in the videogame industry. She graduated from University of California Berkeley in English Literature (Take that game industry air heads!) and also enrolled herself into San Francisco State University Film School before getting hired by Atari to develop the game ElectroCop.

Legacy of Kain: Soul Reaver 2

Legacy of Kai: Soul Reaver 2

ElectroCop

ElectroCop

I guess her English lit major did influence the middle age environment and situation that Raziel, our lead character for Legacy of Kain: Soul Revear, is in.

Here’s something interesting…

Me: So tell me if 4.0 GPA in film or economics have anything to do with videogames?

Employer: Errr…..aaaaa…..I’m only looking for 4.0 GPA college graduates that studied in Game Design School.

Me: Yeah right. Like you even know what you’re talking about.

Yeah, so nowadays there are numerous schools, almost every university has an animation and design course that can take people directly into the game industry.

But what happened here? What’s with all the extensive resources nowadays but these new graduate guys nowadays are only making videogames that were made by guys from before? L.M.A.O.

So here’s for you guys to figure out, if these film graduates back then were making videogames with cool storylines like Final Fantasy and Metal Gear Solid.

What kind of storylines could our straight-to-the-industry graduate boys come up with?

Resident Evil: Operation Racoon City

Resident Evil: Operation Raccoon City

Heh. The storyline nowadays
You guys know what it tastes like? It tastes like this

Chrysanthemum Tea, the worst drink you could ever find in South East Asia
They sell it for cheap so that at least some kids could get a drink at a school carnival
Yuck!

Another issue that we would like to tackle is:

Recycling of Senior Game Developers

Hey, just because the guy made a few hit games or made 20 games before doesn’t mean that he can make another 5 hit games in the future? The situation’s changed by then.

That’s probably the reason why we have so many first-person shooters nowadays.

Because every game company are trying to use the same formula developed by someone else for their own success. Have these guys ever thought that the one formula might have worked exclusively for that person or that game only? It’s like trying to put a formula one racing car tyre on a family car. Just because it’s proven for racing doesn’t mean that it can fit into a family car. A formula one tyre doesn’t fit into a family car, HELLO!!!

What we need in the game industry is fresh people with fresh ideas! Screw game design school, screw resumes! Game companies should take in the best people!

It’s not that these game design school guys don’t have the talent, but most of these guys don’t have talent for game developing, they just have a lot of money to go to a game school!

So games, until we can see some talents, we are never ever ever ever, getting back together.

PS: same goes to the movie industry as well, they just want the completed scripts from mainly film school graduates even though its sucky. 10 pages of a blockbuster hit movie, or 100 pages of a crappy movie guys??

 

 

First Person Shooters: Where is the Game Industry Heading?

Call of Duty: Modern Warfare

Call of Duty: Modern Warfare

Remember those days when third-person shooters ruled the world? What happened to those days? Did the industry forget them? Did the industry left it behind because of money? This article is written for you to get an understanding of this new phenomenon.

Everywhere you see now are first-person shooters, we have Call of Duty: Modern Warfare, Call of Duty: Black Ops, Call of Duty: Black Ops 2, Halo 4, Far Cry 3, Heck, we also have games that are not supposed to be a first-person shooter crunching and squeezing into the first-person shooter genre, like Resident Evil: Umbrella Chronicles and Resident Evil: The Darkside Chronicles.

Back then every game you play has its own feel. The unique traits that makes every game, a game of its own. The reason why we all love videogaming.

 

Back then we had great platformers like Crash Bandicoot…

Crash Bandicoot

and

great action games like Zone of the Enders,

Zone of the Enders

and great RPG and Beat’em up games like Xeno Saga,

xenosaga

 

The 128 bit consoles offered an array of excellent games from many different genres, despite it’s lack in graphic quality.

That’s right, DESPITE it’s lack of graphic quality. The in-game jaggies actually brought you guys more fun than the 20x anti-aliasing they have nowadays

So, what happened to those games?

Ubisoft’s managing director for Ubisoft Toronto, Jade Raymond said recently at the Game Developer’s Conference 2012, that the game industry is going towards an unhealthy commercialization of first-person shooters. The producer of the Assassin’s Creed series lunge over the industry’s favoritism over the first-person shooter genre and criticizes the abundance of the narrowed genre in the game market.

“I don’t know when we decided as an industry that in order to sell five million copies of a game you have to make a Michael Bay film. There are other options.”

She further explains,

“More and more people come to me at Ubisoft and say, ‘I love games. I came into this industry with so many ideas. But I can’t continue to make shooters over and over again. I’m not even in line with the messages.’ I have that meeting a lot these days. Yeah, it’s time to give our teenage medium a kick in the balls.” – Jade Raymond

We need to get her voice heard!

To inform you guys on how this all happened,

It all started with Resident Evil: Survivor

Resident Evil: Survivor

That’s right, that damn game that started all this crap.

Resident Evil: Survivor (1999) was one of Capcom’s conversion from a popular third-person game title to first-person one, it’s their beta-test. Capcom saw the potential of the first-person shooters market due to the global hit of first-person shooters back in the late 90s with games like Half-Life and Counter-Strike hitting homes like crazy. And because Resident Evil at that time lacks in mobility and flexibility towards the controls of the characters in the Resident Evil environment, they realized that some gamers might tend to avoid the Resident Evil series because they don’t know how to control it. So they started the test-run on the Resident Evil games to see how the response would be like if Resident Evil was made into a first person shooter. Is it more scarier? Is it more daunting? Ooo, those were the questions of the guys back in 2000. The new millennia.

Capcom Guy 1: Hey, it’s the new millennia guys! We’ve gotta start something new!

Capcom Guy 2: Like what?

Capcom Guy 1: Like Resident Evil in first person view!

Capcom Staffs: WHOAaaaaaaaa

 

Another game that was not so crappy, but lead the scene for the innovation of many crappy craps is Splinter Cell…

 

Splinter Cell

Splinter Cell’s over-the-shoulder camera, which is a mix of third person plus first-person view, was a revolutionary invention in the game industry at that time. And it was Splinter Cell’s unique trait of being a game of its own, marking a new revolution in game-making in 2002. However, many game producers later started mass-producing and mass marketing their games using the same formula for almost every game that they released later in the industry!

And now it’s like every game company is telling their developers and designers, which are most probably filled with university graduates by now that are famous for their ‘do as told’  traits , to “Do over-the-shoulder camera for our games! Like Splinter Cell! A.S.A.P.!.”  And these robotic non-genuine product of university just nod their heads “Yes, Sir!” and started munching their way through the development of these games like how they revise for their exams that’s filled with recycled information.

Talk about “Made in University”!

Back in the 90s and early 2000s, every game has its own feel. Even the first-person shooters.

Rainbow Six 3: Raven Shield

Rainbow Six 3: Raven Shield

Counter-Strike

Counter Strike 1.6

Now try to match that with the first-person these nowadays

Crysis

Crysis 3 Gameplay

 

 

Far CryFar Cry 2 Game Play

 

Call of Duty: Modern WarfareCall of Duty: Modern Warfare 3

Can somebody tell me if these three are actually the same game just with a different storyline?

 

Mostly first-person shooters?? This is Crazy!! They make first-person shooters more than what people even demand for. It just shows that the industry is only looking to make money out of something. And what’s with the easy one-straight road gameplay for the first-person shooters nowadays? Call of Duty: Modern Warfare 3 was a disappointment, they made the game terribly easy so that they could get more audience in the game (mainly super young audiences and older adults) to play the game. It’s just like how a radio station would give out TERRIBLY easy questions like, “How much is 1 + 1 ? ” Just to get a lot of listeners to call in, so that they will SOUND more hype. And sometimes when you listen to these radio stations, How the heck did everyone win a prize? That’s like cheating their way.

Here’s a good word from our guy from youtube:

 

“I feel like we’re in the era of video games where everyone’s continuously producing remakes of the same game. I’m hoping that we can get more companies out there that are willing to break that mold and bring something revolutionary because all we’re getting nowadays is just another Mario, or Zelda, or Call of duty, Halo or Uncharted 🙁 ” – Crystalshine777

 

Let the users be heard!!!

So what happened here?

What happened is that….every game company is using the same algorithm to develop new games. Come on, be original !

The videogame industry’s creativity have somehow came onto a halt because of this move by the game industry.

What we need is passionate game industry experts, not people with degrees, not moneyheads, but people with the creativity and the extraordinary talent to create and innovate great videogames for the future.

 

Footnotes

http://www.shacknews.com/article/72808/ubisofts-jade-raymond-on-making-blockbusters-with-more-meaning

http://gonintendo.com/?mode=viewstory&id=177179

 

If you have any critiques please email the author at

johan@gametrader.sg

 

War, War, War: The Game industry an associate of the US military?

Afghanistan

Resident Evil 5 is now about War as well? Heck, what in the world? A horror game turned into a war-horror game

Check out the new sequel to RE5, Resident Evil 6, now world war has gone global, with China in the market? Of all places why China? Just because Google and Walmart starts manufacturing clothes in China it doesn’t mean that they have to put Zombies there too?

[ Insert picture of Zombies in China from RE6]

[ Insert picture of Walmart in China ]

 

[ Insert picture of Zombies buying Clothes at Walmart in China smiling ]

Well, I guess it’s gonna be like this now?

 

Defining Mobile Gaming

The Beginning

Ten years ago, if you ask anyone what mobile gaming is and they would probably think you are referring to the ‘Snake’ game on their Nokia phones. Java game  came next with the release of color phones (for the younger reader, yes phone use to come with monochrome screen – see picture below) and little developer house started to mushroom developing these cool java games. Around the early 2000s,  the Symbian OS becomes dominant and a good number of Symbian games sprouted out amongst the java games.

Nokia’s N-Gage

Mobile gaming took off fairly quickly in Japan. By 2003, there were already a wide-variety of games available on the Japanese handset. For the rest of the world, we have Nokia N-Gage at that time. It was one of the first Mobile Device dedicated for gaming. However, with it’s high price tag and limited library of games, N-Gage didn’t really take off. Ok, try naming 10 popular titles from N-Gage. Erm Tomb Raider, Rayman…? Now name 10 popular games from Nintendo GBA. Pokemon, Legend of Zelda, Wario…You get the point.

Furthermore, portable gaming devices such as Game Boy Advance greatly outsold the N-Gage at that time. People still prefer to have a separate device for gaming. So Nokia decided to stop producing handsets dedicated for gaming and instead overhauled N-Gage changing it into a gaming service compatible with several of its smartphone such as Nokie N96 and N85 by 2007.

Rise Of Touch-based Game on iPhone and Android

When iPhone came out in 2007, mobile games started to take off. It gave birth to companies like Rovio (makers of Angry Bird) and HalfBrick (maker of Fruit Ninja). Casual gaming is brought to a whole new level.

The entire keypad is removed. So playing games on mobile is via the touch screen which in some sense remove the barrier for the casual gamers who are not used to the idea of playing with a game pad. My mum can’t handle a PS3 controller but she plays Angry Bird with ease on her iPhone, swiping and launching bird off the catapult.

The PlayStation Phone!

Meanwhile, while every one is happily playing games on their touch screen Android, iPhone and iPad, gamers like me who is used to playing games on physical controller has to carry two devices with them, a PSP and a mobile phone. So when rumours of a Playstation Phone surface way back in 2006, I was excited about the handset. However, it took a while when Xperia Play finally launched in Singapore last April in 2011. Finally a handphone with a dedicated solid buttons for gaming! Not to mention the all familiar PlayStation X/O/Square and Triangle button!

The Xperia Play (Aka, the PlayStation Phone)

What we love:

The gamepad! The D-pad and all-familiar PlayStation buttons will make any PlayStation Fan (myself included) feel right at home! While I have a bit of problem with reaching my finger out to the shoulder button, overall, the keypads and buttons feels really good for the hands.

The speakers of the phone, to our surprise, produces quite good sound quality as well!

What we don’t like:

Instead of two analog stick found for PS controller, Sony placed in two circular touchpad. When I tried playing games with the touchpad, I find it a bit cumbersome for us as we need to slide over it a couple of time to turn our characters around or sometime the in-game camera will spin around too quickly for FPS game. It doesn’t work that well.

The 4-inch LED-backlit LCD screen, well not stellar, should be good enough for most people. However, with iPhone’s Retina Display and Samsung’s AMOLED,  this older LED-backlit screen seems to lose it luster of yesteryear.

Games

I got a chance to try out some of the games on a Xperia Play. Among them were PES 2011, Minecraft and Battlefield Bad Company 2. While the game library isn’t impressive at the moment, with the device being PlayStation certified, there is a chance that more classic PS games may start to surface for Xperia Play. Love to be able to replay FFXII on the Xperia Play!

PES 2011 on Xperia Play is definitely a better playing experience than on a normal Android phone which lacks the keypad. Playing PES2011 on a standard Android Phone which uses a on-screen keypad is really a nuisance as my thumbs block out about 20% of the screen. Ok may I have fat fingers but I am just not a fan of on screen keypad. On the other hand, the Xperia Play’s entire suite of buttons really improves the experience for PES 2011. . At times, you would feel that you are playing a PSP only to realize that you are playing on the phone when someone calls you and the phone rings. However, the touchpad were really quite bad for playing the game and I end up using the D-pad.

When I was playing Battlefield Bad Company 2, I  had problem with the two circular touchpad again. Either I move too much to the left, or my crosshair just have problem going to where I want. This is the major complain that I have. Other than that, after playing it for a while, I got a hang of it and the game play gets better.

Cloud Gaming

OnLive on Xperia Play! For those who don’t know about OnLive (it is currently only available in the US and UK), it is a cloud gaming solution. Basically, with an internet connection, you can get to play titles like Assassin’s Creed Revelation, L.A. Noire on your mobile devices. In cloud gaming, the servers in the cloud do the hard work of graphic processing while delivering the rendered results as a streaming video to your connected devices. Your mobile devices simply act as an input device, of which your inputs are sent via the internet, and a display.

Although OnLive is already on Android, having it on Xperia Play would mean that you can play your favourite console games with a decent gamepad on your mobile! Isn’t it cool? While the only thing is that it is not available yet in Singapore. Keeping our finger crossed on that one.

Last word…

Gaming on your Mobile Phone has come a long way since the time of playing Snake on Nokia Handset. With better graphics and processing power that are inbuilt in today’s modern smartphone, gaming on your mobile phone is now gaining pace. Furthermore, people are spending more time now with their smartphone.

With PS Vita now released, there are times when I just wish Sony could smack in a GSM module into the beast and have cellphone functionality for PS Vita. Well waiting for that to happen, Xperia Play would be a good choice for Android users who is keen on a better gaming experience.

Perhaps for the casual gamers who are happy with smashing the angry birds or slashing fruits with their finger, a standard touchscreen Android Phone or iPhone should satisfy your mobile gaming needs.

Fan-made Call of Duty Modern Warfare

This is an extremely realistic live-action fan-made trailer for Call of Duty: Modern Warfare. For a moment or two, I thought it was another edited video of shots that are ripped off from the game but hell no! This is a real live action video! The camera angle, actors, scene and everything feel almost like the real game. Ok maybe the actor for Colonel Shepherd is needs a bit of workout. Most of the scenes are just too familiar to gamers who played COD Modern Warfare 1 and 2.

This video is so close to the real thing that some people actually believe that it is a teaser for the upcoming COD: Modern Warfare 3. To be honest, I will totally believe it if I had not known that this is a fan-made video. While no release date has been confirmed for COD: MW3, do not expect the title to be released anytime soon. We will provide you with any updates as soon as we get it. Subscribe to our new twitter page to get the updates.