Late Night Consoling
by Chris Remo, May 02, 2006 8:30pm PDTI came to an odd realization yesterday. Years of constantly playing games of various eras, new games followed by ancient games (relatively speaking) followed by fairly recent games and so on, have left me with practically no barometer for how a game ranks in the technical visual arena. If a game looks inconsistent or bland or derivative, sure, I'll pick that up; those are things I look for unconsciously. But in terms of the technical bits, I think I just have absolutely no frame of reference anymore. I see people say that they can't stand to look at some game from 1999, and it's difficult for me to wrap my head around that. Same goes with new games. I mean, obviously I'm aware of what a new game looks like--I'm not trying to claim I don't follow current games, quite the contrary, sometimes it feels like that's all I do in my life--I just don't have the faculties to really rank their visual nuts and bolts. People on forums (such as the one we've got here, but also others) sometimes put down games for being not next-gen enough or for looking completely dated, and frequently I just don't see it at all. This isn't deliberate on my part. I saw screenshots from the upcoming Culdcept Saga for 360 last night on the Gaming Age forums, and there was a thread full of people criticizing them. They looked perfectly fine to me. Members pointed out how the game has simplistic shadows, and subpar trees, but even after I was aware of those things, I just couldn't convince my brain to actually say "This looks bad." I mean, it's Culdcept for crying out loud, it's not going to be pushing any graphical envelopes and it doesn't need to. There really isn't any possible way a game described as Magic The Gathering meets Monopoly could meaningfully (or even noticeably) be improved with better shadows. It's not just with high-concept stuff like Culdcept either. This happens to me all the time. I find myself consistently unable to objectively judge a game's visual quality on a technical basis. It's a funny thing, too, because good art direction and color design and so forth are things I really value in games. Completely without effort on my part, and for better or worse, those elements and the technical side of games' visuals have completely divorced themselves in my mind. I guess it's lucky for me that my job doesn't include grading graphics on a ten point scale.
- Just a few weeks ago, Electronic Arts semi-announced a very secret game called Project Gray Company. Today, the company more formally announced another title which it says has been "kept top secret for the past year": Army of Two, a political thriller action game from EA Montreal, focused around two-player cooperative play. EA Montreal honcho Alain Tascan, also serving as executive producer on the project, notes that the game is "EA's first original title for next-gen systems"--implying, for one thing, that it will ship before Project Gray Company. Army of Two thrusts the player into "political turmoil and a conspiracy so vast it threatens the entire world," always accompanied by a companion that can apparently be either a human partner or an AI-controlled NPC, depending on whether a buddy is available. The announcement constantly stresses the number "two," indicating that the two-player dynamic is a crucial element of the game experience. EA Montral's Army of Two will ship some time in 2007 for PlayStation 3 and Xbox 360.
EA Announces One Game: Army of Two
[ps3] [xbox360] - At last year's Tokyo Game Show, Ubisoft revealed early details of a game then referred to as Project Assassins. Today, that game was formally announced as Assassin's Creed, a PlayStation 3-exclusive action title the press release was sure to position as merely the first in a new franchise. Assassin's Creed is set in 1191 AD during the Third Crusade, with the player acting as a member of the enigmatic Assassins determined to put a stop to the conflict by taking action against both sides. "Assassin's Creed is going to push the video game experience as we know it today into an entirely new direction," said Ubi Montreal CEO Yannis Mallat. "Assassin's Creed's compelling theme and storyline experienced through the next-generation console will captivate audiences and affect them on the same level as an epic novel or film." Ubisoft's Serge Hascoet noted that this game is part of Ubisoft's current plan to introduce three new game brands every two years; the company recently unveiled another new franchise, Red Steel, suggesting Ubisoft is well on its way towards fulfilling its goal. More on Assassin's Creed will be shown at E3. The game is expected to ship in 2007.
Ubisoft Proclaims Assassin's Creed
[ps3] - Codemasters announced today that it has acquired the publishing rights to Triumph Studois' Overlord, a fantasy action/adventure in development for Xbox 360 and PC. The player takes the role of the legendary Overlord, traipsing through a twisted world that darkly parodies traditional myths and tales. At the player's command are Minions, creatures that can fight or perform other tasks in servitude to the Overlord. The press release promises that the player can decide "how bad they want to be in order to succeed...evil or really evil!" Triumph Studios' Overlord is expected to ship in summer of 2007.
Codemasters Present Overlord
[xbox360] - Sega made the latest of its pre-E3 game announcements last night, and now the company has revealed that Pseudo Interactive will be developing Full Auto 2: Battlelines exclusively for PlayStation 3. The original Full Auto was released just a few months ago on Xbox 360 to mixed reviews. Sega promises that the sequel has been "combat-enhanced and re-designed" to take advantage of the PS3 platform. It will feature 25 different vehicles, 20 weapons, and 20 tracks. "The gameplay innovations of tactical destruction and team multiplayer vehicular mayhem combined with the tremendous power of Sony's PLAYSTATION 3 console makes this sequel truly the next generation of combat racing," said Sega's Scott A. Steinberg. Full Auto 2: Battlelines will be shown at E3. The game does not yet have a projected ship date.
Sega Announces FA2 on PS3
[ps3] - Following yesterday's informal announcement of Metal Slug Anthology for Wii, SNK has now officially confirmed support for both Wii and Nintendo DS. With that confirmation comes the announcement of SNK vs. Capcom Card Fighters DS (DS), the company's first game for Nintendo's latest handheld. SNK vs. Capcom Card Fighters DS is a new game in the Card Fighters franchise, with over 300 cards featuring characters from the two well known studios. Neither title has a projected release date, but more information will be revealed during E3.
SNK Battles Capcom With Cards
[nintendo] [ds] - Microsoft is gearing up for E3, as well as bolstering its Xbox Live services for good measure. Today, following some extended downtime of Xbox Live for maintenance, Xbox.com has relaunched with greater functionality for Xbox Live gamers. Now, Gold and Silver members can read messages through Xbox.com, and Gold members can send them as well. Even if you don't pay for Xbox Live Gold, you'll have access to it next week, as Microsoft is reprising its Verizon-sponsored Xbox Live Free Gold Weekend event to cover all of E3 week. During this promotional event, Microsoft will also be serving up Xbox 360 content from E3 straight over Xbox Live in the form of downloadable demos and trailers. So far, nine games have been announced to have either a demo or trailers released next week: - Crackdown - Dead or Alive Xtreme 2 - The Lord of the Rings: The Battle for Middle Earth II - Lost Planet: Extreme Condition (expected to be a demo) - Moto GP '06 - Sonic the Hedgehog - Splinter Cell Double Agent - Test Drive Unlimited - Viva Pinata But that's not all: Xbox Live Arcade will see the release of immortal card game UNO, and there will be a variety of other downloads and promotions going on throughout the week. European gamers will also be able to participate in the Adidas-sponsored Xbox Live Football Free-For-All, consisting of various soccer-themed online events. See Xbox.com for more details on all of Microsoft's E3 week activities.
Human Energy at E3
[xbox360] - Last month, Eidos revealed that Crystal Dynamics' Tomb Raider: Legend would be coming to GameCube later in the year, following the previously announced versions on PS2, Xbox, Xbox 360, PSP, and PC. The publisher has now extended support to reach the remaining two current Nintendo platforms, Nintendo DS and Game Boy Advance, as well as officially confirming the GameCube release. "There are a host of new and exciting features for Lara on the Nintendo platforms," said Eidos' Kathryn Clements. "With the stunning graphics of the original games optimised to Nintendo's platforms, Legend will further extend the reach of the Lara universe." Tomb Raider: Legend will be released for GameCube, DS, and GBA this fall.
Lara Raids Nintendo Platforms
[gamecube] [ds] [gba] - Last year, when ailing publisher Majesco was reorganizing its corporate priorities to stay afloat, it dumped some of its high profile development projects, including the game adaptation of the upcoming Ghost Rider film adaptation, being developed by British studio Climax. Apparently, that project was picked up by Take-Two subsidiary 2K Games, which announced the publishing deal today. Ghost Rider promises to deliver players various types of gameplay suited to the Marvel comics character, including hand to hand combat and motorcyle action. The press release states that the game is in the works for "console and handheld systems," but does not specify any further. Assuming the development situation hasn't changed since Majesco was handling it, it should be set for PlayStation 2, Xbox, and PSP. Ghost Rider is slated to ship alongside the film's release next February.
2K Games Catches Ghost Rider
[ps2] [xbox] [psp] - Looks like yet another publisher is jumping on the episodic game delivery train. Atari today announced that the upcoming Alone in the Dark (X360, PC) being created by Test Drive Unlimited developer Eden Studios will be using an episodic model. Unlike most currently announced episodic titles on the PC, which tend to run a few hours each in length, Alone in the Dark will adhere more closely to a television-like model, delivering 30-40 minute chunks of gameplay distributed over a season. The decision may have been partly influenced by Microsoft's desire to keep downloadable game content on the Xbox 360 in bite sized chunks. Each episode will include a video recap of the previous episode, and will be finished off with a video teaser of the following episode. Neither a pricing structure nor a release date has been revealed for Eden Studios' Alone in the Dark. Expect more to be announced at E3.
Alone in the Dark Goes Episodic
[xbox360] - Activision has announced that Infinity Ward will be providing nine new multiplayer maps for the Xbox 360 version of Call of Duty 2. Two maps set in Germany, Vossenack and Wallendar, will be released for free next week, alongside a Map Pack that will be sold for 400 Microsoft Points ($5) via Xbox Live Marketplace. It will consist of two more maps: Kalach, Russia and Beaumont-Hague, France. This will be followed in July by the Invasion Pack, which will include five more maps for a price of 900 Microsoft Points ($11.25). The Invasion Pack contains: - Antoville, France (Crossroads) - St. Louet, France (Newvillers) - Amaye sur Seulles, France (Normandy) - Alam Halfa, Egypt (Decoytown) - Rostov, Russia (Harbor)
More Maps, More Maps, Come on More Maps
[xbox360] - Yesterday, Namco Bandai revealed its Xbox 360 and PlayStation 3 lineup for E3, comprised of four titles. Today, it announced the rest of the games it currently plans to show, which substantially increased the size of the list. It includes such titles as Xenosaga: Episode III (PS2), Tales of the Abyss (PS2), Ace Combat X (PSP), Hellgate: London (PC), Warhammer: Mark of Chaos (PC), and more. For the complete list, check out Namco Bandai's press release.
Namco Bandai Finishes Announcing E3 Lineup
[ps2] [xbox360] [nintendo] [psp] - If you're a DS owner and you haven't yet picked up NST's Metroid Prime Hunters, now's the time to grab this handheld online shooter. Nintendo has just launched a promotion giving away a free Nintendo DS Rumble Pak with each purchase of the game from participating retailers. The Rumble Pak is shaped like a Game Boy Advance cartidge and sits in the DS' GBA cart slot. Usually included with copies of Metroid Prime Pinball, it is also supported in Mario & Luigi: Partners in Time and, of course, Hunters.
I Was Born a Rumblin' Man
[ds] - Music 4 Games has an interview up with longtime Bungie composer Marty O'Donnell. They discuss the two Halo 2 soundtrack albums that have been released, featuring the music of O'Donnell and writing partner Michael Salvatori. Gaming Horizon chats with a Namco Bandai rep about CyberConnect2's .hack//G.U. (PS2). GameSpot has a whole bevy of previews and first looks in the runup to E3. And hey, so does IGN! GameSpy is in on that as well.
Misc. Q&As/Features
Daily Filter: Planetside 2, Deadlight
Weekend PC digital deals: strategy-o-rama
38 Studios, Harry Potter Kinect - Shacknews Daily: May 25, 2012
Minecraft for Xbox 360 dev working on 'Adventure' update
Demon's Souls servers extended again
Comments
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I think that the longevity of a game has to do more with art direction and genre than the actual graphics technology. Adventure games, RPGs, side-scrollers, and most top-down games work. Shooters, and other first-person games that strive for photorealism don't hold up well at all. I'll give some examples of what I'm talking about.
Side scrollers: The early SMB games are undoubtedly classics, but the very monotonous gameplay of SMB1 renders it a little tedious for me now. All the levels are put together differently, but there's very little variety, and the challenges require faster reflexes rather than a different approach. As a gamer, I've grown beyond that kind of gameplay.
On the other hand, SMB3 and Super Mario World (and to a lesser extent, SMB2) are super varied, and require both better reflexes and different approaches to puzzles to succeed. I still play both on my DS regularly, 15 years after my first exposure to those games.
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The Zelda example: I think that A Link to the Past is the best Zelda game. However, Minish Cap is my favorite. Both games have brilliant art direction and art that will hold up for a long time. However, I don't have the patience to play ALttP to completion now because of some technical limitations with the way the games save system works. Remember clearing an entire dungeon, then dying when the boss was one hit from death? Remember having to reclear the dungeon over and over again, just because the game didn't allow you to save right before the boss monster? That kind of shit flew when I was 13, but I don't have that kind of time anymore.
Minish Cap's dungeons are both more challenging and less frustrating, because there are two save points in each one, one half-way through the dungeon, and one right before the boss. I'm not going to play ALttP again because of gameplay frustrations.
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On to the polygon era, where I'll talk about N64 games. Many games from the mid to late 90s strived for photorealism, but the hardware wasn't close to capable of it. Super Mario 64 has a unique, exciting, fun visual style that will stand up to the test of time. Its brightly colored polygons don't make you squint to kinda-sorta see that those 80 pixels are someone's face. Everything's over-exaggerated, and very pronounced.
To contrast, take a look at Goldeneye and Perfect Dark for the N64. Both tried to create the real world, but the low polycounts force the gamer to really look to actually see characters, real-world objects, and locations. They did a great job for the time, and they worked because we weren't used to, or expecting anything better. All three of these games used the same hardware, but our kids are going to look at the bunch of pixels on-screen that makes up Goldeneye and wonder wtf they're looking at.
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Other genres hold up better. 2D adventure games will continue to work, if the gameplay and story are good. Tempest and Ms. PacMan are every bit as fun and challenging now as they were 20 years ago. As an audience, we've become more sophisticated, but good ideas are still good ideas, and fun games will remain fun games.
TLDR: Games that use graphics as a crutch will suffer over time. Good art direction can make up for technological limitations. It's difficult to take anyone seriously that judges a game based on graphics, rather than its entertainment value.
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consoles going from intellivision, nes, snes/genesis, playstation/n64, riva 128/ 3dfx...
so for me graphics are an evolutionary part of it all. when the graphics aren't breaking ground I start to feel like something's not right, because one big constant has been their evolution in games. when that's not happening I just feel like the developers have lost their love for what they're doing... there should be no dumbing down at any point, because that's regressive isn't it? I especially don't like companies that target a low hardware standard to not have to make a good enough game to convince people to upgrade. cheap trick and easy money imo.
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Man what?
I also recall around 6 or so months before Mortal Kombat: Deadly Alligence came out, a screenshot was released showing Scorpion kicking Shang Tsung. I recall several shackers writing the entire game off as crap because of one shadow on Scorpion's foot. ...Buh?
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I'm telling all you people right now, one week before E3. It's ALL going to be about Post Processing Effects. You're not going to care one bit about how many polygones a game can push, or how high the AA can go. All you're going to care about is how good the filters are that are applied to the game.
And if a next-gen system can include the filters into say..a custom graphics chip..well...
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As many people have already said, there are many games that are timeless graphically - they will look great 20 years from now just because of the graphics style and direction. Another World is a frequently cited example, and is especially relevant thanks to the recent re-release. Other more recent games have aged very quickly because the graphical sheen they once had has faded in comparison to new technology, and so the lack of artistic vision shows through.
Actually though, I really hate when a company shows of a game that tries to be realistic by having fancy graphics, but doesn't bother to back it up with all the small details that make the real world seem real - the things most people don't even bother to think about.
The previous company I worked at was making a game set in WW2 Berlin, and the bosses would always tell the press how realistic it was (despite having shit graphics and art direction) and how the recreation of Berlin was so good it would be possible for someone who lived their during the end of WW2 to find their way around the game. This was a huge load of bullshit, as the maps were created from scratch using only basic reference, and the street layouts were based on modern day streetmap.de and modified to suit gameplay/technical limitations set by the producer/designer. There werea handful of modelled buildings with interiors that were cloned around the levels, and most of the others were facades with textures which were common to levels throughout the whole game. It was a total joke, yet people bought into this shit and many reviews claimed it to be a highly realistic Sniping simulation. It was a highly effective marketting mirage - as is so often the case these days - especially with WW2 games it seems.
Damn I could go on and on. Your ramblings are starting to make me ramble =/
Give this man a raise steve
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Day of the tentacle still looks great (no, I'm not being a fanboy - sure it's low res but it LOOKS GOOD)
Half life 1 still looks good - it's the way textures line up, the floor texture - the way it looks like a REAL ROOM you could be in, albeit a lower res version.
It's the art direction, not the wanky features.
Another World looks quite good still, things kind of blend in.
To be honest after recently playing Chrono trigger (first time) I felt that had good graphics (obviously I cut it some slack) but overall the direction was good.
Most hand drawn adventure games have aged quite well, I'd bet KQ5 still looks relatively good as would some of the newer Larry's (6 perhaps)
Oh, space quest 4 - gorgeous shit and even space quest 2 - the forest, pixelly and 16 colour is still fairly lucious (for it's day)
I just give some of these games a pass I spose.
I guess this may be (one of) the reasons I gave Quake 2/3 shit for so many years - sure the engines are nice but the art direction just seemed off to me.
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I remember when EGM did a report about "What would kids think about old school games". They basically gathered a bunch of brats from the ages 6-13 I think, male and female, to play old games on there original format (actual consoles and controllers).
It was going OK, until a kid said "What the hell is this? What are you suppost to do? This isn't as fun as Halo!" and another said "Damn, they used to play this boring stuff back there?! :(
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This preview really piqued my interest...
http://ps2.gamespy.com/playstation-3/project-assassins/698888p1.html
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Without these renderer's we wouldnt need faster and faster gpu's, and the best way to market a faster more expensive gpu is to tell you how cool it is, and how much better it is than the competitor when it runs on a 4ghz machine with 4 gigs of ram.
I can see the attraction to "shiny and prettier" things...but as I'm sure you, me, and millions have other said...
It's the gameplay that really matters.
http://reid.rbkdesign.com/?p=35
Who thinks I am smoking crack? and do you want some?
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There are many times during development that something just doesn't feel right when it turns out that it really just needed better visuals to help communicate the gameplay moment. Nothing on the gameplay side was tweaked, it just had a better looking effect or better texture to help give it that kick.
Graphics are there to communicate the gameplay. You need a balance of both.
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To me, it's 90% gameplay - it may be the best looking game this side of the milky way, but if the gameplay is meh, the game is meh (*cough*doom3*cough*). I'm more excited about Physical processing units as opposed to the latest videocard any more. Unfortunately, at least PC wise, the focus seems to be more and more on pushing the pixels instead of really focusing on gameplay, which is why right now, I'm mostly in console game mode because they are just that more enjoyable.
Have to admit, hearing stuff like this makes me nervous. I know it's compared to a television episode's length, but really, the length of a TV episode compared to a video game's desirable length... not a good comparison (this isn't anything against you, Chris).
The thing is, the lengths that people find acceptable for games, movies, books, television shows... these are all too varied to try to use one to measure another. It's kind of like, unless it's a specific genre, (I love horror movies, but anything over 90 minutes is overkill... haha!) less than hours for a movie is too short. Just like it's gotten to the point where, and this may just be me, anything less than 8-10 hours for a game is kind of too short. I don't mind investing 15-20+ hours in a game.
And that isn't to say that I need my games to be "long." But if a game is going to be less than 10 hours, it better be damn good, because with video games officially hitting the $60 mark... well, c'mon, we deserve more than 10 hours of gameplay. It's just like Blu-Ray movies costing $30-$40: bullshit. Movies better start becoming 3-4 hours long.
To me, downloading a game that will only last 30-40 minutes, even though it's only 1 episode, is not worth the time. I'd rather have it all at once, and since I'm a AitD fan, I think I'll be waiting until all the episodes are out to play the game. Spending 30 minutes on a demo is acceptable, but a full game? I dunno, I may be in the minority here, but I would rather have at least 4-5 hours.
I'm just not a fan of this new episodic content fad. HL2: E1 better be 3-5 hours.
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And about the graphics thing, I find myself feeling the same way, depending on the circumstance. For instance, I find a lot of early PS1 games to be pretty unattractive simply from a technical standpoint. Either the hardware couldn't do what they wanted it to, or they pushed the hardware too hard in one place and it pushed back in another. In that case it does bother me. Likewise, next-gen games that push the graphics threshold are usually nitpicked because their main focus is on the graphics to begin with. They're bringing it on themselves.
One interesting aspect of graphical progression to me is the move to real-time rendering. Again, taking PS1 games for example, some of the games featuring pre-rendered backgrounds looked great from an artistic standpoint. Then there was a huge push to do real-time graphics, and consequently, we got some pretty horrid looking games that were praised simply for making the move into "real time". Depending on the project, just because you can technically progress doesn't mean you should. So in that way, I suppose I tend to judge games on a technical basis when they are making it part of the focus, and taking my attention away from the game itself, either in a good or bad way.
Of course, a lot of this probably has to do with the nature of screenshots and pre-release hype. If nobody's played the game, most of your expectations are based off of looks. I think eventually gameplay does triumph over graphics most of the time.
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Reading comments about games going off people's radar because they aren't as graphically awesome makes me :(
Sure, the screenshot comment threads are usually filled with idiots, but the criticism continues far beyond release and I can't imagine missing out on a great game because it's missing a few shader effects - or skipping a great game from the previous console generation. I'm not saying I don't notice lackluster technical visuals (Capcom and SNK you sons of bitches, update your 10 year old sprites, ffs) but holy shit some of the next-gen forums make me want to take shovels to faces. IT'S THE SAME SHITTY GAME YOU PLAYED TWO YEARS AGO YOU DOUCHEBAGS!
Maybe it's because I'm so cheap that I played UT2K4 at 320x240 for the first 3 months that I had it. That actually made the game look better because at that resolution you couldn't see the gaudy art style.
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