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Tuesday, Oct 7, 2008

Note : Much of this has been in response to this Gamespot article.

There has been a bit of a hullaboo lately from publishers regarding the second hand games market. Primarily, they don't like the fact that resellers (i.e. retailers selling second hand games) get all the profit while they get none. I can certainly see their point of view. They could cut the middle man and distribute everything digitally, but we are a while away from that transition (especially with limited hard drive space). So in the interim, some companies are trying to offer rewards for purchasers of new retail products.

All new copies of Gears of War 2 will come with a one-time redeemable code to download the Flashback map pack, 5 reworked maps from Gears of War 1. This will be the only way to get these maps; Cliff Bleszinski says they will never be made available any other way. A second bonus is given to those who purchase during a midnight launch; an in-game gold-plated Hammerburst assault rifle.

NBA Live 09 will have a feature that brings daily updates to rosters and stats. Retail copies come with a one-time code to access this feature; second hand buyers will have to pay $19-99 to access this feature. Rock Band 2 has 20 free tracks for download via a similar one-time code. That would be a decent download fee if you paid the asking price for songs. Dead Space has extra suits with in-game benefits, a different one each for Xbox 360 and Playstation 3, that will be downloadable only for the first two weeks after release (one would suspect they are smart enough to make this accessible only from an in-game menu, but if not you can always download it from the appropriate marketplace during those two weeks and buy the game later).

Are these incentives really enough though? Rock Band 2 seems like a game that you wouldn't see many second hand copies of anyway. I'm not into sports game, but the updates for NBA Live 09 seems like a compelling feature, and the price of those updates represents a fair chunk of the all-inclusive full price.

There seems to be a couple of problems with the strategy for Gears of War 2. First, the midnight launch, the only way to get a new skin for a gun. Some people simply can't make it to these events, so missing out on an in-game item on this basis seems unfair. If it was extra paraphernalia (i.e. no change to the game itself), like an art-book, a figure, or soundtrack, that would be fine. Not that this piece of content sounds particularly compelling; a new skin for a gun that has no impact on gameplay. New skins are nice, but I don't see myself paying for downloadable content unless it had some impact on the gameplay (that's just me, I'm sure there are some who would). As such, this content isn't going to make me attend a midnight launch if I wasn't already interested, let alone buy a brand new copy if I normally get one second hand.

The multiplayer map pack is not time-based; all new copies of the game will come with a code to download the pack, regardless of when you purchase the title. Nevertheless, Gears of War 2 will still be sold on the second hand market. I doubt this is going to present much of a problem for players of either group; there will be matches that cater to the content that they have. But the maps will not be available for a price for those that buy second hand copies. Epic are not giving second hand buyers an opportunity to give them money. Companies are complaining that they make no money from second hand sales. I thought downloadable content was a way to offer more value for and produce a revenue stream from consumers, whether they bought new or used.

You can get the extra suit from Dead Space if you download it within two weeks of release. As per Gamespot's news piece "Both suits will have advantages over the standard in-game armor, providing increased inventory slots and tougher protection against spikes, tentacles, and other space-monster weapons." Beefier armour might sound good to some. But what about game balance? What impact are those extra inventory slots and extra protection going to have on the gameplay? Will they make early levels easier and less thrilling than they were originally designed to be? Bioshock would have been a far different experience bereft of some decision making if you started the game with all plasmid and tonic slots open.

I fear the path this may lead to. What if all retail copies are crippled releases that offer a minimum of gameplay, but comes with a code for downloadable content that 'fixes' the game and makes it the way it was designed to be? Then they could charge second hand users for that content, to ensure they get a piece of the pie. But then what happens if your company goes bust, whichever service the download is on goes bust, or for other reasons the download becomes no longer available. That game is dead, and anyone who didn't have that content is not allowed to enjoy it again the way it was supposed to be if they manage to procure a copy.

Ideally, any additional content should not unbalance the game. Conversely, the lack of that content should not hamper the original design of the game, or make the consumer feel like they are missing a decent component of the game. Skins don't break these rules, but aren't particularly compelling.

The main items I can think of would be extra levels/maps/race tracks, and extra playable characters/cars/weapons (so long as these things don't break the balance I mentioned above). The retail box can include a code for these, as well as being available for download for a price, as a potential revenue stream from those who do buy second hand. Even if you do give out codes in the box this way, I'd also suggest they don't release the content at launch. Advertise the fact that the content is coming, but wait a couple of months before you release it. That encourages early buyers to hold onto their copies to get their free content instead of sell them. Heck, don't even advertise it before release day, just make it a nice surprise when consumers open up the box and see that they have some more free stuff coming down the line.

Maybe it's the wrong way to go about it altogether. Maybe Criterion is on the right path with Burnout Paradise. They have been releasing regular free updates to encourage players to hold onto their copy of the game, so they can check out the new content when it arrives, and presumably sell more new copies because there are less second hand ones floating around. This was a part of their plan from the beginning, and they made it clear what their intentions were (at least to frequenters of websites such as this).

Rare is also offering Banjo-Kazooie free if you pre-order Banjo-Kazooie : Nuts & Bolts, which will otherwise be available on XBLA for 1200 points. This seems like a pretty decent bonus, and perhaps other developers could consider doing something similar. If you are releasing a sequel to a franchise and there is enough space on the disc, convert the original to the current platform with the option to unlock it via these one-time codes. Include a boss mode that collects the bosses from previous entries in the series. If there is enough space on the disc, include another game from your back catalogue (if it is no longer available, thus not cannibalizing existing revenue stream), but only unlockable via a one-time code, encouraging people to buy new to get the bonus.

Many PC games are already in on the act with limited number of activations (I imagine this practice is also aimed at anti-resale, but has remained largely ignored under the veil of preventing piracy). What are your thoughts of console games going the same way? At least they are offering content instead of introducing activations, which they very well could, so we should be grateful for that at least.

I don't think there is a problem with the second hand market; it exists for just about everything else. I also don't have a problem with developers trying to make an extra buck from downloadable content; I just want it to be compelling content, not a fix that allows me to play a game the way it was meant to be.

Category: Editorial
Posted by bacchus2, 5:38pm
1 Comment | Post a Comment
Thursday, Oct 2, 2008

Firstly I reviewed Condemned 2. Feedback appreciated as always.

One of the features touted at the start of this generation was that everything was going wireless. It seemed like there was a big song and dance about it. One of my friends had a go at the Wii because the remote and nunchuk were connected via wire, even though the remote itself was wireless.

Recently I bought two extra 360 controllers so I could play 4 player games. I already had 2 wireless controllers, and since I thought I wouldn't be using them that frequently, I got two extra wired ones. So I played some 3 player Castle Crashers using the 2 wireless ones, plus a wired one.

So for my next single player gaming session, I turned on the console, a controller was already plugged in, so I used that instead of turning on a wireless one. I've continued using it for the past few days, and I couldn't care less.

Maybe it's because I don't have bratlings or pets that could run through the room and trip themselves up. At the moment the controller is left sitting on the couch, cord draped across the floor, and I know that anyone who walks through my place is going to see it and walk over it. If I was worried, I could always just put the controller on the table next to the console when I'm done with my gaming session.

I will concede that Wii remote and nunchuk combo could have benefited from being wireless, especially the games where you are 'running' and the cable is flicking up into your face. But with traditional controllers, I don't think I care whether it is wired or not (though I hate the ridiculously short length of the PS3 charge cable). While it's probably so marginal it hardly matters at all (especially when compared to the consoles energy consumption), I imagine it must be more energy efficient to used a wired controller than use one with battery storage. Admittedly wireless internet is nice, enabling multiple devices to connect to a central point.

What are your thoughts on wireless controllers? Are they more convenient for you, or doesn't it really matter?
Category: Technology
Posted by bacchus2, 6:42pm
10 Comments | Post a Comment
Sunday, Sep 28, 2008

Hey all, just wrote a review for GW:RE 2. I don't know if this is a universal issue, but if I try looking at grouped friends contributions, apparently no one has done any reviews. If you have done a review recently that you don't think I've seen, let me know and I will have a look individually.

The Review
Geometry Wars : Retro Evolved 2 (from hereon referred to as Geometry Wars 2) maintains the basic controls of it's predecessor, but adds a bunch of new modes and gameplay elements to expand the experience. It doesn't take long to grasp the core concepts, but it does take time to master. Following the basic tenets of 2D multi-directional shooters, the left stick moves your ship, while the right stick controls the direction you fire. In modes where it is available, a trigger will unleash a screen clearing bomb.

Geometry Wars 2 is an arena shooter; each mode takes place in the same rectangular arena, enemies constantly spawn, and your goal is to rack up as high a score as you can before the mode ends. One change over the previous version is geoms. When an enemy is destroyed, it will drop one or more geoms, and collecting them increases your multiplier; collecting multipliers is the key to getting high scores in Geometry Wars 2. Unlike the previous version, multipliers do not reset if you die. Floating geoms don't stick around forever (though the time varies depending on the mode) so you will need to be on the move to rack up your multiplier, offering a nice risk versus reward.

In every mode, the risk cranks up pretty quickly. The game takes its name from the basic shapes of the enemies, which are composed only of neon outlines. Each enemy follows a pattern; some home in on you, some evade your fire, and others follow their own path independent of what you do. It is all very mechanical, but the sheer number of enemies you face make the game extremely frantic. Apart from one specific mode, there are no 'levels' in Geometry Wars. Enemies continue spawning in, in more numbers and in more complex combinations, until they overwhelm you.

While the visuals sound simple, the bright colours are very striking, and seeing the game in motion is a thing of beauty. Most enemies only require one hit to be killed, and explode into particle effects, creating a cascade of fireworks over the screen at nearly all times. While this does appear spectacular, a few times I thought it was slightly overdone and could have been toned down a fraction, as sometimes I lost track of what was going on. Those times were fleeting though.

While GW offers 6 modes, only one is available at the outset; Deadline. Deadline offers unlimited lives, but imposes a three minute time limit and 3 bombs to achieve the highest score. I feel this was a very strong design decision. It allows newer players to acclimate to the controls without worrying about losing lives. It also alludes to the fact that surviving is not the true purpose of any mode in Geometry Wars; learning how to efficiently collect geoms and achieve a high score is. Of course, surviving is still important; dying in Deadline clears the screen of enemies, and while things ramp up again quickly, precious seconds means lost opportunities to collect geoms. Once you have accumulated enough score in any of the modes, it unlocks the next one.

The second mode is King. While King limits the type of enemies that spawn, you can only shoot from inside designated circles, and enemies can not enter them. However, once you enter them, they only last a few seconds before they shrink into nothingness, then another circle appears, keeping three on screen at a time. This mode is very tactical, requiring you to think ahead about clearing a path to the next circle, as you will be weaponless while making the journey, as well as considering whether you want to risk close encounters with enemies to collect geoms while on your way. This mode is all or nothing, with no bombs and only your beginning life.

Evolved is the third mode, which is the same as the original Geometry Wars. You are given 3 lives and 3 bombs, and can earn extra lives or bombs if you reach certain score milestones. This plays much like Deadline, though there is more incentive to stay alive.

Pacifism, my personal favourite mode, does not allow shooting at all. Only one type of enemy spawns in this mode; the ones that home in on your position. Gates also spawn in the level, and crossing a gate destroys enemies in close proximity. The enemies continue to spawn in various locations around the arena, creating some very tense moments as you double back to collect geoms and scrape through a closing gap between different groups of enemies as they home in on you. Like King, this one is do or die, giving you only one life and no bombs.

Waves follows King and Pacifism in the 'one hit and its game over' mechanic. The vast majority of enemies spawned in this mode are rockets. These spawn along either half or the entirety of one of the four walls of the arena, and continue moving to the other side and back until they are destroyed. This might sound predictable, but a new wave spawns every few seconds, quickly ratcheting things up. Every now and then an odd enemy of another type spawns, which can throw a spanner in the works if you think you have discovered a decent strategy for dealing with the waves.

Sequence is the final mode to be unlocked, which offers a slightly more traditional 'levels' pacing. Each level contains the same enemy placements or spawns every time, but they also quickly get hard, offering large numbers of enemies in difficult to deal with combinations. You are given 3 lives and bombs. You are given 30 seconds to clear each arena, and if you die or time runs out, you move to the next arena. This might not sound like much punishment, but it denies you the opportunity to score more points and collect geoms from that level. Bombs are a last resort, but it's better to use them if you are backed into a corner and collect the geoms before the next level starts. The mode finishes when you clear all 20 levels or you run out of lives.

While you are likely to push yourself to beat your own scores, leaderboards are another way that may push you to get new scores. If people on your friends list have a higher score than you, it is listed at the top of the screen, as if teasing you to beat it. One problem is that you must be online for your scores to matter; they are not saved on your console. Therefore, if you start a game without being connected, even your own previous scores will not be listed, and you will not have any idea what score you are trying to beat. By the same token, if you happen to have a breakout score while offline, it will disappear when you exit the game; it is not stored to be uploaded the next time you are online. This may not matter to those who are permanently connected, and I find it annoying but tolerable as I have to swap connections, but others may not be able to handle this feature if their consoles are rarely online.

The game offers local multiplayer. There is no online multiplayer, but this is understandable as the game requires split second timing and lag would be a killer to the frantic gameplay. The game offers both competitive and co-op play for all of the modes, up to 4 players. It even offers team options for the competitive modes if you have more than 2 players. Competitive games offer a ranking system; after each game, players earn points depending on how they placed, and accumulates for all game types, so you can set up your own gauntlet to see who is better at the game overall. Co-op modes tally the multiplier and the score. There are no online leaderboards for co-op; one would suppose that Bizarre saw the potential for multiple players to 'break' enemy patterns and post ridiculous scores by using infallible strategies. While that may be understandable, in a really dumb move your high score is still not saved on the console, so if you want to work on your co-op strategies you will have to grab some pen and paper. Still, I haven't discovered any infallible strategies yet, and my time spent playing co-op has been more frantic than single player due to enemies exploding all over the place and bright colours filling the screen. Pacifism feels the weakest mode here, but Deadline makes a great way to get friends to try the game, as an inexperienced player won't be out before the other and left watching.

The sound is a part of the experience instead of being laid over it. The modes have a strong techno rock beat, that pulses and changes with the course of the game. When you die it naturally eases down, but picks up again before long as enemies begin to fill the screen again, and reaches a high point when the screen is teeming with enemies. You never need to check the timer in Deadline; the music begins to get really tense as the game is about to end.

Any one game of Geometry Wars : Retro Evolved 2 is unlikely to last very long. However, the game has that 'just one more go' quality, as you strive to beat your previous high score or one set by a friend. Early on skill seems to climb steadily as you learn patterns and figure out the best way to increase your multiplier, but the road to mastery is likely to take some time. While everyone will probably find an enemy that annoys them, death never feels cheap and you always feel like you could do better, urging you to try again. With the variety of modes, everyone interested in the genre is likely to find one that they love.

Final Score 9.0

If you thought this wasa well written review, you can thumbs it up here. As usual, feedback appreciated.

Category: Writing
Posted by bacchus2, 8:47pm
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