Happy 20th Birthday to the Super Nintendo
August 23, 1991 was an important day for anyone playing video games at the time - it marked the release of the Super Nintendo (SNES). Even if you were a hardcore Sega Genesis owner, like me, there was still no avoiding the mass appeal of the Nintendo's 16-bit console. In addition, it also spawned the first true console rivalry, now deemed the "console wars", which is in truth a marketing buzz that puts multiple systems of a generation against one another. There were justified reasons to compare, however, because the SNES boasted some impressive graphics and a great Sony sound chip that would make it the technical superior against Sega's Genesis console. However in the end it really is all about the games, and the SNES also had no lack of those.
Things are a bit different today, but in the earlier Nintendo days one of the biggest draws to each new console was that it came bundled with the newest iteration of Mario. SNES was accompanied by Super Mario World, which many gamers still consider the best of the series and invaded big box retailers holiday 1991. I remember getting excited anytime my mother wanted to go to Sears or JC Penny because that meant I could sneak over to the electronics section and play Super Mario World. Even though my loyalty resided with Sega and Sonic, there was no denying the appeal of the newest Mario game.
Not only did SNES feature much more updated graphics and sound from its predecessor, it also looked and sounded better than the Genesis. Without getting technical, mode 7 graphics allowed games like Pilotwings to spin graphics around the screen and create a zoom effect. If you've ever played an SNES game that zoomed in on a few pixels and made them look huge and blocky, you've seen mode 7 in action. Nintendo was also smart to partner with Sony for an impressive sound chip (although they would later make the big mistake passing on an early version of the Playstation), which was a separate processor for music and sound effects. This little chip is why SNES games sounded so good and has proven difficult in software emulation, which is why re-releases usually can't properly re-create the music and sound of the original.
In 1993 an extremely popular fighting game named Mortal Kombat would hit home consoles for the holiday season and change how society viewed violence in video games. Mortal Kombat was bloody and even included moves called "fatalities" in which one fighter would kill the other with graphic moves like punching off a head or ripping out a heart. You can rest assured that every teenage boy at the time wanted to get his hands on this violent fighter. Both the Genesis and SNES received versions of the game, the SNES port was much closer to the arcade, but didn't have blood or fatalities. Despite having to unlock it with a code, the Genesis version had all the blood and fatalities intact while Nintendo opted to remove blood (it was changed to sweat) and altered the fatalities to bloodless "finishing moves". Mortal Kombat would be one of the games to prompt the senate to set up the rating system that the ESRB still uses today. Nintendo also learned its lesson thanks to poor SNES sales: Mortal Kombat II released on the SNES with all the blood and gore of the arcade as would each iteration after it.
One of the biggest advancements on the SNES was the SuperFX (SFX) chip that allowed polygons into gameplay and gave rise to the title Star Fox. This was one of the first times gamers got a look at 3D effects that would be popularized by the next generation of consoles. In addition, developer Rare would also create Donkey Kong Country, another example of 2D trickery that looked like 3D polygons. DKC stands as the second best seller on the console - Super Mario World was number one, but only because it was bundled with the system. As a cartridge-based system, certain titles required a large number of extra components that drove game prices to impressive numbers. Street Fighter II was an early title that had a $70 MSRP and titles like Final Fantasy II, III and Chrono Trigger could sell for as much as $100. Capcom even released a great translation of Street Fighter Alpha 2 at the end of the SNES life cycle that had, of all things, load times. There was almost no limit to what developers could squeeze out of the SNES hardware.
Whether your memories of the SNES include that first Christmas playthrough of Super Mario World, fighting with your friends on Street Fighter and Mortal Kombat or spending countless hours tackling a huge RPG, there's no denying its mass appeal. Thanks to the SNES being one of the last consoles to feature 2D sprites, games also age much better than early 3D consoles like Playstation and N64. It represents one of the most versatile eras in gaming and many people that grew up with the SNES still own a yellow-stained console to date. It's been a couple decades SNES, but you wear it well.
Sonic the Hedgehog Turns Twenty
Exactly 20 years ago today, Sonic the Hedgehog released on the Sega Genesis worldwide. For the times, especially under the stringent release schedules of Nintendo, it was rare that a game release in all three major territories at once. Sega was willing to bring Sonic to the masses as he was supposed to be the iconic symbol of the Genesis that would attempt to dethrone Mario and Nintendo. Even more surprising, he almost did just that.
It must have been a tense day for the 15-year-old hedgehog, like a child star getting his or her first major motion picture release. Sonic had no reason to fear, though, because his first title was a tremendous commercial success that continues to get re-released as recently as this year. Even moreso, at the start of 1992 the Sega Genesis had a 55 percent market share over the Super NES, which was largely due to Sonic. From that moment forward the blue-haired Sonic would be the face of Sega for decades to come. Unlike Mario, Sonic was designed to be a mascot through and through, directly competing with a seemingly unsuspecting Mario. He is also the only mascot that really seemed to work - Sony never quite got Crash Bandicoot to catch on and who knows what Microsoft's mascot would even be - to the point that Sega still uses him as a mascot.
Today Sonic doesn't have the same effect that he did in 1991. He's no longer hip, doesn't signify quality games and even more baffling is his presence on plenty of games every year with, of all people, Mario. Back then I couldn't wait to get my hands on Sonic because he offered something different than Nintendo. Nintendo titles, especially the competing Super Nintendo, always had this strong sense of quality but the pacing of the games was slowing down. Super Mario World, revered by many as the favorite of the series, had more exploration and special worlds hidden away and encouraged you to take your time. Sonic didn't have time to search for secrets, hidden paths or anything else for that matter. Speed runners can complete the first level in less than 30 seconds (my fastest is around 33) and the entire game, on one life, in about 20 minutes. No warp zones, no cheats, just running to the right and having razor sharp reflexes. Getting to bonus worlds in Sonic required a well-timed jump at the end of the level and was followed by twitch gameplay and avoiding entire walls that would end the bonus in order to get a single emerald.
Now Sonic reminds me of those stars or one-hit wonders from days past, selling out at any title that anyone will create for him and just getting worse and worse every time. How many times have we heard from Sega, "this time it's going to be different, this time we're going back to his roots," only to be extremely let down when the title finally arrives. Even Sonic 4, which was bred on good intentions, fell flat when compared to his early trilogy. Sonic Generations is slated to release on PS3/360 this year and there is no way I will even be cautiously optimistic about it, I just can't. Not only are his core games trash, but Sega has used him up so much that almost all gamers avoid anything with "Sonic" in the title like the plague. Still, Sonic is an important and significant part of gaming history and in the 2D classic plane, Sonic created quality titles.
If you want to experience his older titles, Sega has made so many collections that you can't avoid him. There are numerous Sega Genesis collections that usually include at least his first 3 games, a Sonic Collection that bundles six or seven of his classic games, and each of the original titles is now available on Virtual console, XBLA and PSN. In addition, Sega is releasing a 20th Anniversary bundle on PSN/XBLA today that includes: Sonic the Hedgehog, Sonic 2, Sonic Adventure (with DX upgrade), and Sonic 4: Episode 1 (only 1 ep has ever been released) for $19.99/1600 MS Points - which is half the price of individually buying these items. Additionally the aforementioned Sonic Generations demo released today and with any luck it will be more positive than I am being about it right now. Check it out!
Fun Facts About Sonic:
-Sonic's first appearence is actually a cameo as an air freshener in the Sega arcade game Rad Mobile
-Sonic's design had more thought involved than you may think: his blue hair matches the Sega logo, his shoes were based on Michael Jackson and the red/white color scheme were taken from his colors in "Bad", and his personality was supposed to be based on Bill Clinton's "get it done" attitude.
-Sonic dies when he falls into water in the original because co-creator Yuji Naka didn't think that hedgehogs could swim
-Before deciding on Sonic, another possible mascot idea was a pajama-wearing Teddy Roosevelt, which later would be the base for the design of Sonic's nemesis Dr. Robotnik.
-Sonic was created by programmer Yuji Naka and artist Naoto Oshima and originally featured fangs and played in a band with a human girlfriend named Madonna. Sega of America leader Madeline Schroeder, self proclaimed "mother to Sonic" removed both aspects out of Sonic for American audiences. He was also changed from the original concept, which made him short, round, small-quilled and with no visible iris.
-Sonic was inducted into the first "Walk of Game" alongside competitors Mario and Link
-To date Sonic title sales have surpassed 80 million copies
-Mario and Sonic have shockingly similar portfolios including both having home and portable iterations, a kart racer, an RPG (Sonic's was released on DS and developed by BioWare), party games and the two have even recently teamed up for a series of Wii sports titles.
What the NGP Needs to Succeed
After much suspense and rumor on the Internet, Sony finally revealed the next generation of its portable line –– the horribly named Next Generation Portable, or NGP. While I'm fairly certain the name won't stick, it's a safe bet that the cavalcade of features most likely will. For those that haven't seen the lineup, NGP has everything: 3G and wi-fi, touch screen, dual analog sticks (finally!), a touch pad in the back, a new cartridge format, accelerometer, two cameras, memory stick support and an impressive 5" screen boasting PS3-like graphics. While the "throw everything at it and see what sticks" approach may seem risky, this list of features prevents segmentation on what type of game developers want to create. Whether it's to port iOS/android (or even DS/3DS) games, the touch pad, wi-fi and 3G now makes it a possibility; on the other hand if you want a console port of a game, this is also possible, especially with the dual analogs. This doesn't even speak to the vast possiblities with NGP exclusives that can use as many or as few of the features as a developer wants. Even better, there's already talk that the NGP has such a streamlined programming approach that it is "a developer's dream" as opposed to the obtuse programming structure of both the PSP and PS3. Unfortunately, we've heard this song and dance before with none other than Sony's original portable, the PSP. The big question becomes, what can Sony do to help ensure the NGP succeeds?
First and foremost, they need to create a plan for how to handle hackers. Like it or not, hackers figured out how to create custom firmware and allow pirated games on the console before it even hit US shores. On the PS3, not only can hackers play backups but they are also altering multiplayer code allowing players to cheat competitively online and even affect other accounts. Sony needs to create a backup plan in the event (and distinct possiblity) that the NGP gets hacked. While I'm sure that preventing piracy would be a top priority for both Sony and developers, a player's bigger concern is that their online accounts can't be affected. Pushing firmware updates do nothing more than annoy those who don't alter their systems and give the hackers a reason to retaliate. Just in case this isn't clear, Sony: this method of hacker prevention has not and probably will not work. Sony needs to have a security measure that will ensure a better method of weeding out pirates and hackers.
Sony has admitted that they want gamers to be able to play games both at home and portably based on their current needs. This concept is actually intriguing to me as long as it is handled appropriately. Picture this: you just picked up the newest Uncharted and can't wait to burn through Nathan Drake's next adventure. Unfortunately, you also have a business trip scheduled and you'll be gone for more than a week. For many people, myself included, this is not an ideal circumstance to start a new game. By the time I come back I'll forget how it controls and what's going on. For the same reason, I don't want to start a big portable title on my trip either. If I could save my PS3 progress on the cloud and pick it up on my NGP while on my trip, this solves one of the biggest problems for gamers on the move. If there was some way to get both an NGP and PS3 version of the same game with only one purchase and you can store on the cloud via wi-fi/3G from your NGP (and preferably for free), then the concept is not so far fetched. Throw in an HDMI out so I can play my NGP if the hotel has an HDTV and you've really got some intrigue there. This will have to start out on first party Sony titles to assure proper integration, but after a year or so I'm sure third parties will start to get on board.
The third support beam has already been previously discussed: versatile ports and exclusives. This console can logically support anything that releases on iOS, PSP, some DS/3DS titles and of course, its own exclusives. The key here is that a developer no longer has to decide to develop for the NGP, just include it. This can quickly make the NGP just as versatile, if not moreso, than a PC and completely remove the risk of exclusivity that so many smaller developers feared on the PSP.
I will be the first to admit that all of these suggestions aren't without concern to how they are handled and without risk. For starters, the stronger you combat hackers the more likely you are to hurt user experience for those legitimately playing the NGP. We've already seen the crushing criticism DRM has received and Sony may be foolish enough to assume that with 3G coverage and wi-fi it's possible to always get your NGP online. This could turn off many potential buyers when the eventual horror stories come creeping in. Allowing users to play PS3 titles on their NGP and visa versa is great and all, but if they focus too heavily on this type of integration the NGP will become nothing more than a haven of home console ports, a mistake the PSP made in relation to the PS2. If it becomes a welcome but not necessary feature, great, otherwise it could spell doom for those who don't own both systems (and many won't). Again, porting various games is great, but in the wake of piracy it could blacklist the portable from receiving these ports or prevent developers from making original titles for the NGP. Make no mistake about it, the strength of a console lies partially in its exclusives. In addition, one potential issue that is unavoidable at this point is the blatant fact that the NGP will not fit in your pocket. Like it or not it will be something else to carry around, but if it becomes my sole gaming/app platform as a substitute to my cell phone I just may have interest. I know this sounds crazy at first to most of us with iPhones and Androids but just imagine having a device that will play all your mobile games, PS3 games and portable exclusives in one package. Saves a lot of battery life I could be using for –– get this –– phone calls and texting.
In the end, only Sony knows what is planned for this system. Some of my ideas, like piracy protection, can and should be integrated from day one. On the other hand, a heavy dose of ports and the ability to cross-platform play big name titles like Uncharted and Call of Duty between your PS3 and NGP will hardly be a day one feature. Time will have to tell. We have yet to even hear of the price, whether or not 3G will have full or limited free functionality and if it will have a video out. My personal opinion is that we will see models starting at around $300 (but 3G will have higher prices), that there will be a monthly charge for even limited 3G functionality and that video out will be integrated, but who knows. Sony doesn't have the best track record for making its recent systems approachable from both a developer and consumer standpoint, but from what we've already seen about the NGP, Sony may finally be on the right track. Here's hoping because the NGP has twice the potential of the PSP, but it also has history and cost working against it.
A Link to the Past: Celebrating 25 Years of Zelda
When you take it for face value, it's a little difficult to understand why the Zelda games are so popular. The concept of a young adventurer set out to rescue a princess had already been seen before, even back in the early days of Nintendo. Now, a whopping 25 years since the Japanese release of the Legend of Zelda on the Famicom/NES (Feb. 21, 1986), the franchise still stands strong with the anticipated Skyward Sword just around the corner. What makes these games so timeless that they keep both fans and new players alike interested?
First and foremost, it's probably the fact that Shigeru Miyamoto, father of many beloved classic games like Super Mario Bros., was one of the creators. Back in the 8-bit Nintendo days, everything this guy touched seemed to turn to gold. In fact, many of the designs and genres he invented are still being used today in some way, shape or form. Just as Super Mario Bros. established the formula for the platforming genre, Zelda was the first action RPG to be seen on Nintendo's little grey box. For those not familiar with the original Legend of Zelda, it is an open world with nine hidden dungeons, each with a boss and each pretty much reachable from the beginning. When you start out, however, Link is ill-equipped to do much more than explore the easier areas of Hyrule and clear out the first dungeon, but like all RPGs you will eventually work your way up to being a formiddable opponent for Gannon. For the RPG fans out there, dungeon crawling and item collecting will draw you in, especially because many of the items in the various dungeons have the same effect as leveling up in modern titles. Those who don't really like the pacing of an RPG will appreciate the real time hack-and-slash elements and the fact that you can save at any time by dying. Yep, that was how you would end a night in Zelda, you would have to die. This task is simple when you're just starting out with only a handful of heart containers and no rings, but a strong Link with the silver ring and 15 heart containers really has to try to die. Either way, the battery backup for saving was definitely an asset crucial to the original title's success. Even better, when you finished the quest there was a second quest that completely moved everything around and was more difficult. The game would establish a save once you completed it (or simply named your character "Zelda" in the beginning) so you could start a new second quest whenever you wanted. We definitely use this feature more today than ever, but it did all start back in 1986 with this early title.
Most sequels tend to take the formula of the predecessor, rinse and repeat, and hope to achieve another commercial success. This is not the case with Zelda II: The Adventure of Link. In this sequel, Zelda has been put into a deep sleep by Gannon and lies in the main chamber of the castle of Hyrule. Link must venture out to the various towns and castles to vanquish the evil that keeps the princess at bay. While the top down view for exploring from the original remains, enemy encounters and locations/castles now switch to a side scrolling view for the hack-and-slash battles. In addition, the map was filled with little secrets and areas that could only be discovered by walking on them and random spawns of enemies assured that exploration was to be no safe task. Link also had the ability to level up this time, adding powers and bonuses much like traditional RPGs, which was achieved by experience points he received for various tasks throughout the game (mostly killing enemies). Instead of dungeons, Link would now journey into castles to attack the enemies and bosses that kept him from Gannon. While there was still plenty of open world exploration, it was nearly impossible to get to certain areas without first visiting others, so the title was much more linear than its predecessor. It was also more difficult. In the original Zelda, Link would start at the beginning of a dungeon if he died while exploring but in Zelda II he was forced all the way back to the initial castle where Zelda sleeps. This was quite frustrating near the end, where the final castle was a brutal challenge just to get to, not to mention actually overcome the dangers within and Gannon himself.
From this point on the series began to improve on the original formula. A Link to the Past, was the third title in the series and first on the Super Nintendo. A Link to the Past improved the graphics and told the story of Link as a boy, thus making it a prequel. The original top-down view returned and the dark world was introduced as an alternative realm for Link to explore. Many gamers consider this title to be the best of the series, although each title has some form of fan following.
In 1998 the series premiered on the N64 with Ocarina of Time, another adventure from Link's childhood, only this time it was in a fully 3D world. When Grand Theft Auto III premiered it was praised for the street level view of a breathing world, but Zelda had done it in Ocarina nearly three years prior. In Ocarina's N64 sequel, Majora's Mask, Link was given a limited time to complete his adventure and forced to re-live situations again and again, like Bill Murray in Groundhog Day, until finally being able to complete all tasks in one outing. For this reason alone, many fans of the series were displeased with the game. Most recently the various worlds and aspects of Hyrule and beyond have been explored in side stories for the Gameboy consoles, a cell-shaded cartoonish Gamecube title and even the motion-controlled Wii launch title Twilight Princess.
Throughout the expanse of time, the adventures of Link (ironically shadowed by the title Legend of Zelda to most gamers) have taken various shapes and forms since that initial quest to save the princess. As games and consoles evolve, so has the series, allowing many longtime fans to appreciate and anticipate any new adventure. There is something to be said for the fact that the evolution is slowing and with the introduction of motion controls or 3D being the only distinguishing factor, it's hard to say that true evolution is at work. Still, these games are a finely tuned good time for most players of almost any age and I am surprised at how well the original holds up even today. Whether your fondest memories are from opening those bright and shiny gold cartridges of the NES days or seeing it accompany your new Wii purchase a few years ago, Link lives on in many gamers' hearts.
Killzone 3 Pre-Release Impressions
Killzone 3 is just around the corner with a firm February 22nd release date and many shooter fans on the PS3 will be eagerly awaiting its release. The previous title boasted some of the best looking graphics on the console and provided an impressive campaign and multiplayer component. Most people are wondering if the third installment to the series will continue to deliver the quality we've come to expect from Guerilla Games. I've played the multiplayer beta extensively and spent a decent amount of time with the E3 demo (releasing on PSN next Tuesday and available now for Plus members) and here's what I think so far.
Single Player
For those that haven't seen the footage from Sony's E3 press event, the demo takes place on a snow and ice covered area as Sev and Rico take out Helghast in the air, on the ground and even in a jet pack. Both characters are now playable via cooperative play, suggesting that Rico and Sev will probably be inseparable for the most part throughout the game. In the first part you'll man a turret as you take out ground and support troops throughout a military compound. Next you will partake in an infiltration mission that includes using the new jetpack and allows you to try out the brutal melee kills. Finally you will complete the demo with a series of killbox-like skirmishes as you take out encampments and tanks using a fun new weapon. All in all the experience will last about 15 to 20 minutes depending on skill level and exploration.
In Killzone 3, none of the characters have that heavy tank feel from the previous title although there is still some considerable weight. Helghast are still as resilliant as ever, taking many bullets to kill and difficult to get head shots on. The ability to duck into cover, a unique feature for an FPS series, gives appropriate tactical advantage to both player and enemies alike. Aiming down the sights on enemies (called zooming) is still available, but not as necessary for close combat as you've come to expect from other military shooters. Some minor tweaks have been made to the controls allowing for a Call of Duty feel - for example you now click R3 to melee enemies - but veterans should have no problems jumping right back in. That doesn't mean that the demo was without its weak points, many of which sadly revolve around the jetpack.
I remember being in the audience at Sony's E3 conference when we watched the demo being played for the first time. The moment Sev put on the jetpack an uproar of applause flooded the theatre, almost making me jump. I, on the other hand, was not so enthusaistic. I don't really like the concept of jetpacks in games and haven't since I first took flight in Duke Nukem, which makes me wonder why recent franchises like Killzone and Halo have included them. The jetpack doesn't allow you to actually fly, but rather works more like a powered jump - you'll be surprised when you first see how short your air time is. It does look like you get the benefit of unlimited ammo, but it disables certain useful skills, like melee kills, that you only discover after it's too late. I also didn't like that many ambushes come at a moment where you're exposed and there's no cover to run for. If you play it conservative, you probably won't suffer these issues, but for the aggressive players it can be a setback. All issues aside, it's still classic Killzone and I can't wait to get my hands on the main campaign and assault Helghan.
Multiplayer
Killzone 3's multiplayer is currently available to everyone as an open beta that can be downloaded on the PSN store. There don't seem to be all that many changes to multiplayer, but the few changes that were made seem to benefit greatly. As with the single player, the overall controls are smoother so you'll feel less tempted to anchor yourself in a defensive position and actually get moving across the battlefield. A few new classes have joined the ranks of the traditional favorites engineer and assault as well as a more diverse weapons and skill set for each. Instead of ranking up specific classes you played with and earning specific abilities, you now get unlock points that allow you to unlock nearly anything across all classes. The maps retain that wide open feel from Killzone 2 and with the option of either straight up team deathmatch or rotating goals, each match is addiciting as ever.
There still seems to be an issue with those that play often having a tactical advantage over those that play on occasion. Some of the players in my recent matches have been playing since day one and already have a set of weapons and perks that I don't stand a chance against. I also didn't like the strength of shooting from the hip, although that's a bias on my end of playing nothing but Black Ops and Bad Company 2 as of late. I must admit that being completely terrible at each round didn't make the game any less fun, though, I still had a blast and played for at least a couple of hours each time I booted it up. I experienced no lag or server issues while playing, which either means that Guerilla is awesome at online integration or that most of the issues in Call of Duty are cheaters. I'm still a bigger fan of the campaign over the multiplayer, but I get the feeling that a good chunk of online players will make the move to Killzone 3 upon release.
3DS Launch Date, Price Revealed
In North America, we've been waiting for details on the upcoming Nintendo 3DS to emerge since last summer at E3. Now, a little more than a month before Japan's launch, Nintendo finally dished the details on the 3DS debut in the United States.
3DS will release on March 27 for a retail price of $249.99 (about $50 lower than many skeptics were predicting) and can currently be pre-ordered at Gamestop, Amazon and Wal-Mart. It will launch in two colors: Aqua Blue and Cosmo Black. It will ship with a 2GB SD card, charging cradle and six augmented reality (or AR) cards for use with several programs both on the console at launch and releasing later in the year.
Various software will be on the 3DS at launch including a Mii creator, media player and even a web browser. Nintendo also announced that among these included programs that some, including the web browser, will not be usable until a post-launch software update. There will also be a virtual console offering past Gameboy and Gameboy color titles. As much as I hope there will be an amazing selection of titles, the state of the Wii's virtual console leaves me cautiously optimistic and you can pretty much bet none of these titles will be in 3D. Additionally Nintendo will be launching Pilotwings Resort, Nintendogs + Cats and Steel Driver on launch date.
Third party titles will also be available at or around launch. That list is:
- Dead or Alive Dimensions
- Pro Evolution Soccer 2011 3D
- Madden NFL Football
- Super Street Fighter IV 3D Edition
- Resident Evil: The Mercenaries 3D
- Asphalt 3D
- Combat of Giants: Dinosaurs 3D
- Ridge Racer 3D
- LEGO Star Wars III: The Clone Wars
Nothing was mentioned about the highly anticipated Zelda: Ocarina of Time remake or the new Kid Icarus: Uprising title, both coming from Nintendo, or the Metal Gear Solid: Naked Snake remake of MGS3. Hopefully details on these and other titles will be made available shortly.
I will be picking this up at launch and going with the Atomic Black color. As for launch titles I'm probably sticking to Pilotwings and Super Street Fighter IV 3D, but who knows what will be revealed about some of these titles leading up to launch. Resident Evil Mercenaries is a multplayer mode taken from RE 4 and 5 and not the upcoming Chris/Jill campaign we've heard of, so I'll be skipping it. What about you, any other titles catching your interest?
Hackers: More Harm Than Good on Consoles
Hackers have always claimed that all they want to do is poke around on networked servers to discover information. In the 1994 film, we see a group of hackers even go so far as to uncover a worm placed by the head of security at an oil company and save the environment by exploiting the crime and preventing a global disaster. The reality is that most often hackers aren't doing anything that is either innocent or legal, but rather play lots of pranks on big companies and steal software, possibly releasing it to the masses.
This has made the computer world, especially in terms of gaming, a very unsafe place for licensed software. Recently some hackers have moved on from the computer world and entered the home gaming world as this console generation is basically made up of computer hardware specifically built for gaming. As much as these hackers like to claim what they are doing is for the greater good and to give users full control over hardware they paid for, the more consistent issue is that they are opening gateways for mass pirating and theft.
To be clear, I'm not talking about the infamous mod chips - hardware chips that require you to open your system's components and solder chips into them - but rather software hacks. These are the "safe" things that anyone with a computer and some time can do to allow unauthorized access to console files and settings. Probably the most popular of these hacks was the ability to install custom firmware onto almost any PSP through various loopholes and workarounds.
Once a custom firmware is installed, users gain the ability to install unlicensed software (homebrew) and, of course, backups of games. Not only were hackers smart enough to create custom firmware and release it to the masses, but every time Sony would release a firmware update to counter it, hackers would release the updated custom firmware days, sometimes hours, later.
As a result piracy is rampant on the PSP, causing very few releases on the console. The issues continue today, the latest victim being Metal Gear Solid: Peace Walker, winner of our 2010 portable game of the year and possibly the best title on PSP, saw poor sales on Sony's console. If you look at download numbers across various torrent sites, the game was downloaded more than twice the amount of sales it received, proving that the public had no problem stealing what it could have easily gone out and purchased. As a result, the PSP is all but dead to the gaming world and any company that attempts to release a game on the portable console runs the very likely risk of having that game pirated over and over again. When you look over many of the homebrew or legal utilities that hackers claim to offer, they are often poor indie games, media players (something the PSP can already do in limited scope) or emulators that allow you to play more pirated games from past consoles. Hackers may not have been the only reason the PSP has all but failed in America, but it sure looks like the biggest reason.
Hackers did figure out a backdoor on Nintendo's Wii, allowing users to install an unlicensed "homebrew" channel onto their system. It didn't seem to permit the use of pirated Wii games, but it did allow various media uses that the Wii doesn't offer to all users and, of course, emulators. Emulators allow you to play classic games, like NES or Genesis titles, through whatever device it's installed on. In the case of the Wii, there is a large marketing appeal with the virtual console, a device that basically emulates classic games legally for a price. Once emulators could be installed on the Wii, the virtual console ran the risk of becoming all but useless. Nintendo quickly fired back with a mandatory firmware update that would basically break your Wii if the homebrew channel was installed. The choice then is to keep your Wii offline, something many Wii users probably have no problem doing, or not install unlicensed software.
Then we come to the most recent issue, Sony's PS3 was hacked and the security codes allowing access to the entire system were released to the public via the Internet. In no time software was appearing in videos on YouTube of what you can do with your PS3 without so much as a hardware modification. Many hackers claimed their intention was to allow PS3 users the ability to install Linux on their consoles, a feature that was present in the console from launch until Sony suddenly stripped the ability in a firmware update. While I've seen very few videos that actually explain or show Linux on a PS3 as of late, I've seen tons of hacks that break various systems and allow piracy. Castlevania: Lords of Shadow was the first game that had a video of a backup copy playing on a PS3 and I'm sure that most of the library of Sony's console is sure to follow. Modern Warfare 2 players are cheating so commonly that developer Infinity Ward has asked that you only play games with people you know and are invited into a room to join. Then there's trophies, Sony's attempt at competing with Microsoft's achievement system, and a new program that lets you manually unlock hard to earn trophies at will. Yet again we see that the negativity, piracy and exploits outweigh the helpful and legal hacks that many of the console hackers claim is the point of their work.
If it isn't already clear, gamers, this is bad news for us. Thanks to an exploit, those of us with a PS3 copy of Modern Warfare 2 basically can't play the game we were sold because cheating is so essential and amusing to these players that they don't care if it ruins our time. Sony has threatened to send out a signal to PS3s online that will disable them if they are running custom firmware or hacks. Only problem is, much like the PSP, there's already a release for hacked consoles that allow this feature to be disabled. So the only people potentially hurt by this are those of us legitimately using our consoles if something goes wrong and it zaps unhacked consoles. Developers may see the rampant piracy and decide to develop or release games only for the Xbox 360. This and various other consequences could quickly become a reality if things get out of control. As a result, I ask the hacker community, was it worth it? In trying to empower the user all you have done is allowed the more deviant of the bunch complete reign. Sure, maybe 10 percent of hackers want to utilize legal homebrew methods and software. Then maybe about 5 percent actually want to back up the games they own and play them. After that the remaining 85 percent are nothing more than people who are willing to delve into piracy and cheating to get their rocks off and spend less money in this struggling economy. As a result, you could bury a console you obviously cared enough about to spend years of your life attempting to hack. Was it worth it?
The Best (and Worst) Games of 2010
With New Year's Eve just around the corner it's time to look back at all the titles that released this year and tip our hats to those that got it right. When we see previews and tidbits of games at trade shows like E3 and PAX, the hope is that the finished product stands distinguishes itself from the dreck that crowds the market. The competition this year was stiff so you may want to check out our Retrospective on 2010 before checking out our picks for this year.
Best Independent Title: Beat Hazard (Steam/XNA)
A simple twin stick shooter that takes cues and level design from songs in your library provides a lifetime of replay. If you have a massive song library then Beat Hazard is a new experience each time you boot it up.
Best Download Title: Limbo (XBLA)
This XBLA Summer of Arcade title featured a little boy, shadowy art design and some of the most tense reveals we've seen in a simple platformer puzzle title. While it may be short, Limbo's quality outweighs its brevity.
Best Platformer: Super Mario Galaxy 2 (Wii)
In a category that is getting smaller every day, the company that started the it all delivered a masterpiece with Galaxy 2. Despite being similar to the original, the amazing level design is unique and challenging from start to finish.
Biggest Disappointment: Naughty Bear (360/PS3)
Watching the amazing trailers that led to its release, Naughty Bear looked like a niche title with plenty of wind under its sails. The premise: you play a sociopath teddy bear that stalks and kills the happy and furry friends of his land. The disappointment: it was a horrible and repetitive stealth title knock-off that was riddled with bugs. Oh, and not fun.
Most Innovative Title: Heavy Rain (PS3)
With a deep involved story, it was possible for any character you control to die and the story would simply continue without them. All interaction in the game was loosely based on real activities and later Move support extended that even more. Heavy Rain was unlike any game you'd played before and should be experienced by anyone with a PS3.
Best New Franchise: Alan Wake (360)
Remedy's adventure/horror title about a writer trapped in a small New England rural town was five years in the making. Fortunately it managed to deliver on most of its promises by creating a creepy atmosphere and tense encounters complemented that were complimented a deep story.
Most Tense Moment: The Suicide Mission in Mass Effect 2 (360)
Before gamers got their hands on Mass Effect 2, developer Bioware issued a warning that any or all crew members could die in the final mission. As this is the second title in a trilogy, all lost party members would remain dead when you import your game into the third installment. As a result, everything you did leading up to and on the Suicide Mission was a tense battle of wits. Did your team make it out alive or did you suffer casualties? With a 20-30 hour campaign, dying had never meant as much as it did in Mass Effect 2.
Best Sports Title: NBA 2K11 (PS3/360)
Not simply another annual basketball game with updated rosters, the inclusion of "Jordan Challenges" that had you playing some of Michael Jordan's career achievements and classic teams of the past made 2K11 a gem. Even non-sports gamers (like myself) couldn't help but notice how fun the title was. It's no wonder EA canceled the lackluster competitor NBA Elite.
Best Racing Title: Need For Speed: Hot Pursuit (PS3/360)
Unlike many of the other racing titles this year, Hot Pursuit brought something different to the table in a concept that hadn't been touched in nearly a decade. As a result the inclusion of newer features like online play and a full Facebook-like social network integration made this a great game both online and offline.
Best Character: Viktor Reznov in Call of Duty Black Ops (PS3/360)
Throughout most of the campaign protagonist Mason is backed by a loyal and dependable soldier: Viktor Reznov. Near the end of the game, you've come to appreciate Reznov's sense of humor, style of play and memorable voice provided by the talent of actor Gary Oldman. Throw in the great twist of the story and Viktor Reznov is not a character you will soon forget.
Best Action/Adventure Title: Red Dead Redemption (PS3/360)
Rockstar's sandbox-style Western proved to be an addicting romp in a living, breathing world. No really, you would stop your horse to hunt a coyote or bunny when you should be going to save a town or find your arch nemesis. There was no lack of things to do in Red Dead and the big budget quality of the story and world intrigued players that had turned their back on the Grand Theft Auto series.
Best Graphics: God of War III (PS3)
There were so many gorgeous games that came out this year, but hands down the best looking game was God of War III. The whole game looked like a painting come to life and you couldn't help but get impressed time and time again as you traversed Mount Olympus.
Best RPG: Mass Effect 2 (360)
While it can be said that the cover-based shooter mechanics make Mass Effect 2 somewhat of a hybrid, there are clear RPG elements in this title. Furthermore, the gripping story and conversational choices are the highlight of the title, not the shooter elements, and thus Mass Effect 2 is the clear choice as best RPG.
Best Shooter: Halo Reach (360)
Probably the toughest choice to make this year, there was no lack of solid shooters in 2010. Reach improved on all fronts from previous Halo titles with a great (and understandable) campaign, complete revamp of the multiplayer including the introduction of loadouts, and the most customization of any title we've ever played. Putting all loyalties to certain titles aside, Bungie's final installment to the Halo franchise is also one of its most impressive.
Best Handheld Title: Metal Gear Solid: Peace Walker (PSP)
When I think back on Peace Walker I just don't visualize it as a portable title. Gorgeous graphics, a classic MGS plot and David Hayter's familiar voice as Snake just makes it feel more like a console release. In fact, the biggest downfall of Peace Walker is that so few people played it because it was on the PSP. If you are fortunate enough to have one, this is probably the best game on the console to date.
Game of the Year: Mass Effect 2 (360)
There is just no mistaking how good this title is. With a battle system that is open to gamers of all types but still appreciated by the hardcore fans of the first, any player can appreciate ME 2. Complimented by a vast array of planets and worlds and a complex storyline that competes with the likes of science fiction greats like Star Trek and Battlestar Galactica, this is truly the complete package. With a mid-January release date on the PS3, everyone should play this approachable title.
Those are our picks for the top titles of 2010. Any we missed? Any you didn't agree with? Please let us know in the comments.
Games on Demand
It was only this year that Netflix Instant completely changed the way I watch movies. Previously I was an avid DVD/Blu-Ray collector with over 1,000 titles collected to date, but in 2010 I have yet to purchase a single film. There just seems to be no purpose, it's so much cheaper and easier to just start up Netflix and watch something there. I've even been exposed to new content, like many overlooked television shows that I would have never considered had it not been for Netflix. While it may not be the choice for everyone, I can't really see why I would want to go back to high priced cable and expensive movies again. I often wonder if we could do this for video games and thanks to a new service that has been making waves for the last six months, we just might.
Enter OnLive
As recent as last year, OnLive seemed like a service of the future with great potential but no one believed it would actually work. The concept uses cloud computing, a process where all data is handled and stored by a remote computer, OnLive promises that you can play the most top of the line games with any computer that has a web browser. The remote cloud computer is actually running the game, so your computer at home is merely streaming the video and sending the inputs from your controller/keyboard/mouse. We all get the concept, but the reality is that OnLive requires a very fast internet connection, recommended 5.0 mbps or more, that many households just don't have. On the other hand, I myself do have speeds that can support the platform and I am pleased to say that it runs quite well albeit that I will occasionally lose control of my character on screen for a few seconds or get garbled video when my internet hiccups. So, okay, it works, now what?
OnLive charges no monthly fee for having the service. Previously it was going to cost subscribers $5/mo, but thanks to sponsored support and a large number of members, that fee will never go into effect. You have the choice to rent or purchase the games, buying 3- and 5-day passes for around $5-$10, or purchasing small titles for around $10-$20 and major releases for around $40-$60. Much like digital distribution service Steam, sales occur frequently although we have yet to see sales even remotely as good as Steam offers. The most significant detail is the fact that PC gamers can finally rent titles instead of having to purchase them. If you are unsure about Arkham Asylum or Borderlands, pick up the 3-day pass and try it before you buy it. Much like a console game rental, if you happen to beat it in a short period of time there's no need to purchase the full title. This can be very appetizing for the consistent PC gamer who isn't ready to drop $50 every time a new game comes out.
Computer vs. Console
Since the PS2/Xbox era, it has been conceivable to play many titles on either a PC or a gaming console. These days the list of games that are exclusive to either platform is shrinking even more, with only select titles like Uncharted or Fable claiming console exclusivity and the same with Crysis and The Witcher on PCs. In addition, many PC gamers are making the move to console because it doesn't require the consistent (and expensive) hardware updates to play the newest games. There are a dedicated group of PC gamers who stray from consoles for various reasons from the lack of mods to the ability to use a keyboard and mouse. For the most part, gamers choose a side because using both consoles and PCs is just too expensive and time consuming, but it seems less and less that these two factions really have anything against one another.
OnLive attempts to bridge this gap by offering a little bit of everything. Traditional PC players can enjoy the freedom of keyboard/mouse setups and the experience that only the small contained screens of a PC offer. At current OnLive doesn't support mods, but in due time I think we'll see the service come around to the amazing mod community, even if it is highly sanctioned. If you prefer console gaming, OnLive supports wired Xbox 360 controllers plugged into your PC as a way to enjoy the service's titles. In addition, a recently launched "micro console" attaches to your TV to offer up to 1080p graphics and a wireless controller for a mere $100, which currently includes a free title. Given that this price is the same or less than most Netflix instant streaming devices, OnLive is definitely trying to make its service as accessible as possible.
Connecting the Dots
Starting January 15, 2011, OnLive will begin the earliest form of video games on demand. A $9.99/mo subscription service, The Play Pack, will go into effect that gives you unlimited access to certain games that OnLive has to offer. Of course these won't be the newest titles, much like the Netflix counterpart, but there are some gems in the earliest batch like Unreal Tournament III, World of Goo and Puzzle Chronicles. Also included will be last year's sports titles, like NBA 2K10, that can be enjoyed by sports gamers that don't necessarily need the newest title update day one. It's an early work in progress, but one that no doubt has me intrigued. I do feel that OnLive needs to make a few more improvements before this can all go mainstream, including expanding its library and adding in titles like Crysis or Modern Warfare 2 to really impress non-believers. In the meantime, early adopters on a budget can definitely reap the benefits of a console that only runs $100 (free if you're okay with using a PC) and a $10/mo subscription fee. While it may not replace PCs/consoles in homes at current, OnLive has the potential to one day offer a single console, games on demand service that does for video games what Netflix has done for movies.
Games In Motion
It's that time of the year again and no matter what system you or your loved ones have, there's a whole new market for motion controls. This year we saw Microsoft and Sony jump on the motion control bandwagon with Kinect and Move respectively, both trying to take marketshare from Nintendo's Wii. For many gamers the concept of motion controls (or in Kinect's case, controller-free gameplay) does not illicit a positive response, but then these devices or consoles aren't intended for us. Now that many gamers already have both an Xbox 360 and a Playstation 3 in their homes –– if not a Wii to boot –– Kinect and Move try to rope in those casual players with promises of family friendly devices. This article will explain and examine the differences between each motion control device and help you decide which will be best for you or that special someone on your holiday shopping list.
Overview
Nintendo's Wii has been around for almost four years now, so chances are it's already sitting in your living room or has been passed on to a more appropriate audience. The Wii functions much like a mouse, using a set reference point on the screen and you can move the cursor on screen to interact with the game. Rarely does the system actually detect much of your movements, save to have you shake the controller (waggle) to perform various functions in nearly all of Wii's games. The addition of an add-on accessory, Wii Motion Plus, which only now is integrated into new controllers, widens some of the motion functionality, but it still remains more of an illusion of motion controls rather than the real deal. At the same token, most casual gamers won't really know the difference and it's all about the Wii Sports or Wii Fit anyway, right?
Playstation's Move tries really hard to pretend it's not just a copycat of the Wii, but there is just no way to avoid it –– it's basically a Wii on the Playstation 3. It uses a camera that watches you in the room and detects your movements based off of signals from the controller itself and the movements detected by the camera to integrate motion controls. With an initial launch of poor games and the pack-in being a Wii Sports clone, this is best suited for those who want motion controls but have a Playstation 3 instead of a Wii. On the plus side, existing and new titles can patch in motion controls simply and easily resulting in the Move being the only motion controls currently integrated into hardcore games. Resident Evil 5 and Heavy Rain owners can enjoy these titles with motion controls instead of having to purchase new games.
Microsoft Kinect is an add-on peripheral for the Xbox 360 that turns the player into the controller. It interacts with you solely through watching your movements in a room via the camera and microphones built into it. As a result, Kinect can follow voice commands, track you in a room, recognize individual people and allows you to use objects around the house as controller devices (as long as the software supports it). Kinect also requires a lot of space, a recommended eight feet to be specific, doesn't recognize people under a meter tall or taller than two meters and can have issues with certain lighting conditions. In addition, Kinect requires you to purchase specific games for it (so far) and won't work with any of your existing 360 games even though it requires a 360 to function.
Comparisons
It all boils down to two things when deciding which device is best for you: price and audience.
A Wii will run you $200 for the system, but you will need at least one additional controller, which is an additional $60 each ($40 for the remote and $20 for the nunchuck add-on required in many games). It comes with Wii Sports, though, so for about $260 you're ready to go. Playstation Move requires a Playstation 3, so here's hoping you already have one of those ($300 for the console if you don't). The starter bundle comes with the Playstation Eye camera, one Move controller, and Sports Champions game (think: Wii Sports) for $100. You will probably want to pick up the joystick controller (called the Navigation Controller) for another $30 and you will need to spend $50 on each additional Move controller and $30 on each additional Navigation controller. For at least two people, that's roughly $210 if you already own a Playstation 3 (there are $400 PS3/Move bundles, but there's really not any savings there). Kinect is $150, but it also requires an Xbox 360 so if you don't have one the 360/Kinect bundle will cost $300 for a small hard drive or $400 for a big hard drive. Software on all three platforms is usually $50 per retail game. All in all you can expect to spend between $150 and as much as $400 or more to get motion controls. At the same time, if you already own a Playstation 3 or Xbox 360 this price can drop considerably.
The audience is another important factor - who will be using it? For families you are pretty set with any of them as they all have an array of titles intended to be played with a group of people doing various sports activities and mini games. Those looking to play more traditional or hardcore games will probably want to go with the Playstation Move at this point because it's already able to play some hardcore games now and next year's big releases like Killzone 3 will also have Move support built in from the beginning. Move seems to be more drawn to giving someone the option to play a game with motion controls instead of developing games to use motion controls. The Wii has a wide library and plenty of family friendly as well as traditional titles, so if you love Mario and Donkey Kong it's the only place to find those classics. Kinect is a much more advanced system that allows you to navigate your Xbox 360 with your hands (think Minority Report), actually perform the activities in the game, and is marketed as a whole new console. Smaller children or those that can't move around with ease are probably better off with the Wii or Move, with a much wider variety on Wii.
Conclusion
Motion controls may be here to stay or remain a passing fad, but there is no doubt that game companies are hoping you're eager to get on board. Depending on who's going to be playing with the device and what you hope to get out of it, there are so many options that it's best to know what's right for you. After hearing the important differences between each, which one are you most likely to get?
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