Archive for October, 2008

LittleBigPlanet

Games are usually designed around a fundamental challenge of completing objectives, whether it’s defeating enemies, building an empire, or escaping from danger. Great games engross the player in the challenge and get them hooked and poor games usually try to do this, but fail because the challenge feels too repetitive, or too frustrating, or the game just fails to draw them in.

LittleBigPlanet has that core element of challenge as a traditional platforming game but that’s really not what the game is about. The basic platforming elements are generally very easy. Merely beating the levels or getting points isn’t very satisfying by itself. The fun part about this game is discovering all the cool designs, and tricks, and ideas that go into each level. Even with the pre-packaged levels, I’m constantly surprised and amused with what I discover. And, obviously, with the user-created levels, it’s a ton of fun to see all the different concepts that people were able to execute.

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Already, there are a ton of completely entertaining user levels. A good example is a level that someone recreated from the first level of the classic NES game, Super Mario Brothers. The level isn’t challenging and I definitely wouldn’t want to play a whole Mario Brothers game like that, but it was fully entertaining to play the level, and see how many little touches they were able pull off and how they did it. And that level isn’t even close to the best user level I played (Touch of Color is an easy favorite level so far).

The other fun part of this game is using the level editor itself. Most regular players probably won’t take it so far that they are making polished, prize-winning levels, but plenty of people will have a ton of fun making simpler goofy levels and just having a blast while doing it.

Most gamers remember the previous era of user-created content for games like Lode Runner, Eamon, Wolf 3D, Doom, Quake, and Marathon. One big difference between that era of user-created content and something like LittleBigPlanet is that previously, there was a big lack of professsionally made games. Today, there is just so much more content on the market and it’s so much easier for regular gamers to get. Previously, user created content generally aimed to fulfill the lack of games to play, while today, user-created content is more about providing community expression that is missing from more traditional games.

Everyone is wondering, will this game be a commercial hit? Will this title unleash tons of entertaining ideas and concepts from the community? Is this title going to start a new a new genre of gaming? No one knows, but this game delivers the most novelty we’ve seen all year and this title is clearly the first to usher in a distinctively new era of user-created game content.

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Japan is Hesitant to Adopt PS3/360

Have you been watching Media Create’s top 30 software sales charts in Japan? From a platform/publisher perspective, it’s consistently populated by mostly DS games and slightly fewer PS2, PSP, and Wii games. PS3 titles are very sparse on the list and 360 games are even rarer.

It’s surprising that even today there are so many more PS2 releases and software sales than those on the PS3 and 360 combined. In the west, developers and the media completely lost any interest in the PS2 many years ago. I remember in late 2004, most of the western media outlets started to proclaim the PS2 era as over and many new game development was being started on next-gen systems. The media definitely jumped the gun by at least a year or two, but in the west, there was such an eagerness and excitement to move on the next generation of hardware back then. But in Japan, here we are in late 2008, and the PS2 is still far more popular in terms of software sales and quantity of popular new game releases than the PS3 and 360 combined.

Anyone have any good theories for why this difference may be? Is it a consumer issue such as cost or size of the hardware or fancy graphics and online features that are perceived as adding more complexity than entertainment value? Or is it a developer issue? Are the developers slow to change production practices, slow to invest in new technology, or hesitant to jump to a newer and financially riskier platform?

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Home Beta only Available to Annual Qore Subscribers

That’s pretty lame Sony …. at the very least the open beta is still set for 2008.

As an update to the PLAYSTATION(R)3 News email sent on Friday, October 24th, the special invitation to PlayStation(R)Home’s closed beta is available only to Qore annual subscribers who purchased subscriptions by 10/29. Qore Episode 06 purchasers will not be eligible for the special PlayStation(R)Home beta invitation at this time. We apologize for the miscommunication.

Qore Episode 6 Home Beta Update

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Sony Fiscal Q2 Financials

Sony’s Fiscal Q2 2008 = Calendar Q3 2008. Here is the game division overview:

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(official report here)

Noteworthy points:

  • Sony, as a company overall, is still making a profit. Overall net income was 20.8 billion yen. This is way down from last year’s 73.7 billion yen, but the company is definitely still in the black. Sony’s biggest division in terms of both expenses, revenues, and profits is consumer electronics (HDTVs, cameras, laptops, DVD/Blu-Ray players, etc).
  • Game business is losing money, 39.5 billion yen, but loses are way down from last year’s 96.7 billion yen.
  • It’s easy to forget, but Sony still sells both more PS2 hardware and software than PS3 software and hardware. I wonder if or how they are counting PSN purchases.
  • Overall software sales are down slightly since PS2 sales dropped more than PS3 sales rose.
  • Overall R&D spending is slightly up for 2008. I’m hoping some of this is increased investment in PS3 game development, although there public statements don’t give this detail.

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PS3 Gold Box Deals Today

Amazon is having great deals on PS3 items today, right now the PS Eye is $23! – Check it out here. More deals will be coming today.

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IGN’s Resistance 2 Review

To get straight to the point. IGN has given Resistance 2 a score of 9.5. It’s a pleasant surprise if I must say so. I really enjoyed Resistance and loved the online multi-player so Resistance 2 was always going to be a must have for me, but I’m pleased it has received a high review score from IGN.

Here are some choice quotes from the review:

Not only is Resistance 2 an improvement in all facets of the game, it dwarfs the considerable action of the first title in the series.

Hmm, how else have they improved on the single player?

The first game was well known for its atmosphere, tight corridors and its surreal environments. All of that has been maintained, and even augmented. For instance, it’s extremely strange to walk into the town of Twin Falls, Idaho, and see the entire place covered with flesh pods, which obviously contain the unfortunate remains of the townsfolk. When one of your squad mates remarks that seeing the entire thing makes him miss conversion centers, you can’t help but agree with him. But eclipsing this is the sheer scale and scope of the game, which is nothing short of epic. In every single level, there is at least one moment that will make your jaw drop, such as the absolute devastation of Chicago and its total infestation of Chimeran creatures

Awesome! I can’t wait to get stuck into the single player mode. Insomniac have also managed to improve on what was already an excellent multi-player experience in Resistance. First up the (up to) 8 player co-op story mode:

You’re part of the Spectres, a separate military faction tasked with tracking down and finding Gray Tech, items held by the Chimera around the world. The co-op mode missions run parallel to the action of the single player campaign, and helps to point out that Nathan isn’t the only one that’s fighting this war against the Chimera; other humans are risking their lives trying to defeat the invaders as well.

Players are given a choice between three different classes, each with their own abilities and traits. However, players aren’t restricted to a particular class, and can switch at any time they wish, including during a match. The Soldier is the tank of the squad, equipped with a chain gun that projects an energy shield and packs more health than any other class. Spec Ops are the damage dealers of the group, and while they have less health than others, their Marksman is particularly effective in wiping enemies out. They are also the only class that can resupply soldiers by throwing out ammo packs. Medics are the final class, using their Phoenix weapons to drain the health from enemies and convert it to healing blasts from their weapon. They can also resuscitate party members faster than any other squad.

Berserks are specialized abilities that are tied to a particular class, and can be triggered when a player has gained enough experience points to fill a meter, which will slowly drain when the power is active. For instance, Soldiers can trigger Ironheart, which will reduce the amount of damage taken as long as the Berserk is active. The Ring of Life, by contrast, allows Medics to set down an area that will constantly regenerate health of any allies in its proximity. If a player frequently performs their job, they’ll continually refill this meter, allowing them to try to swing the tide of the battle in their favor. That is an extremely important factor when it comes to the Co-op mode, because the game takes a dynamic approach to play. Initially, you’ll be given an objective and based on how you’re doing, the levels of each class in your party and the number of players in a match, the game will scale the action accordingly.

For example, if you find yourself playing a split-screen co-op game with one friend, fights will be easier to take on than if you move in with seven other players and are surrounded by sixty enemies or more at the same point. But on top of this, you’ll also discover that the objectives will dynamically change as well, making each situation play out in a different manner every time. What’s more, as you blast through each checkpoint, you’ll inevitably go up against some elite versions of these creatures, each of which hold more health than a standard Chimera and can inflict more damage as well. But even outside of the scaling action of the cooperative play, the mode truly embeds a sense of working together with the other players in your squad, because it’s not possible to survive this mode by going commando. Each player is forced to rely on the other skills of their party mates to survive, but the one thing that I’ve found in playing a number of multiplayer matches is that anyone, from a newcomer to a seasoned veteran of the mode easily falls into a specific role and gets a hang of the gameplay, making it one of the most accessible multiplayer modes around

I played this in the BETA and it was absolutely immense fun! I can’t wait to play it with friends. I think it will offer a break from the inevitable spawn killers and campers that will no doubt plague and eventually ruin Resistance 2′s main online multiplayer modes, like they ruined the first game’s.

Or maybe I’m just being cyncial…

The competitive mode is also just as solid. Sure, Resistance 2 features many of the classic game modes that you’ve come to know and love in multiplayer matches, such as Deathmatch, Team Deathmatch and Capture the Flag (known as Core Control in the game). However, it’s Skirmish mode where the mode sets itself apart, because the game will feature up to sixty players on scalable maps without any noticeable lag or technical hitches. Skirmish mode is objective based just like Co-op mode, with dynamic goals assigned to the six squads of five players each for the Human and Chimeran sides. These will cover a number of objectives such as controlling a particular node, protecting a specific location or eliminating a priority target on the other side. Rival squads on the other side will be tasked with stopping you, so you’ll always have some kind of opponent attacking you and your allies. As time starts to run out in a round, you’ll find that the objectives will start to funnel everyone towards a central point for overall domination of the map. This is where the largest battles break out, and also where the action gets most intense, which only serves to boost the level of fun to huge levels. Toss in leaderboards and lots of other multiplayer features, including the MyResistance.Net functionality that will track stats in real time while also giving a number of social networking features, and you have a title that will expand both replayability and community.

I never really played much of Skirmish during the BETA but it sounds like it could be a great addition. As an overall package, I think Resistance 2 has something to please most people; split screen local multiplayer (if I remember correctly, maybe Henning can correct me on this :wink: ), online co-op, online mulitplayer and an epic single player mode.

Resistance 2 is one of those games that manages to expand on its predecessor in every way. The single player is epic in scope and in story, which is practically worth the price of admission by itself. Then you throw in the extremely engaging co-op and competitive play, which expands on replayability in just about every way possible. Toss in a generous number of unlockables, trophies and community support, and you’ve got a phenomenal experience. This is an exclusive that PS3 owners should be proud to have in their collection.

Let’s see if the rest of the reviews are as complimentary towards Resistance 2 and as forgiving of it’s flaws. Regardless, it’s a definite day one purchase for me and I can’t wait to get back into some consistent online play with my friends.

IGN’s Resistance 2 Review

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Killzone 2: Helghan

This title is looking better and better

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PS3 Outselling 360 On Third Party Software

This is somewhat surprising. By looking at the USA NPD numbers, multiplatform software generally sells roughly twice as well on the 360 as it does on the PS3.

However, when looking at financial statements from EA, Namco Bandai, Konami, and Ubisoft, their worldwide totals show the opposite: PS3 is actually moving more software on a worldwide basis.

According to EA’s previous financial statement, the PS3 accounted for about 17% of total revenue in comparison to the Xbox 360’s 10%.

According to [Namco Bandai's] recent financial statement, the PS3 currently moved approximately 57% more software than it’s direct competitor, the Xbox 360

according to Konami’s recent financial statements, the PS3 accounted for a whopping 57.3% of the sales this past quarter, while the Xbox 360 accounted for only 2.6%.

According to UbiSoft’s half year financial report (6 months 2008/09), the PS3 accounted for about 20% of the software sales compared to the Xbox 360’s 14%.

The Konami numbers aren’t very telling since their main title of the past quarter, MGS4, was PS3 exclusive. However, Namco, EA, and Ubisoft? Namco seems to be releasing much more 360 exclusives, so it’s very surprsing that the company still gets more revenue from PS3 sales. I suspect this may be because Namco releases more 360 software in the west, but in Japan, they release more of those weird titles on the PS3 that westerners generally don’t care or hear about.

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