I’ve been racing through the PS3 horror survival game The Last of Us at a blistering pace over the last few weeks. Unlike almost every other console game I’ve played, I’m doing so because of the game’s great storyline, not its gameplay.
Joel and Ellie, the two protagonists of The Last of Us, propel the narrative forward. Both characters are morally flawed and have depth; they grow and evolve significantly throughout gameplay. It’s a progression that’s more impressive than a lot of what I see on TV today, especially when you factor in the relatively short in-game cutscene time. We’re not talking Mad Men levels of development here, but for a video game this is a huge accomplishment. Overall, I feel invested in these characters and can’t wait to find out what happens to them next.
There are other ways that the The Last of Us’ narrative has similarities to a great TV or movie screenplay. There’s no excess exposition; characters rarely talk about how they feel or unnecessarily recall earlier events to fill in the audience (e.g. no character says “tell me again about…”). Instead, nuanced actions convey emotion. Elle slightly changes her stance when she gets agitated. Joel glances at his broken watch to recall a tragic backstory.
In addition, The Last of Us doesn’t front-load the story with clumsy, overly direct details such as intro voiceovers, a common mistake among action games. Instead, the game fills in the blanks on its post-apocalyptical setting along the way, mostly in the action’s periphery: two characters have a throwaway conversation about a summer barbecue before the infection spread. Loudspeakers shout ominous warnings from FEDRA, the militaristic remnants of the U.S. government.
Unlike a lot of games, gameplay violence has serious consequences that aren’t glorified or fetishized. Gun fights are short and deadly. Enemies (and their victims) are dispatched in brutal, realistic ways. Joel and Ellie obviously rack up an unrealistically high body count (it’s still an action game), but are far from unstoppable super heroes. Thanks to excellent sound design and motion capture, both characters are often weak, scared and tired during battle. With all these factors in play, “fun” combat ironically ranges between feeling uncomfortable to flat out dreadful. Consequently, extended gaming sessions are hard to handle. But I think the game developers would argue that’s exactly the point.
Overall, The Last of Us shows a real maturity in its narrative, an evolution past what we normally see in gaming. It’s fitting that the game is one of the PS3’s last tentpole releases. Here’s hoping the next generation of gaming, from the XBox One and PS4 to the iPhones and PCs of tomorrow, will push their respective stories to even higher levels.
The Penny Arcade Report’s Ben Kuchera on free-to-play games:
The economy of free-to-play games are always designed to be unsatisfying in some way, that’s how the business works. For-pay games feature a kind of brute honesty: If you don’t pay the asking price, you don’t get to play. Free-to-play games hide their hooks in the game play itself, like sharp bones inside a nice piece of meat. It’s hard to feel like you can dig in when you know any bite may bring pain, so we’re stuck ripping the meal apart with our knife and fork to try to figure out where the bones may be hiding.
This is pretty much exactly the problem I’ve had with the popular mobile free-to-play game Real Racing 3. To get to more advanced races I felt the need to grind races over and over for more coins to buy. Was the game putting up a wall and telling me to fork up a few bucks? How much would I feel obliged to spend to get some of the later stage, more powerful cars? I’ve decreased my play time significantly since I had to start asking these questions.
There’s been lots of hype around both the PS4 and XBox One regarding the state of launch titles. Ars Technica gaming reporter Kyle Orland presents the numbers on each side, divided by exclusivity, genre, and more. It’s a helpful guide and a potential factor in deciding which console to pick up.
A big step in the right direction for catering to indie developers. Microsoft still isn’t out of the weeds: their decision to not make the Kinect required is baffling, and there’s many other moves that suggest a platform without a strong vision. But adding an indie friendly publishing platform is a uniformly great decision.
Sam Gibbs writing for Gizmodo UK (sourcing data from a lengthy Eurogamer article):
It turns out that despite having 50 per cent more power in the GPU department, the in-game graphical performance of the surrogate PS4 only managed around 25 per cent faster frame rates, like-for-like in the gaming benchmarks. The interesting thing here is that the homebrew Xbox One test rig kept up with the PS4-like kit if the resolution was turned down from 1080p a smidgen, which makes me think that on the whole the two are going to be very evenly matched.
Pretty much all tests, signs and evaluations we’ve heard is that at least out of the gate you won’t notice much difference between the two systems in terms of raw graphical performance. But years down the line as graphical needs get pushed further upward I’m curious if the extra PS4 power will make a noticeable difference, at least on first party games.
Rob Fahey writing for GamesIndustry International:
Here’s this approach in summary – “save AAA games by making more money from the same consumers”. If you think you can rescue AAA by following that strategy, I’d submit that you’re part of the problem, not part of the solution. AAA development isn’t in trouble because its consumers don’t pay enough money – it’s in trouble because the growth of its consumer base has stalled. After years of meteoric growth, AAA games have hit a ceiling – new people are playing games in droves, interactive entertainment has gone every bit as mainstream as anyone dared to dream, yet AAA experiences are utterly failing to encourage new audiences to jump in, to swim upstream and become fully fledged video game consumers.
The upcoming PS4 versus XBox One fight could easily be won over policies instead of games.
Console exclusives will dominate conversation out of the gate but I expect a stalemate a year from now; the incentive for cross platform gaming is especially strong this next generation. The XBox One and PS4 share a similar, PC-like architecture which makes ports from one console to another easier. In addition, rising PC and mobile competition should translate into fewer overall consoles sold. It’s smart business sense for games to launch on as many platforms as possible.
However, digital sales will be dominant on consoles sooner than many skeptics think. A digital sales policy that’s straightforward, permissive and consumer friendly will move sales more than any game exclusive will. Just look at the massive success of the iOS App Store, Steam and Netflix; clearly content fuels the majority of sales, but a strong digital policy is an integral part of each platform. For instance, Netflix has a single flat fee and few account sharing restrictions. The iOS App Store utilizes iCloud to auto download app purchases to every iPhone and iPad registered to a single user.
To Microsoft’s credit, their original XBox One E3 DRM policy anticipated a digital future. But they reversed, and as of now we’re largely in the dark on both Sony’s and Microsoft’s digital sales policy.
Each company should start by emulating Steam’s policies:
All console purchases should be tied to a user account, not a single or set number of devices, with unlimited downloads to a registered console.
Sales should be common with game prices fluctuating often. Older titles should be eventually marked down to meet lower demand.
Allow customers to pre-download games in a locked state at their leisure, before launch day. Then offer a quick unlock code when the game is released.
But that’s just the first step. The disc market for console games still has some clear advantages over digital: A strong used game market, multiple vendors competing over prices, the speed of a disc install versus a huge, multi gigabyte download. To address these, a digital market should provide further incentives like:
Digital downloads available a few days before a game shows up in stores.
XBox/PSN credits or other incentives (e.g. extra subscription time, themes, bonus content) for “trading in” digital downloads.
A true digital used market where gamers can buy and sell games (albeit with likely heavy restrictions.)
Granted, the previous suggestions would require massive coordination with game publishers, vendors, and the gaming public as a whole. Even reaching digital parity with Steam is an ambitious goal for the short term. Yet, much like we’ve seen in the music and app markets, digital sales isn’t just an option, soon it will be the dominant option. If Sony or Microsoft introduce a strong digital rights policy before their competitors, I’d expect it to be a huge factor in terms of which company “wins” this gaming generation.
Davis took over the hosting reins at GameSpot after Rich Gallop left and Gerstmann was fired, and immediately slotted into the same role at Giant Bomb. He jovially hosted the Bombcast and all of their live shows, including their panels at conventions like PAX. An incredibly funny and welcoming individual, he was just as friendly as he was amusingly insulting, but he was never disrespectful and his words never corrosive or venomous. His laugh was booming and infectious. He was an easygoing individual universally described as fun to be around. As awkward as he was at being recognized in public, he remained approachable and affable, showing fans the same love he received in return. Browsing the literal tens of thousands of comments following this sad news, it’s borderline impossible to find anyone with a bad word to say about him.
I’ve taken a while before I’ve made any mention of Ryan here after his passing almost two weeks ago, but The House Next Door’s summary here gets him right: funny, smart, universally liked. As a regular listener to the Bombcast and Giant Bomb in general, he will be greatly missed.
The short answer by Ars Technica is “no”. Frankly I don’t know what’s more interesting, the notion that PS4 and XBox One are a relative bargain, or that a new Neo Geo would cost $1111 in today’s dollars.
It’s an older article but is worth revisiting now that the dust over Microsoft’s DRM stance has somewhat settled. AnandTech’s Anand Lai Shimpi goes into some expected serious depth here:
Differences in the memory subsytems also gives us some insight into each approach to the next-gen consoles. Microsoft opted for embedded SRAM + DDR3, while Sony went for a very fast GDDR5 memory interface. Sony’s approach (especially when combined with a beefier GPU) is exactly what you’d build if you wanted to give game developers the fastest hardware. Microsoft’s approach on the other hand looks a little more broad…It’s a risky strategy for sure, especially given the similarities in the underlying architectures between the Xbox One and PS4. If the market for high-end game consoles has already hit its peak, then Microsoft’s approach is likely the right one from a business standpoint. If the market for dedicated high-end game consoles hasn’t peaked however, Microsoft will have to rely even more on the Kinect experience, TV integration and its exclusive franchises to compete.