Posts Tagged: gaming

Big budget gaming presents a challenge for newcomers

Some of the most hyped console games aren’t friendly to newcomers. Games like God of War: Ragnorok, Elden Ring, and Apex Legends are sales and critical juggernauts, but they can be a steep climb for those with slower reflexes or less free time. Big studios would benefit from diversification – more genres, shorter playtimes, less twitchy action – yet remain as conservative as ever in their approach.

Big budget games tend to fall into two camps: open ended, multiplayer games as a service (Destiny 2, Apex Legends, FIFA 23) or long running action adventure narratives (God of War: Ragnorok, The Last of Us: Part II). The former demands practice and knowledge of the latest meta to stay competitive, and the latter often takes 25 or more hours to complete. Gamers with less time and attention have an either or proposition: we stick to AAA behemoths like Elden Ring for an extended period or take more comfortable, varied pacing with smaller indie games.

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PlayStation’s first party conservatism

Rumors suggest PlayStation has a Horizon: Zero Dawn remaster on the way. It’s a frustrating development, confirming Sony’s talented first party studios are laser focused on sequels and remakes. Seeing Jim Ryan shut the doors on anything that isn’t a $100 million IP safe hit, with such creative talent at the helm, is a head-scratcher.

Less risk taking at Sony’s AAA level narrows the field for original experiences and IP and limits the greater potential of the industry. Audiences not into first person shooters and mature action adventures stay on the sidelines. Even for “core” gamers, variety helps; a side project this generation can evolve into the next big thing years from now.

I have well founded pessimism. PlayStation Studios PS5 releases follow a predictable formula: follow ups for Spiderman, Horizon, God of War, and The Last of Us. Three of the four get remasters or “director’s cuts” of their original entries, naturally sold at a $70 price point. Only Returnal and Destruction All Stars would be considered original IP releases, with Insomniac’s Wolverine on the distant horizon.

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The strategic importance of indie games for Game Pass

Most armchair analysts underestimate how instrumental small budget indie games are to Xbox Game Pass’s success. Most will fly by without a splashy marketing presence, buzz on social media, or even a high score on OpenCritic. But given a Game Pass title’s low barrier to entry (a download or through Cloud Gaming, a click), subscribers aren’t wedded to budget, popularity, and review scores. The right mix of under the radar titles isn’t just helpful to keep subscribers afloat between bigger drops, but I think they are increasingly critical to keeping subscribers happy.

I realize the argument runs counter to traditional gaming sales logic, where the same five to ten AAA games (e.g., Call of Duty, FIFA, GTA V) remain perpetual NPD best sellers. It also seems to contradict Microsoft’s first party consolidation. With the likes of AAA stalwarts like Bethesda Game Studios, Activision, and Blizzard under one roof, one could only assume Microsoft’s goals are to continue mega franchise hits like Fallout, Call of Duty, and Diablo as future staples of the Game Pass library.

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Misclassifying Horizon: Forbidden West

Another year, another opportunity for gaming discourse on the proper approach to open worlds. The typical argument puts Elden Ring and Zelda: Breath of the Wild on one side, Horizon: Forbidden West and Ubisoft franchises like Assassin’s Creed on the other. Elden Ring and BOTW have more emergent gameplay, with little hand holding, clearly laid out objectives, and access only gated through character leveling and player skill. Horizon and Assassin’s Creed are more prescriptive. There are icons and waypoints all over the map, with the game’s mechanics, stats, and side quests all laid bare to the player.

Modern critical consensus points to emergent open worlds as generally more satisfying. Prescriptive games drown the player in unfulfilled objectives, busy UIs, and too many icons on a map to follow and check off. The net result can feel like a game on autopilot or lead to “open world fatigue.”

Having played and completed Horizon, I find this argument unfair to Sony’s latest blockbuster, misclassifying its genre and intent. While critical discourse pits Elden Ring and Horizon as open world action RPGs first and foremost, in reality, I view Horizon as more of a linear adventure similar to a game like Uncharted or The Last of Us. Its open world elements are a secondary “hook” to string narrative segments of the game together.

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PlayStation’s Game Pass competitor is a smart bet

A PlayStation rival to Xbox Game Pass, code named Spartacus, appears all but assured to happen. Bloomberg’s Jason Schreier leaked details of the subscription service in December. Sony recently pulled PS Now retail cards from U.K. retailers, suggesting Sony could announce Spartacus details soon.

The Bloomberg piece lays out Spartacus’s offerings, a multi tiered subscription service that improves the popular PS Plus and PS Now services Sony already runs. For me, the more interesting question is less about the what and more about the why and how. Why would Sony take a gamble on a Game Pass competitor now, when their brand is the market leader? Also, how will Spartacus differentiate itself from Game Pass, especially in light of Microsoft’s mega acquisition of Activision Blizzard?

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My favorite games of 2021

2021 has shaken up my gaming habits. The lingering threat of COVID ramped up stress levels, so I ended up investing more time with games that had relaxed pacing and forgiving difficulty. Becoming an Xbox Game Pass subscriber allowed me to dabble in new games across different genres and budgets I wouldn’t have otherwise given a chance. Life outside of gaming remained busier than ever, which forced me to ditch many lengthy titles if the game didn’t click for me out of the gate.

Even though my gaming tastes and routines have shifted, I still look back on 2021 with five games I enjoyed immensely and would recommend to almost anyone.

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Almost all games deserve an “easy mode”

It feels like a debate erupts online over video game difficulty every few months. The most passionate want games as challenging as possible without compromise. Psychonauts 2 includes an invincibility mode where players can complete the game and earn achievements with the setting on; angry Twitter gamers view the option as “cheating.” A new Fromsoft game releases (e.g., Bloodborne, Demon’s Souls, Elden Ring), and a similar audience rushes to defend its unyieldingly high learning curve as creator intent.

I couldn’t disagree more with this whole “no easy mode” philosophy; it’s hardcore posturing that should have died off decades ago, back in the SNES era. To me, the proper difficulty is a settled issue: almost every game benefits from having at least one mode that lessens the challenge. We shouldn’t view difficulty as a matter of artist choice, but instead one of accessibility. A game’s challenge can be no different from colorblindness or physical handicaps, a barrier that all the practice and YouTube guides in the world can’t overcome.

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The endless appeal of Microsoft Flight Simulator

I’ve been hooked on Microsoft Flight Simulator (MSFS) since the game debuted on Series X consoles a few months ago. It’s honestly a surprise: unlike most games I gravitate towards, the simulator has few concrete objectives or “win” states. I spend 95% of my game time on direct flights between two airports with autopilot doing the heavy lifting. But it’s still an enormously compelling game. MSFS is competence porn on a sandbox of infinite replayability and high realism.

I use the word infinite without exaggeration; the game is dynamic in a way frankly no other modern title could hope to match. MSFS uses Bing maps satellite imagery and 3D photogrammetry to recreate the look of virtually any point on earth, streaming data in real time on a fast internet connection. The results are stunning, at least based on the recreations of places I’m familiar with.

The net effect means in MSFS I can take off, fly, and land practically anywhere in the world. As long I’m game enough to sightsee, it’s hard to get bored. I spent a few hours across several weeknights exploring the rural U.K. and Ireland. I’ve run acrobatic flights around Chicago and San Francisco to fly around skyscrapers and under bridges. One evening I flew up the Las Vegas strip, watching the mega casinos below pass by. And that’s only a fraction of what I could do; there are many countries on my shortlist to explore next.

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The parallel trajectories of Disney and PlayStation

I was torn watching Sony’s recent PS5 showcase. It’s always exciting to see Sony’s first party content given their studios’ strong track record. However, almost every game was predictable and safe in a way I wouldn’t expect from Sony in an earlier era. Overall the event reminded me of Disney’s recent filmmaking output: lucrative, fun, but creatively a bit hollow.

Comparing Disney films to PlayStation games may sound like a stretch, but consider the parallels through the lens of PS5 first party games from the showcase. Disney loves remakes of beloved hits (The Lion King, Aladdin). Sony will release two remastered Uncharted games in a new collection. Disney leans on sequels of well tested hits like Toy Story and Cars. Sony showcased God of War Ragnarok and Gran Turismo 7. Also, Disney loves cranking out all things Marvel and Star Wars. Sony revealed teasers for Spider Man 2 and Wolverine. Stretching beyond first party content, Sony also gave prominent placement for a Star Wars: Knights of the Old Republic remake and a new Guardians of the Galaxy game.

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Dynamic gaming with Genesis Noir and Observation

Even months removed from their initial play through, Genesis Noir and Observation have stuck with me. It’s not due to either game’s overall quality; both impress with plenty of initial style and swagger, only to narratively stumble in the final acts. Instead, it’s all about their daring approach to user interface and control scheme, both which change frequently throughout the story. The experiences I had with both games made me realize how thrilling it can be when gaming conventions are broken.

For most modern games, the UI and control setup remain consistent throughout the a playthrough. For example, in the most popular game genres today – first person shooters, third person action adventure, and sports – you use a controller’s analog sticks for movement and looking around. For shooter titles like Destiny 2 and the Call of Duty series, there are expected conventions on the HUD to show player health, ammo, and a mini map of the player’s surroundings.

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