Xbox 3 is Xbox 1

Today Microsoft announced the Xbox One, their third console. If I’m going to be honest I missed the first hour or so of the announcement but based on my Twitter feed and my knowledge of how tech companies announce things I can reasonably be sure what was said.

“This immersive experience will feature more immersive emotion thanks to the immersive technology of a few thousand extra polygons that enable deeper emotions.”

The word emotion is nearly as common as “experience”, “immersion” and “by gamers, for gamers” at these kinds of events. Which emotion is always unstated, but I presume they mean it might make you cry. When I think of “emotional” moments in games I think of Episode 5 of The Walking Dead, say, or the prayers for Amaterasu at the end of Okami – games that would never, ever be shown at an event like this thanks to being “creative” and “good”.

Those asking, “You know, I like watching TV on this TV attached to my Xbox, but how can I add useless, distracting information to the side of the screen?” – well, feel lucky, for Microsoft has answered your prayers. You can now watch TV, not on your TV, but on a Xbox whose channels you can control with your voice.

Indeed, Microsoft is going to produce their own TV series. Is it Halo? Of course. Every Microsoft event must mention Halo. Recall when Microsoft announced a “new trilogy” – and it was a trilogy of new Halo games? Steven Spielberg will be producing a series based on the immersive storytelling of Halo.

The Halo television series was compared to Breaking Bad and Game of Thrones for its ability to create a world. Breaking Bad and Game of Thrones are also famous for their complex, emotionally conflicted characters. Halo’s lead is a non-entity, a faceless blank slate for the gamer to project themselves on – hardly a compelling hero, unless they switch the focus to others.

Anyway, on to the games that are games and not TV shows based on games.

Electronic Arts was introduced with a typically hyperbolic intro about how they will bring intelligent, dynamic, original games rich with emotion to the Xbox One.

The game they were talking about?

Madden.

At the Playstation 4 press conference, they introduced the “original experiences” of the PS4 with footage of the latest Killzone. This reveal tops that moment in absurdity because at least then it was knowingly bullshit (additionally, Sony showed actual original experiences with Jonathan Blow’s game and that one platformer). Here, EA fully commits to the idea that Madden, FIFA, UFC and NBA Live are the height of storytelling. You will now hear the roar of the crowd, and that will finally make Madden realistic, unlike those shitty Maddens of the past.

That’s a strange theme to these conferences: games from the last generation are worthless compared to the technological advances of the next generation. Call of Duty: Ghosts models the dirt under the fingernails of your character, a detail that apparently advances the game’s emotion and detail beyond what Modern Warfare 3 was capable of. Developers discuss tiny technical advances that supposedly create deeper emotion than was possible before – and only reveal how little they understand emotions or what creates them. Animated films are not “realistic” and yet they can create deeper emotion than many live action films.

Electronic Arts claimed their new football partnership will transform not just the Xbox, but the sport itself. You can now discuss the game with friends and play Fantasy Football on your Xbox – so the big innovation here is that the Xbox One lets you do what one can already do on the internet, but now on one screen instead of two. The Microsoft partnership with coaches and players was mentioned off-hand, and I possibly imagined it.

Forza 5  was introduced with a spiel about memorable experiences in gaming: bringing an Xbox to a friend’s house to play Halo, unlocking your first achievement and the first time you painted a Forza car & traded it. Here I might have to admit a generational gap – as a gamer who started gaming in the primitive days of the late 90s, I never experienced any particular joy over my first achievement, and am generally ambivalent towards their existence. Yet somehow, despite my lack of knowledge, I don’t think the first time you traded a car in Forza was a formative experience for many gamers. The cars look nice though.

The one original game shown was…it’s hard to describe. Quantum Break is inspired by scripted television, and it may very well be a television show, since most of the trailer was live-action. Even a pre-rendered trailer usually gives some hints about how a game is played, yet I’m just at a loss here. Are FMV games coming back? Are we due for an immersive new take on Night Trap?

We closed out with Activision’s latest Call of Duty game, Ghosts.

Call of Duty’s developers, Infinity Ward, have tried to innovate by not following up Modern Warfare 3 with Modern Warfare 4 but instead a different identical game where you shoot a lot of people. Call of Duty: Ghosts was first teased in a live action trailer featuring different masked warriors throughout time, an impressive trailer that nonetheless just makes you want to play as one of the more interesting historical soldiers and not the dull modern people with guns. Give me a game about samurai or tribal hunters with spears and I’d jump onboard. Another Call of Duty? Not so much.

Call of Duty: Ghosts is the latest first person shooter to bring in a big Hollywood screenwriter to gussy up the cutscenes between gunfights. This time the writer is Stephen Gaghan, who wrote Traffic and Syriana. His story promises deeper immersion, emotional immersion, emotional technology, immersive immersion…

Call of Duty: Ghosts features leaning, sliding, and a dog teammate as the extent of its new, innovative mechanics. And the developers trash the graphics of their predecessor – while Modern Warfare 3′s arms were “beautiful at the time” (a sentence never before uttered by humanity), the new game’s arms show dirt under your nails. Dirt! Under your nails! One can also customize your character’s appearance, though sadly you can only choose helmets and not hats. Why, Infinity Ward?

Call of Duty: Ghosts pushes the idea of emotional connection with the game’s characters via a melancholic trailer. Once again, a game that will ultimately turn out to be just another first person shooter is sold on a “emotional” trailer.

Remember Gears of War, whose ads were set to Gary Jules’ “Mad World”? Or more famously, Dead Island’s trailer, a short film set to sad music that inexplicably was universally adored as an example of the newfound storytelling prowess of games, even though it showed nothing of the game (which was nothing special)? Now Call of Duty: Ghosts joins the tradition with a sad trailer of downbeat narration, promising a character-based drama in a apocalyptic world when we all know it’s just going to be a parade of new locales to shoot foreigners in.

Ultimately none of this matters because the console war narrative is unchanging, even in what’s probably close to the last days of gaming consoles. There will be posturing, rabid speculation, fanboy wars over what console they’ve never touched is the best. Already there’s gloating over the increase in Sony’s stock price after the Microsoft press conference (8%) and childish glee in the impending ‘death’ of Nintendo’s Wii U. Maybe it was a good idea to miss the first hour, to skip the ages of social features no one will use and technical specifications that sound impressive but mean nothing. The Xbox One press conference is devoid of substance and yet will be a focus of obsession.

On the plus side, the excellent Xbox 360 controller has hardly been changed beyond fixing the d-pad. So there’s that.

Playstation #14 and 15: NFL GameDay and NHL FaceOff

It is November 1995. Gamers are wondering: what’s the future? The Playstation is a runaway success, besting Sega’s Saturn – yet there was still the pending release of Nintendo’s new system the following year. What experiences would the future bring; what new technology? Who would define the course of gaming forever? _____________________________________________________________________________

Playstation #14 & 15:

NFL GameDay & NHL FaceOff

FaceOff

 

Developed by Sony Interactive Studios America (989 Studios), published by Sony

Released: November 21, 1995 (US)

Best-Seller In: United States (Greatest Hits)

In 1995, the unthinkable happened:

Electronic Arts cancelled Madden.

EA notoriously ports each Madden to every possible console, even discontinued ones. They kept pumping out Genesis and SNES Maddens until 1997, Nintendo 64 entries into 2001, Playstation Maddens until 2004 and the Playstation 2 saw Madden games as late as 2011. Madden NFL 2002 alone saw release on five consoles, two handhelds and home computers. If a system is in any way commercially viable, a Madden will head its way.

In 1995, you could play Madden ‘96 on the Super Nintendo, Super Genesis, Game Boy and even Sega’s handheld Game Gear. Yet you couldn’t find Madden on any fifth-generation consoles. Next year’s Madden ‘97 made it onto the Playstation and Saturn. So what happened?

Madden ‘96 for the Playstation was developed by Visual Concepts. Their task: drag a 2D game into the 3D era, and do it in the limited time frame of a yearly sports game.

Visual Concepts failed. One flaw in Madden ‘96 was the game’s load times: Jason Dvorak of Game Rave reports that they tried to model every player, even down to their uniform, instead of applying textures to player sprites – bumping load times up to a minute at times. Visual Concept’s ambitions outpaced their ability.

Even an awful Madden would gross millions, yet EA still cancelled Madden ‘96 due to its poor quality.

This left a gap in the market. Whoever developed the first football game would have a license to print money – for one year, anyway. The winners of the year without Madden? The internal Sony developer Sony Interactive Studios America, later renamed 989 Studios.

989 Studios had a thriving sports division: their series included NFL GameDay, NHL FaceOff, NCAA GameBreaker, NBA Shootout, NCAA Final Four and the simply titled MLB. 989 Studios also tried many original works – and sadly, they were rarely any good.

989 Studio’s predecessor created the 1Xtreme series and Spawn: The Eternal, often regarded as the Playstation’s worst game. They developed Twisted Metal 3 and 4, which sold well based on name recognition but ultimately killed the series in quality. They also developed NFL Xtreme, a knock-off of the arcade-style NFL Blitz.

To be fair, 989 Studios also developed Rally Cross and Syphon Filter, and the Phil Hartman-starring Blasto.

I go in-depth on history because, ultimately, sports simulations are boring. I’m glad I won’t have to play too many because it’s hard to find anything to say about yet another game of football.

NFL GameDay doesn’t quite bring football into three dimensions. The players are seemingly 2D sprites, not models, and one must squint to see resemblance to real players.

When it comes to gameplay, one must acknowledge a truth: these games aren’t for gamers as a whole. The goal of most developers is to craft a fun experience. The developers of serious sports games must care about realism over fun to compete and appease the league they spent quite a lot of money buying rights from. Madden, GameDay and their like thrill the faithful with accuracy. I don’t doubt that many (though obviously not all) Madden players buy no other game.

While entertaining arcade football game exist, simulations are constrained by their sport. Those who are not already fans of the real thing may find it hard to enjoy a game that gives you seconds of control before abruptly tossing a menu at you. Football is not quite as awkward in-game form as baseball, but it’s still a strange mix with interactivity.

Some sports translate more easily to gaming: soccer, basketball and hockey, for instance. NHL FaceOff is the more entertaining of the two games simply because hockey is more immediately fun than football.

NHL FaceOff’s presentation is identical to GameDay’s: the players are sprites, while the world is 3D. Even the menus mimic the style of their football sibling.

Yet hockey is a better sport in-game form because it doesn’t stop: NHL FaceOff is a rapid experience, a maelström of hits and puck-stealing. I had fun playing FaceOff, something I could never say about GameDay.

Sports games are a commercial phenomenon – possibly the single most popular type of game – and are curiously unremarked upon: but what can one say? Even in this time of transition the games are essentially unchanged beyond the obvious graphical evolution. These games can’t change from year to year and hope to maintain their audience.

Sports games are a parallel universe, an alternate path for gaming populated by wildly different standards, audiences and notions of what constitutes a “good” game. And it’s a parallel universe I’m not keen to revisit.

notes

  • EA’s tendency to port Madden games to systems long after they fell into irrelevancy means they often “close out” consoles: the final GameCube game was Madden 08, the final XBox game was Madden 09, and the last Playstation game (in the United States) was another EA franchise, FIFA Football 2005.

_____________________________________________________________________________

Next Time: In my introduction, I said I would be playing the worst game I’ve ever played. That game is Loaded, and I’m reviewing it next week. I want to play it one more time just to make sure my negativity is justified: looking back, will I still hate it? Also: Road Rash. I’ve played a rip-off; how did the real thing fare on the Playstation?

32 Bits, Playstation/Saturn Crossover Edition: Wipeout, Cyber Speedway and Hi-Octane

It is November 1995. Gamers are wondering: what’s the future? The Playstation is a runaway success, besting Sega’s Saturn – yet there was still the pending release of Nintendo’s new system the following year. What would happen there?

32 Bits is a series about the most popular console games of their day; not the classics we look back on today, but what people were playing then. How did these games, even the now-forgotten ones,say about where gaming was heading? What do they say about where gaming had already been? Let’s find out.

 _____________________________________________________________________________

Today we consider three games that represent a very specific trend in gaming. One of them popularized a new “genre”; another was a Saturn-exclusive precursor, and our last game is a hastily developed one from a developer whose days were numbered.

The early to mid 90s are the last time in the story of gaming, thus far, where developers were often seeking to create something new. The evolution from 2D to 3D demanded change and innovation. Some of these new modes of gaming stood the test of time: stealth games, first-person shooters, real-time strategy. Other “innovations” were more dubious – FMV games, for instance, which were thankfully just a passing fad.

Another thread in the story of gaming was the attempt to take old styles and give them new coats of paint: give familiar types of games the appearance of being something revelatory.

There is a story – I can’t remember where I read it, or its veracity – of an early Atari developer proposing a new racing game only to be told they already had one racing game, why should they tap that well again? The developer proposes an absurd new environment, such as racing on the ceiling, and it counts as just new enough. I’m not entirely sure how that story ended, where I found it, if it’s true or indeed what the point of it was. I may have dreamt it.

Futuristic racers were a new style of a very, very old type of game. They were as bright, graphically, as a Ridge Racer. Yet they were more than just a new veneer slapped onto a generic game. Futuristic racers developed their own standards and clichés in their brief heyday.

Like kart racers, futuristic racing games often featured weapons – though less outwardly silly ones, such as missiles. They focus overwhelmingly on speed. And they have similar aesthetics.

The first of the games I will look at is Wipeout. However, it is not the first futuristic racing game. That honor falls not to any of today’s games, but Nintendo’s F-Zero. Thanks to the delayed début of the Nintendo 64 F-Zero could not usher the form into a new generation. So it goes.

 _____________________________________________________________________________

Playstation #13:

Wipeout

Developed by Psygnosis, published by Sony

Released: November 21, 1995 (US)

Best-Seller In: America (Greatest Hits), Europe (Platinum)

Also on: Sega Saturn, DOS

Continue reading

Playstation #11 and 12: Doom and Destruction Derby

It is November 1995. Gamers are wondering: what’s the future? The Playstation is a runaway success, besting Sega’s Saturn – yet there was still the pending release of Nintendo’s new system the following year. What would happen there?

32 Bits is a series about the most popular console games of their day; not the classics we look back on today, but what people were playing then. How did these games, even the now-forgotten ones, influence the course of gaming? What do they say about where gaming had already been? Let’s find out.

_____________________________________________________________________________

Playstation #11: Doom

Originally Developed/Published by id Software in 1993

Ported to the Playstation by Williams

Released: November 16, 1995

Best-Seller in: North America (Greatest Hits), Europe (Platinum)

Doom was not merely popular. It was a phenomenon, an epochal release that defined its decade and the course of gaming as a whole. Gamers were thrilled by its then-advanced graphics, first-person action and online multiplayer. Developers spent years trying – and failing – to copy it (it wasn’t for nothing that first person shooters were, for years, called “Doom clones”). The public protested its bloody violence and demonic imagery. Even the United States government took a shine to Doom, modding it to serve as a Marine training sim. For the computer gamer in the ’90s, there was no way to escape Doom. Continue reading

Playstation #9 and 10: Warhawk and Tekken

The time is November 1995. Gamers are wondering: what’s the future? The Playstation is a runaway success, besting Sega’s Saturn – yet there was still the pending release of Nintendo’s new system the following year. Of course, the year’s best games – Chrono Trigger, Earthbound, Yoshi’s Island – are found on the distinctly last-gen Super Nintendo. Over on the PC, companies are trying to copy Doom, and it’s the last gasp of the LucasArts adventure game. Everything is still very much up in the air.

32 Bits is a series about the most popular console games of their day; not the classics we look back on today, but what people were playing then. How did these games, even the now-forgotten ones, influence the course of gaming? What do they say about where gaming had already been? Let’s find out. Continue reading

Playstation #8: Twisted Metal

Apologies for the lateness of this post; I was ill all weekend and didn’t realize I had forgotten to schedule it in advance. Tekken will run with Warhawk on Sunday.
______________________________________________________________________

32 Bits is a series about the most popular games of the past. The time is now November 1995; those who bought a Playstation at launch are now getting new games for the holiday season – but what do these games suggest about the system’s future?

Playstation #8: Twisted Metal

Developed by SingleTrac, Published by Sony

Metal

Released November 5th 1995 (US)

Best-Seller In: America (Greatest Hits)

Imagine, for a moment, that you’re a game developer in 1995. Your company’s first games were not just popular; not just acclaimed. They were hugely influential. In fact, you’ve just created a whole new genre (or mashed together existing ones into something new) – one other developers are struggling to copy. You follow up your first hit with a sequel that finds even more success.

And then the series you started, the series that started a whole genre of games, is wrested out of your hands by your publisher over a contract dispute and given to…a widely hated development house. They don’t “get” the game; forced to recreate its engine from scratch, they burden the series with dull levels and impose realistic physics on a cartoon world. Meanwhile, devoid of your usual franchise you start developing…a clone of the game you made. You go from the creators of a whole new type of game, to just another developer trying to scratch out market share in a field you created. Continue reading

A word on the demise of LucasArts

Today it was announced that Disney, new owners of Lucas Film, would lay off LucasArts’ staff and turn the studio into a licensing machine. This brought an end to a developer that had lasted decades…but to mourn LucasArts is to mourn a studio that truly ended decades ago. Continue reading

A schedule

Metal

  • Twisted Metal/Tekken – April 7th
  • Warhawk – April 14th
  • Saturn: Wing Arms – April 17th
  • Doom/Destruction Derby – April 21st
  • Playstation/Saturn: Wipeout/Cyber Speedway/Hi-Octane – April 24th
  • NFL GameDay/NHL FaceOff – April 28th
  • Saturn: NHL All Star Hockey/Center Ring Boxing/Hang-On GP – May 1st
  • Loaded/Road Rash – May 5th
  • Arc the Lad – May 12th

For 1996 on, my format will be easier – I’ll do everything chronologically. Here, since I started in September, I’m leaping around a bit when it comes to the Saturn. And so from May 13th to the 18th , its Saturn week:

  • Astal/Bug!/Clockwork Knight: Three platformers; the beautifully animated Astal, and Bug! and Clockwork Knight, both of which mix 2D and 3D.
  • Gunbird/Detana Twinbee Yahho! Deluxe: Two 2D shooters, a genre important to the Saturn.
  • Dark Legend/Virtua Fighter 2/Virtual Hydlide: The first two are fighting games – the acclaimed sequel to Virtua Fighter, and another Chinese-themed game. Hydlide is the Saturn’s stab at a Zelda-style adventure game that generated a new world every time you played. It wasn’t…entirely successful.
  • Shinobi Legions/Virtua Cop/Ghen War: Virtua Cop is a beloved arcade shooter; Shinobi Legions is the final installment in a popular platform series (at least until the PS2 rolls around). Ghen War is an unrelated shooter.
  • The Horde/Discworld/Steamgear Mash: A fantasy adventure game, an isometric platformer, and an odd little strategy game.
  • Sega Rally Championship/Virtua Racing: We conclude with two of Sega’s more popular racing games.

And on May 19th the first season concludes with a look back at 1995, and ahead at 1996.

I mainly chose games recommended by others; some I just chose because they looked interesting and representative of the Saturn. I don’t want to play something boring – I’m sure someone out there is willing to give the likes of Corpse Killer (most 90s game name, by the way) a second glance; that someone is not me.

Certain games were considered and cut. I’m waiting to review Saturn baseball and soccer games until I play some for the N64 and Playstation. I wanted a first person shooter to contrast with Doom, but the two candidates – Defcon 5 and Robotica – were simultaneously dull and awful. I’ve talked about Gex previously. Shin Megami Tensei: Devil Summoner, unfortunately, seems to have not been translated into English, so that’s out. Two adventure games: Mansion of Hidden Souls and Darkseed. Since this wasn’t a big genre on consoles, I limited myself to one people actually liked, Discworld. Plus, what can I say about Darkseed that Retsupurae hasn’t? Godzilla: Rettoushinkan is an odd licensed strategy game that is apparently horrible – and sadly, it’s a text heavy Japanese exclusive. Finally, I planned to review Cyberia alongside Wipeout…only to learn it’s not a futuristic racer, but instead a adventure game, and I have no idea why I assumed otherwise. Also, some games didn’t make their way to the US until 1996 and will be reviewed then.

If any important games are glaringly absent, feel free to suggest them.

Sega Saturn: Daytona USA CCE, Virtua Fighter Remix, Battle Arena Toshinden Remix

Today, if there’s a problem with a game – say, a glitch, or a feature everyone hates, it can just be patched out. A game can be completely reinvented over time because of online updates. Team Fortress 2 went from a normal class-based competitive first person shooter to a hat collecting simulator with a co-op horde mode, to name one example.

In 1995, though, you were out of luck if you detected some problem and wanted to fix your game. Over on the Playstation, a popular game’s Greatest Hits release would often be used to fix problems found in the game’s initial run, or to add new content. Resident Evil’s greatest hits release was a special Director’s Cut. The Lost World: Jurassic Park made substantial changes from the first edition to greatest hits to respond to criticism – for instance, you can now play as a t-rex right off the bat instead of waiting several hours.

What if the titles you botched were a system’s launch games? And what if one of those games was not just popular, but included in with the system? Then you have the case of Virtua Fighter Remix. Continue reading

Sega Saturn: Daytona USA, Virtua Fighter, Daytona USA

Sega_Saturn_ConsoleThe dominant narrative of console gaming is one of perpetual conflict. It is not enough to speculate about what games shall be made on certain hardware, the months prior to the launch of new systems are a mess of hype and arguing – always the same kind of hype and arguments. Why, the Playstation 4 will give true freedom to developers; there are no technical limits anymore! Sure, and the Playstation 2′s Emotion Engine was powerful enough to power Saddam Hussein’s nukes. Continue reading