Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Monday, 20 October 2014

Retro Review: Eternal Sonata

Originally posted on D-Pad.co.uk

Lost in the shuffle of Halo 3, Super Mario Galaxy, and the plethora of Triple-A games released in 2007 was Microsoft's umpteenth attempt to crack the Japanese market.

Eternal Sonata is an RPG centred on legendary Polish composer Frederic Chopin. Developed by tri-Crescendo, the makers of the Baten Kaitos series, Eternal Sonata takes place in an imaginary world conceived by a terminally-ill Chopin on his deathbed.

The story is based on teens Allegretto and flower-girl Polka's quest to stop the evil (and prepubescent) Count Waltz. The Count has raised taxes to a ludicrous level, and our heroes set out to obtain an audience with Waltz to air their misgivings. Instead, events escalate, threatening to throw the whole world into turmoil. Chopin himself features in the main story but curiously, as a side character. Chopin must have been a very humble man to consign himself a bit character in his own dream.

As the world is based in Chopin's mind, music plays a big part in Eternal Sonata; The main characters are named after musical terms (other than Chopin himself). Pianist Stanislav Bunin faithfully recreates Chopin's pieces. In addition, the game features original music composed by the prolific Motoi Sakuraba.

The game's events are inspired by Chopin's life story, such as the rebellion sub-plot, which has similarities to the Polish–Russian War 1830–31. Main heroine Polka suffers from a terminal illness similar to the one that befell Chopin. In the world of Chopin's dream, the side-effect of a terminal illness is the ability to wield magic. The story is complex and has many underlying themes, with no clear plot; the story is hard to invest in and will fade from your memory after completion. tri-Crescendo has to be applauded though, for creating a story based on high taxes and tuberculosis.

Two playthroughs are required to experience everything the game offers fully. Eternal Sonata's Encore Mode would suitably challenge hardened gamers. The mode is unlocked after one playthrough; the enemies in Encore deal out 1.5x damage, have 2x HP and are more aggressive in battles.

Despite being released over seven years ago, Eternal Sonata still looks impressive as it did in late 2007. The colours are vivid, and the cell-shading creates an Anime feature-film look. In addition, the monsters of Eternal Sonata are highly imaginative; watch out for the flying goat and oversized onion.

The PS3 version – released a year after the 360 game – includes exclusive playable characters and new areas. Regardless of the system, Eternal Sonata will satisfy underserved JRPG fans or those wanting to sample something different, which Eternal Sonata most definitely is.

Overall

Colourful, original and bonkers. Eternal Sonata is unlike any game this gen. The gameplay might not be revolutionary, but the vivid graphics, whimsical music and unique story hit the right notes

7/10

Sunday, 21 September 2014

Deadline Day Drama!

It was 2024 in Football Manager.

In this playthrough, I had accomplished a lot: Winning Euro 2020 with England, bringing the World Cup home in 2022 and lifting my first trophy in any FM game with my favourite team, Newcastle United (the Europa League). After a successful first season at Real Madrid, capturing La Liga and the Copa Del Rey, I aimed to win The Treble.

The Winter Transfer Window was about to close, and my last remaining RW, Agustin Allione, had been ruled out for three months with an injury. I needed to buy another Right Winger desperately. After a quick search, I decided to bring in disgruntled 29-year-old Raheem Sterling from Man Utd. I had worked with Sterling at Newcastle and in the England setup. After I departed for Real Madrid from Newcastle, they sold him to Man Utd, who proceeded to do nothing with him. Man U had no quibble to sell.

But I had depleted all of my sizable budget in the Summer Window after spending £70 Mil on forward Marcel Masio (a regen, or in other words - a fake player) and £66 Mil for Ballon d'Or winner Jack Wilshire. I had to sell someone.

I put 25-year-old Brazillian Paco (another regen) up for sale for £15 Mil (Man U were selling Sterling for £10 Mil). Paco could play LW, LM, CM and AM. I didn't want to sell him because he was valuable as a sub, but Paco had grown frustrated and had asked to leave earlier, so he was the obvious choice. He was a great player but wasn't good enough for the Real first 11. I quickly arranged a contract with Sterling, but Paco was fielding offers from a plethora of clubs and was taking his time signing with anyone. His payback for his time on the bench, no doubt. I had to delay and eventually cancel the Sterling deal due to a lack of funds.

It was now Deadline Day; I signed and agreed on terms with Sterling twice, only to cancel because that indecisive bastard Paco still hadn't decided on a team (and every time I rebid Man U drove the price up by £1 mil). Paco finally signed with a club (Spurs). After another bid and contract offer, I thought I got Sterling, but to my horror, the Madrid board took most of the transfer cash! The board left me with a paltry £5 mil. Sterling signed with AC Milan at the last moment of Deadline Day.

There was still a gap in my squad, so I bought up a youngster from Castilla, Joshua Oyala. A fairly promising winger. Trush in youth, eh?

I started him against Atl Madrid. His poor tackle cost us a penalty, the game and our undefeated record in the league.

...FUUUUU

Monday, 8 September 2014

Inazuma Eleven GO Review

Originally posted on D-Pad.co.uk

GO comes in two versions: Light and Shadow. The difference between the two games is minor: a few special attacks, teams, and a returning character from the previous Inazuma trilogy. This review is based on the Light Version of the game.

Released to coincide with this year's World Cup, Inazuma Eleven GO has finally dribbled onto our shores (GO has been available in Japan since Dec 2011).

Set 10 years after the original Inazuma trilogy, the game follows wide-eyed Arion Sherwind and the rest of the Raimon High School football team as they battle Fifth Sector. This corrupt governing body seeks to control every aspect of football (no relation to actual events).

Inazuma Eleven's unique blend of football, Anime, and RPG has failed to catch on outside of Japan, but could GO score the winning goal?



Behind GO's cheery exterior lies an engaging plot. Fifth Sector governs football with an iron fist going as far as predetermining outcomes of games. Fifth Sector orders Raimon High School to lose their opening game; with the urging of newcomer Arion, Raimon decides to go against the script and play to win. GO is structured like an Anime and the game's plot and art style is reminiscent of mid-2000 Anime's such as Beyblade and Yu-Gi-Oh. Occasional animated cutscenes appear in pivotal moments. Produced by the studio behind the Pokémon anime – OLM – these segments are of the highest quality. There's even a cheery Anime opening title that I guarantee you'll be humming within in a few days.

Arion loves 'The Football' (yes, he refers to football as a person) and won't stand for Fifth Sector's crooked approach to the game. Arion is a prototypical Shounen character in the vein of Goku from Dragon Ball and countless others, but that doesn't make Arion less of an affable lead. Other members of the team include the implausibly short, Jean-Pierre – or JP for short – and troubled Captain Riccardo Di Rigo. The character designs are outstanding, with each central cast member having a distinct look.

The great work done by Level 5 on design has been hampered by the localization team, who have given certain characters new 'English' personalities, the worst of which is midfielder Ade and his comical Geordie accent. Other English terms such as "Innit" and "Lad" appear innocuously. Whilst the story is left untouched, this unnecessary altering is a throwback to a best-forgotten chapter of gaming.



Matches are controlled via the stylus, with the buttons only used to move the camera. The controls are fiddly to get a hang off, especially for those not used to touch controls but the movements are intuitive enough for you to master as the game progresses.

There are two types of matches in GO; full 11 vs 11 football games and 5-a-side battles that the player can found around the game world. The 5v5 games are only 15 seconds, although time is paused whenever an action is being conducted, meaning these battles are closer to 1-2 minutes. A 5-a-side game can be triggered by finding an eager opponent on the game map (no random battles, thankfully). The requirements to win are winning the ball, keeping the ball (quite tricky) or that old fav, Next Goal Wins.

The big matches are much thornier. To advance the story, the game requires you to perform actions, such as getting a specific player (usually Arion) into the penalty box, which can be a pain with ten players hounding on you. Ironically, Inazuma's plot is centred on match-fixing, yet the big games are heavily scripted. At times it feels as if you're watching the story rather than playing it. After fulfilling said objectives, the game allows you to run free. Much like in the plot, that's when the game comes alive. Despite that grumble, the big games are bundles of fun and have a great atmosphere; you'll be raring to play the matches as if you're a member of Raimon yourself.

The learning curve is steeper than you would expect for such a 'cutesy' game. Curiously, GO doesn't display the opposition's level before a game, resulting in frustrating bouts against mini Tim Howards. However, that frustration is worth it for the oh-so-sweet moment you finally get one in the net.

GO introduces Fighting Spirits to the series- Inazuma's take on summoning monsters. Only select players can unleash Spirits. They are essentially clear shots at goal. The player can only unleash Spirits in story battles, but after completion, you can freely use them at any time.



Graphically, the game looks outstanding and is comparable to Level 5's PS2 title Dragon Quest VIII. Switching 3D on actually detracts from the visual. Leave that slider alone! The soundtrack is superb and perfectly meshes with the game. One gripe is the lack of variety in the music department. GO uses the same BGM whilst out-and-about in the game world and during battles. In critical moments though, the soundtrack accompanies the game beautifully.

Inazuma Eleven is unlike any series out in the market. If it was released a decade earlier, when Anime was still on television and Japanese games resonated outside of their home country, I'm convinced Inazuma would've achieved more success. The poor localization is regrettable, but it doesn't hinder the quality GO exudes. If you enjoy football, Anime, or RPGs, GO should have a place in your starting eleven.

Overall

Inazuma Eleven GO is a unique RPG boasting an intriguing story and charming characters, let down slightly by a shoddy localization. Perfect for young and old gamers alike, Inazuma scores a screamer.

8/10

Saturday, 12 July 2014

XBOX Event Report

Originally posted on D-Pad.co.uk

Microsoft brought E3 to a hidden corner of West London.

The company invited a select group of gamers and journalists to get hands-on with titles first previewed at last month's E3. I managed to wrangle myself itself an invite; here are some thoughts on the day:

Not announced beforehand, FIFA 15 made a surprise appearance at the event. A new feature touted by EA is Emotional Intelligence. Whenever players miss a shot, or a decision doesn't go their way, they are considerably more animated than before. But the issue of the 'dead eyes' persists. Other than that, the game looked great (the pitch degenerated through the match) and played superbly. Two new tactical options have been added on the side of Ultra Defensive and Ultra Offensive: Park The Bus and All-Out Attack, respectively. Unfortunately, I didn't get a chance to test out All-Out Attack, but Park The Bus is precisely just that. My entire midfield line raced back to the penalty box when I moved that slider all the way left.


Sunset Overdrive was the event's showpiece, with most of the screens in the room dedicated to Insomniac Games first Xbox title. What immediately stood out about Overdrive was the vivid colours. There wasn't a grey or black in sight. I was having so much fun blowing stuff up with the plethora of weapons on offer that I had to be reminded by an Insomniac employee on the objectives to be completed. Believe the hype.

Forza Horizon 2 continues to attempt to fill the hole left by Project Gotham Racing. Being quite rusty with the racing genre, I hit the curb once or twice (or fifty times). A neat addition for terrible drivers like myself is the rewind feature which allows you to turn back time and skid into a different hay bale.

The game that attracted the most attention was Evolve. The co-op FPS from the creators of Left 4 Dead garnered many awards at E3, including "Best of Show", and It was not hard to see why. Evolve is a five-player co-op game. One player plays as the monster whose role is to avoid the four others who seek to stop him. The beast gradually evolves (hence the title) throughout the game, with three levels in all. Expect the phrase "This isn't even my final form" to be uttered frequently. Playing as one of the chasing squad, I felt like a part of a sci-fi thriller. Eventually, we killed the monster just before it almost wiped out our entire squad. Evolve will be one to watch.



Fable Legends also implements the same four-versus-one concept as Evolve, but the two games are miles apart in terms of quality. The controls were muddled, and attacks didn't hit solidly. Granted, this was an early demo, but every other game on show is scheduled for release in a similar timeframe and didn't look as shoddy. It's time for Lionhead to leave Albion and create a game that is not Fable.

Assassin's Creed Unity and Halo: The Master Chief Collection were at the event but not playable to the public. The fellow demoing The Master Chief Collection for us displayed Halo 2 Anniversary's split-second toggling between the old and new visuals of the original Xbox title. This game is packed with features and will undoubtedly delight Halo fans.

Also on show was Alien Isolation and four ID@XBOX titles.

Sunday, 25 May 2014

It’s Time To End The Traditional E3 Press Conference

Originally posted on D-Pad.co.uk

For an industry as exciting and progressive as video games, why is our most important event so dull?

I don’t equate “gaming” with nervous developers listlessly talking about video games future. The live E3 show has become stale, and no smoke machine or massive LCD will rectify that. The solution, though, has come from the world’s oldest game developer, Nintendo. The annual media briefing should be taken off the stage and put straight onto the net

Nintendo might be lagging in sales, but they are miles ahead of Sony and Microsoft with their approach to E3. For the second year in a row, Nintendo shunned the bright and expensive lights of Los Angeles for a pre-recorded showcase. Expertly produced, the Nintendo Digital Event had more vibrancy and life than any of the arena briefings. The Robot Chicken segments were inspired, as was the bonkers duel between Reggie and Iwata to introduce Super Smash Bros for Wii U and 3DS. In addition, the Luigi Death Stare cameo illustrated Nintendo’s connection with the community better than Phil Spencer and his plethora of indie game T-Shirts.

In a pre-recorded conference, Andrew Wilson would be 10% less douchey

A recently released video from Microsoft showed the incredible effort the company goes through to produce their conference; they plan for E3 months in advance. A pre-recorded briefing would require considerably less time and save the company loads, allowing them to get on with the important work. EA are already halfway on the road to a pre-recorded show; most of their conference this year consisted of behind-the-scenes footage.

The most exciting part of the media briefings is the appearance of a surprise game, such as the Uncharted 4 reveal at the end of Sony’s show this year. In a pre-recorded show, there will still be that surprise factor. In fact, it would be harder for leaks to spill out as Sony would produce the show in-house. The only thing missing would be the yelping fanboys.

The E3 pressers have provided us with some memorable moments, but it has given us a lot more cringe and boredom. Gaming has changed drastically since the first E3 press conference; now it’s time for the companies to catch up on how they talk to gamers.

Tuesday, 11 March 2014

Stand by for Titanfall: Xbox’s Counterattack

Originally posted on D-Pad.co.uk

The biggest game so far this gen and Microsoft's hope to turn the console war is incoming…

Pac-Man & The Ghostly Adventures.

...

Titanfall is also out this week.

Xbox One's UK price cut was Microsoft's most notable move since the arrival of the Xbone and PlayStation 4. Adding more indignation to early adopters, Microsoft also announced a Titanfall bundle. The current price cut only applies to the UK but don't be surprised if Microsoft slashes prices of Xbox One's globally; Sony's PS4 has out-sold Microsoft's console 2-to-1

It was clear this was going to be an intense battle; the Xbox One and PS4 launched a mere seven days apart. Boasting an almost identical line-up, specs and design, it's hard for general consumers to differentiate between the consoles.

Bad press has blighted The Xbox One from early on; the backlash Microsoft had to endure after gamers roundly rejected their always-online policy made the PSN hack story seem a million years ago. The issue over Xbox One's inability to play games at 1080p was another – albeit minor – bullet in the brand. Ultimately, the critical difference between the two machines has been the PlayStation 4's lower price. So when presented with two parallel machines, it's no surprise that shoppers have opted for the lower-priced model.

While Sony has other interests, such as their electronic and movie divisions, the PlayStation brand has always been a focal point in Sony's portfolio. The company's CEO, Kazuo Hirai (he of "RIIIIDGE RACER!" fame), obtained his position on the strength of his work on the PlayStation. Hirai is always seated front row for Sony's annual E3 conference; his commitment to PlayStation is firm.

The Xbox, in contrast, is treated like the red-headed step-child of the Microsoft family. Overshadowed by the lofty Windows, the Xbox has never been able to shake the 'novelty' project label. Investors have urged new CEO Satya Nadella to abandon the Xbox brand. Nadella's stance on the Xbox remains to be seen; he had little interaction with the brand on his ascend. Phil Spencer has stated that Nadella is a "supporter" of Xbox, but Nadella has not gone on record expressing his views on the gaming device. Microsoft co-founder Paul Allen is convinced that the company should sell the Xbox brand.

The Xbox, in contrast, is treated like the red-headed step-child of the Microsoft family. Overshadowed by the lofty Windows, the Xbox has never been able to shake the 'novelty' project label. Investors have urged new CEO Satya Nadella to abandon the Xbox brand. Nadella's stance on the Xbox remains to be seen; he had little interaction with the brand on his ascend. Phil Spencer has stated that Nadella is a "supporter" of Xbox, but Nadella has not gone on record expressing his views on the gaming device. Microsoft co-founder Paul Allen is convinced that the company should sell the Xbox brand.

Analysts estimate that the Xbox brand loses $2 Billion annually. With Microsoft losing money elsewhere, the Entertainment division (which includes the Xbox) would be the first to taste the sword.

Titanfall drops this week on Xbox One and PC, followed by an Xbox 360 release next week (Yes, Titanfall is on Xbox 360). In promotional material, Microsoft is touting the Xbox One version of the game as the lead platform.

Open betas, bundles, limited edition console, Microsoft has put their promotional muscle behind Titanfall. The reaction to the game has been unanimously positive. The hype behind Titanfall is reminiscent of the furore surrounding another First Person Shooter that Microsoft was banking on kick-starting a console, Halo. Whilst Halo and its sequel sold exceptionally well and helped MS sell thousands of Xboxes, the original Xbox didn't come close to the overall sales figure of the PS2. As a result, the machine lost a staggering $4 billion.

The exclusives will decide this console generation; HDD space and 1080p are fringe issues. Microsoft snatched up many of Sony's gems last-gen; Metal Gear Solid, Final Fantasy and even Tekken made the trip to Seattle. The only series Sony can rely on is their first-party games, which are a mixed bag. As fun as Infamous and God of War are, neither will convince fence-sitting gamers to hop over. Gran Turismo has lost its spark and is released too infrequently to make a difference. And no, those extra 60 minutes of Watch Dogs isn't going to be a gen-winner.

Sony's ace is undoubtedly Naughty Dog; the studio has delivered many of Sony's greatest games and arguably the best overall game last-gen, The Last of Us. Despite the strength of Naughty Dog, recent history has shown that it's FPS's that sell consoles – Not action-adventures games. Sony should focus on obtaining the rights to Titanfall's inevitable sequel.

With Nintendo getting out of the console race, it's a two-way battle between Microsoft and Sony. Both consoles are very similar and expensive; it's likely consumers will only pick one. If Titanfall doesn't shift as many Xbox One's as MS requires, it doesn't automatically spell the end, but it'll be a blow the Xbox will be hard-pressed to come back from.

Monday, 24 February 2014

Jimmy Fallon: Gaming's Entryway to Prime Time

Originally posted on D-Pad.co.uk

Jimmy Fallon isn't well-known outside the United States, but it's a name gamers should familiarize themselves with; he's one of us.

Last week, Fallon began his tenure as host of The Tonight Show on NBC with a ridiculously star-laden opening. Fallon took over from long-running host Jay Leno.

Fallon fronted the eponymous Late Night with Jimmy Fallon for five years; the show followed the Tonight Show in the less desirable timeslot of 0.30 am. Fallon targeted a younger demographic via social media integration and, of course, video games. Fallon himself is a gamer and is passionate about the genre; he frequently referenced video games on Late Night (including this zinger at Nintendo) and would bring on developers for live game demonstrations. It was hard for Fallon to hide his glee in these segments. Fallon's enthusiasm is a stark contrast to fellow talk show host Conan O'Brien, who absentmindedly tries his hand at video games in a segment on his show titled Clueless Gamer.

The Tonight Show is an institution; it's been on the air since 1954 and historically garners an older audience than Late Night along with a higher level of celebrity – President Obama has been a frequent guest of the programme.

NBC (the American network that broadcasts Late Night) may tell Fallon to 'class up' his show. In 2009, NBC gave The Tonight Show to the Clueless Gamer himself, Conan O'Brien. After a tumultuous saga, NBC forced O'Brien to quit the show after seven months; NBC subsequently gave The Tonight Show back to former host Jay Leno. NBC argued that Conan failed to attract the valuable older demographic that the elder Leno garnered. However, Fallon has gone on record stating that he's "not going to change anything" and that his Tonight Show will be "the same show" as Late Night.

There have been minor gaming reveals on Late Night; Ubisoft demoed a new section from Watch Dogs on the show. Publishers could conceivably use The Tonight Show platform for higher profile reveals; unveiling the newest Far Cry on NBC will garner tons of mainstream attention.

It remains to be seen whether that will be the case and if Fallon will be allowed to bring on Cliffy B instead of Jennifer Garner. It would be a massive coup for gaming to see Jay Z clutching a PS4 controller on America's #1 talk show.

Friday, 24 January 2014

Assassin’s Creed: Liberation HD Review

Originally posted on D-Pad.co.uk

Assassin’s Creed: Liberation HD is a port of the 2012 PlayStation Vita title, adding upgraded visuals and extra missions. Available on PS3, Xbox 360 and PC, this downloadable title follows the life of Aveline de Grandpré, the first female protagonist in the Assassin Creed series.

Liberation takes place in late 18th Century New Orleans around The Seven Year War and the Louisiana Rebellion of 1768. Slavery is one of the main plot points, a subject that even Hollywood wasn’t comfortable tackling until recently. Kudos goes to Ubisoft for tackling such a sensitive topic (Assassin Creeds IV’s DLC, Freedom Cry, also deals with slavery). Although, after watching the powerful 12 Years a Slave, it did feel odd seeing the slave’s plight reduced to a trivial side-quest.

In another departure from the norm, the relationship between main character Aveline and her sidekick Gerard is a deliberate 180 on traditional gender roles; Aveline is the brave warrior who drudges on – sometimes foolishly – into battle whilst cautious Gerard offers support from the sidelines. The main story, whilst intriguing, jumps erratically. This is somewhat redeemed by summaries in-between loading screens.

Prior knowledge of past Assassin’s Creed games is expected. Unfortunately, Ubisoft makes little effort to explain the greater Assassins and Templars plot, leaving many sections of the story downright baffling for newcomers.

The main story is roughly 6-8 hours long; there are also numerous side-quests to occupy the Trophy/Achievement hunters. Most of the missions are quick pick-up-and-play offerings. The much-criticized multiplayer mode from the Vita version has been removed.

Liberation’s gameplay is a departure from previous Assassin Creed games. Aveline lives with her parents and has to keep her Assassin dealings a secret from them. To circumvent this, she rotates various personas, three in total—first, the de-facto Assassin Persona, which will be familiar to anyone who has played an AC game. Second, the Lady Persona gives her the ability to ‘charm’ guards and walk around New Orleans uninterrupted. However, due to the Lady Persona’s oversized dress – and because she is a lady – Aveline can’t free run whilst in this persona. The third uniform is the Slave Persona that the heroine utilizes to go undercover in plantations and slave camps. Despite its ubiquity in advertisements and promo material, the Assassin Persona was the least used of the three outfits in my playthrough due to the high attention the Assassin colours garnered from guards. The better option when out-and-about, is the less-conspicuous Slave Persona which has all the abilities of the Assassin outfit albeit with less health and fewer weapons.

The whip is a fun new addition; unlocked halfway through the game, it allows Aveline to swing across obstacles like Spider-Man. In battle, the whip is a handy tool; with one press, you can knock an enemy off balance, leaving them open for a killer blow.

The cinematics displays Liberations Vita roots; poorly synced voiceovers and stilted faces that went unnoticed on a tiny Vita screen are all too apparent on an HDTV. Although generally, the game looks very impressive, especially the Bayou setting, Liberation HD scarcely resembles the Vita title.

Throughout my time with Assassin’s Creed series, I have become accustomed to the various glitches found in the games, but Liberation pushes that patience to its limit. In the very first minute, I encountered a glitch that caused Aveline’s legs to grow 30ft tall. In another instance, whilst climbing out of the Bayou River onto land, Aveline thought it best to continue swimming. On the grass. I had to restart the game to prevent Aveline from drowning on a tree branch.

The soundtrack is fantastic and is up to the high standard of Assassin Creed scores; even more impressive considering that this soundtrack was composed for a Vita title.

Liberation offers new gameplay features that AC fans will appreciate. However, it cannot be – and shouldn’t be – treated as a main entry into the series. The game is also a tad overpriced at £15.99.

The character of Aveline shows promise. Hopefully, Ubisoft will promote her to a main franchise game or use her traits for another female protagonist to give video games a much-needed leading heroine.

Liberation is a decent game that its intended fanbase will enjoy, but it’s not one for newcomers.

Overall

Assassin Creed fans will love this fresh outlook on a familiar franchise with its daring plot and inspired characters. Sadly, the game is riddled with glitches, unwelcoming to newcomers and lacks polish. Only for the hardcore AC fan.

6/10

Saturday, 21 December 2013

Video Games on TV

In December, two high profile shows on video games were broadcast.

First was Charlie Brooker's How Videogames Changed The World. Channel 4 promoted the show heavily and granted the programme a 9 pm prime time slot. Despite the hype, the programme was a let down; the show adopted the tired countdown + talking head format and was painfully dull. HVCGTW was aimed at those with a passing interest in video games; the show didn't provide gamers with much enlightening information.

At times, the programme came across as desperate in its attempt to sell the general public on video games significance. The last 'game' featured on the list was Twitter. Brooker drew a parallel between video games and the social networking site. He made a convincing argument but including the website as an example of video games influence was an insult to the many real video games deserving of a place on the list. The show repeatedly claimed that video games were mainstream. If they were, then this one-off programme wouldn't have been necessary.

While Brooker's programme was aimed at non-gamers, VGX was squarely aimed at those who choose to spend a Saturday night playing Dota 2. VGX was the successor to the Video Game Awards (VGA's), the Emmy's; they weren't. The VGA's selling point was the show's "World Exclusives." Previous year's VGA's unveiled such blockbusters games as Mass Effect 3 and Batman Arkham City. This year's redesigned VGX did away with the award show tropes; gone were the C-list celebrities and irrelevant presentations, the focus of the show was the game reveals. VGX broadcasted live - and commercial-free - on Spike TV in the US and streamed worldwide.

A+ idea. F- execution

The show plodded (badly), the "World Exclusives" weren't as significant as previous years, and the show suffered from many production errors. The decision to abandon the large amphitheatre for an empty studio may have been cost-effective, but it resulted in a drab and awkward atmosphere.

While all of those involved in How Videogames Changed The World were fans of the genre, the co-host of VGX, actor Joel McHale couldn't be anything but. McHale's response to the lousy script and shoddy production was to behave like a disinterested snob.

Many have lamented the lack of video games programmes on mainstream television. After these two embarrassments, the only involvement TV should have with video games is through an HDMI port.

Friday, 22 November 2013

The Quest for Prestige

Activision arranged an unprecedented giveaway at this year's Eurogamer Expo: The first 500 people to play Call Of Duty: Ghosts would receive a free Prestige Edition of the game.

Every major video game comes in three flavours these days: The Standard Edition, which is just the game with no added extras. Decked out with a unique cover and/or extra in-game content is the Special Edition. And then there's the Collectors Edition or, as it's known to COD fans: the Prestige Edition. The Prestige Edition retails at £180 and includes everything in the Special Edition but with one lavish extra. For example, 2012's Black Ops 2 came with an RC Drone. This year's Prestige Edition is packaged with a 1080p HD camera.

I couldn't pass up this opportunity; I had to go. It didn't matter that I hardly play COD and have a negative K/D ratio, but they were giving away A FREE PRESTIGE EDITION.

Due to a bad sleeping pattern and paranoia, I arrived at the Earls Court Exhibition Centre at 6 am; doors weren't scheduled to be opened until 11 am. Despite being obscenely early, I wasn't alone. There were already 100 people in line; the guy at the front of the queue had been there since 8 pm the previous day. My friends arrived an hour later. The atmosphere was jovial with a hint of apprehension; no staff was present to maintain the queue. It became clear early on that I wasn't among hardcore COD fans; "I'm putting mine on eBay!" said one man.

At around 8 am, the crowd was ushered from the right side of the building to the left. An uppity security guard - with shoulder-length brown hair resembling a certain biblical figure - took the Call of Duty theme too seriously; "If you listen to me, we'll all get through this safely!" said Army Jesus.

A few minutes after the guard had finished preaching, the staff allowed us to enter the building. We collected our passes and headed for the turnstiles; the staff halted us and directed everyone to the stairs below. It was 9 am and only authorized personnel was allowed into the hall; we were stuck in the basement.

The queue had disintegrated; hundreds of men and scarcely few women were jammed into this tiny area. Press members and staff would walk by, bemused, disgusted, and intrigued by this mob. Some would snap photos, instructing us to wave and yelp for the camera. "You guys really love Call of Duty, eh?" asked an amused press member. The crowd collectively shrugged.

Thirty minutes before opening time, we emerged from the basement into the foyer. Loud, ominous stamping could be heard from the back. A few moments before the Expo was to open to the public; we were finally allowed to stand in the main hall. Only a steel barrier separated us. Army Jesus arose, "Okay, people! I want a nice and orderly entrance." The crowd chuckled. He outstretched his hands and motioned to the two entrance points. The salivating crowd drowned out Army Jesus's sermon. I was jostled by the ravenous mob behind me. The hours of waiting and endless queues had turned the playful bunch from earlier into freebie obsessed monsters.

A staff member let the first in line enter; it was then when all hell broke loose. The barriers slapped the floor; a storm descended onto the Exhibition Centre, an 50" TV was flung aside like a copy of Battlefield, rucksacks flew with wild abandonment. The staff pleaded for order in vain.

My eyes darted left and right; I had lost sight of my friends a few queues back. Bodies flew past while I tried to ascertain where the booth was. I spotted a familiar silhouette: A man with a gun. That must be the Call of Duty booth! I dashed straight to it. The queue formed fast. I quickly claimed my spot.

I lagged a couple of seconds; I couldn't be sure if there were 500 people ahead of me. A man in an official Ghosts T-shirt shuffled down the line handing a piece of card. He approached me with the card. I grabbed it. This was it. It confirmed that I was #Oneof500. All those hours, all those queues, the basement, Army Jesus. It was over...almost. I just had to queue for another hour to play the game.

The magic ticket

It was 11 am. I had just finished a second game of COD Ghosts on an Xbox One (the controller felt unsatisfyingly light). I approached the redeem station, entered in my details; it was done. Finally, I had the rest of the convention to enjoy. Unfortunately, my sleep-deprived body couldn't handle a post office queue (although those are pretty brutal). I made a few rotations of the convention before heading home. Battered. Bruised. Alive.

I later sold my Prestige Edition on eBay.