Gamecamp

20 April 2008

It’s been linked up all over the place, but I may as well link it again: the Guardian are running Gamecamp, a one-day unconference about games and play, on the third of May, and I’m going to be there, cooking up some nefarious quiz-shaped entertainment with some of the usual suspects such as Dan, James, Lee, and a few others.

Obviously, it being an unconference, everyone attending is encouraged to talk, and I’m working on thinking up a session – but about what, I have no idea. Or perhaps I have too many. I’m hoping to do something along the lines of tight criticism – something detailed and focused. And I’m not sure what sort of games to talk about yet. But I’ll work something out, and I’m looking forward to what the other participants will bring.

Like most events suffixed -camp, it’s going to sell out fast. Tickets are available from Monday April 21st. If you’re interested in coming, good luck getting one. It’ll be fun to see you – and if you’re interested, I’ll gladly corner someone for a game of Lost Cities

Caxton in Hi-Def

30 January 2008

Spotted in Eurogamer’s review of Rez HD:

Back in the day we said of the original: ‘When Rez eventually turns up cheaply it will become indispensable, but until then it’s a luxury.’ Xbox Live Arcade is, then, our modern printing press: digital distribution transforming the expensive and exclusive into the affordable and inclusive.

Emphasis mine. I liked that quite a lot.

skate-pic.jpg

I’ve been meaning to talk about EA’s Skate for a while.

Skate is a wonderful game. Whilst the Tony Hawk games plough ever-deeper furrows of furious button-mashing combos, EA decided to go for a more “realistic” route with their skateboarding game. The controls are the most obvious example of this: rather than using buttons to correspond to moves, they use the analogue controls on the board to correspond to the rider’s body: the left stick is your body, the right your feet; the two shoulder buttons are two hands.

To Ollie, you flick the right stick from neutral, to down, to up. To kickflip it’s neutral to down to up/left or up/right. To manual – rolling on only the front or rear set of wheels – you have to find a sweet-spot on the right stick and not move it to neutral or an extremity; as in life, it’s a balance problem. Here’s a more detailed look at the “Flickit” trick scheme.

Couple that approach with a somewhat heavier gravity than Hawk ever had, and you end up with a wonderful simulation of skateboarding. It places the focus not on huge chain-combos (a “videogamey” aesthetic if ever there was one) but on simple, stylish maneuvers that look cool. It’s very satisfying to pull off a simple flip-to-grind, as long as the line is good and you look good doing it. All of a sudden, the focus shifts from points, to just how good you can look navigating the city (a fictional hybrid called “San Vanelona”).

So far, so good. But for me, the most interesting thing about the game is what happens when the game breaks out of the console and into the world.

skate2.jpg

In order to capture stylish runs and painful bails, EA included an impressive video editor, which makes it easy to alter film-processing and speed effects to mimic the immediately recognisable skate-video aesthetic.

And these videos can be shared with friends. And not just by forwarding them over Xbox Live; no, you can shoot a video in-game, and then – from your console (PS3 or 360) – upload it to the web. EA have a dedicated site for this, called Reel. Like any Web 2.0 product, Reel is still in beta (perhaps giving it a more “authentic” feel), and it effectively functions as a miniature Youtube for the game.

Here’s a short clip of a through-flip hosted on Reel. You can see some of the film effects in play. And remember: this clip was made in a videogame, uploaded from a console, and now exists as an embedded flash movie on a webpage, with the potential to be tagged, commented, and linked to.

And EA really want people to use this. If you look at the Achievements list for the game (Achievements being a way of rewarding players for impressive, or unusual behaviour in-game), you can see that amongst the usual score and skill challenges, there are achievements for uploading videos and photos, and even one for getting at least 20 people to view your video on the web.

Think about that for a second: you get an achievement for the behaviour of other people who aren’t in the game-world at the time.

I find Skate exciting because it’s a prime example of a game that understands Generation C; it allows players to share game-information outside the game – and in a manner that is so much more easily referenced, due to it having a permanent link – just as they share movies, photos, and blogposts. Other games that “get” this include Halo 3, which lets you upload and share screengrabs, movies, and even custom game-rules (although you can only view screengrabs online), and the Project Gotham and Forza games, which have a very detailed photo mode; here’s some of my virtual photographs from PGR3.

It’s also great to see EA understanding the ethos of the real-world skate community. Skating has always been a community with a huge user-generated aspect; bootleg and home-made skate videos have been a huge part of the scene, and so to attempt to digitally recreate the community (and not just the activity) is a really interesting move.

Skate has been almost universally praised, but it doesn’t feel like it’s done as well as it could have. That’s a shame, because in many ways, it’s one of the more innovative “major league” titles of last year. For the reasons above, I thought it was worth bringing to the attention of the many people interested in this terrain who don’t necessarily play console games.

As part of the London Games Festival Fringe (and yes, the “Fringe” is important), the London Gamer Geeks are running a pub quiz in their monthly meeting slot.

Given that James, Dan and my good self are your hosts for the evening, this blogpost is my short notice announcement for the event. Anyone’s welcome – the quiz itself kicks off at half seven, but we’ll be at the pub from about half six. Early arrival strongly recommended if you want a table.

Details are at upcoming, if you’re interested. And, as if you needed any more reasons to attend… let it be known that there will be cake.

Here’s hoping for a good turn-out!

Okami

All of it.

Seriously. I’m seven hours in, and it’s just magical. Not just the vellum-drawn graphics – which are sumptuous – but the whole thing. Charming, challenging, well-paced, epic-but-never-overfacing, it’s the best Zelda Nintendo never wrote.

It barely dented the charts, but it’s one of the finest games the PS2 will see. Hell, it’s better than most next-gen titles right now. Criminally, Clover Studios, who only release Okami, God Hand, and Killer7, have now been closed. In their memory, and in the sake of all that is good and true, shun Little Britain: the Game (number two in the charts last week, for goodness’ sake!), and buy this. It’s stunning.

There’s nothing else to say, really.

Crackdown screenshot

Crackdown seems so unremarkable to begin with. A large city; free-roaming run, gun, and drive action; roughly-stereotyped gangs that need taking down. That hint of cel-shading isn’t enough to lift it in your opinions.

And then you start to level up, and the game unveils its true majesty. When that comes, it’s hard to say: perhaps it’s when you turn to face a carful of Los Muertos thugs and just pick the car up, with them in it, and hurl it off a bridge. Perhaps when you leap from one ten-storey building to another, raining death from above on casual gang members. Perhaps when you stop “playing” the game, and take the time to go for a run.

Like San Andreas before it, Crackdown allows your character to level up abilities; but unlike San Andreas, Crackdown takes the physical limits of your character well into superhero territory. And when that happens, the city that is the game’s playscape transforms.

From street-level, it seems perhaps bland, stereotyped; it doesn’t have the instantly familiar locations (as Dan Hill points out in a marvelous City of Sound post) that Rockstar is so capable at creating, and is perhaps harder to navigate as a result. But as your agility increases, the streets fade away as you spend more of your time on the rooftops. From above, everything makes so much sense; it’s a much higher-rise environment, full of windowledges and awnings, offering handholds to reach you to the skies. And then the traditional structure of the city falls apart. No longer is it delineated by roads and pavements, and obstructed by buildings; the buildings themselves become the fabric, as you leap from roof to roof, impervious to the regimented town planning below. In so many ways, it’s Grand Theft Parkour : like the traceur, your agent deconstructs the urban environment, remaking it in a shape he prefers.

I can’t help but call to mind this Frieze article about the Israeli Defence Force, describing the process by which they (literally) deconstruct the city in order to move through it, ignoring existing paths to create their own. Through that, the soldiers gain…

a conception of the city as not just the site but also the very medium of warfare – a flexible, almost liquid medium that is forever contingent and in flux.

And, of course, that’s exactly the sensation Crackdown generates – the feeling that you are no longer moving through the city, but that you are moving the city around you.

It’s then that the other subtleties of Crackdown rear their heads. The fact there’s no traditional meet-a-guy-and-get-a-mission-structure – it’s all radioed in to you, meaning you can ignore it from the get-go; whilst completing the missions will earn you experience on the way, the city is truly free-roaming from the start. The mini-map, initially perhaps too small, too clumsy, pales into insignificance as you become more agile; a far better perspective on your destination can be had from scaling the nearest tower block.

And, of course, there’s no better way of playing about in an unfamiliar city than with a friend. Crackdown supports a co-operative mode, and it’s a real treat: almost entirely lag-free, with the whole city to roam in, it captures the joy of playing with someone else perfectly. Alex and I spent a good hour of the demo charging around the city to absolutely no end, taking it in turns to set up piles of cars to perform ludicrous stunts, and charging about over the rooftops looking for fun “lines” and new challenges. Like I said: fun.

Crackdown will shift a lot of copies when it’s released later this month, because it includes a free invite to the Halo 3 beta. Hopefully, Halo fans will take the time to play the game they shelled out for, because it’s shaping up to be very fine in its own right. Whilst perhaps not as polished or slick a game as Rockstar’s classics, it refines the urban-sandbox genre – mixing in the athleticism and playfulness of Spiderman 2 and Hulk: Ultimate Destruction – and stands strong in its own right. Crackdown encourages – and, to be honest, demands – to be played. And isn’t that what games should be about?

Guitar Hero II screengrab

This is the first an (hopefully) recurring series on Infovore, in which I write about, well, great gaming moments in whatever I’m playing at the time – current or otherwise. Let’s hope I can keep it up…

Guitar Hero was my favourite game of 2006. No question of that. A wonderful, empowering, hugely satisfying experience that cried out to be played for the sake of it. The sequel, released at the end of last year, is at least as good. It suffers by not being the first, not having the wonderful new-ness the first game brought to the market, but it’s more attractive, more polished, has much better note-detection, and a swathe of new features.

And, finishing it for the first time this morning, it brought my first “great gaming moment” of this year.

Before we go on, a note on the slightly altered structure of GHII. To progress through the game, you play gigs of songs; complete a whole gig and you can move on to the next set of songs at the next venue. Obviously, they get progressively harder. In GH, it was only necessary to complete either four or five (out of five) in the set, dependent on difficulty level, in order to progress.

GHII roughly sticks to that, but with a twist: it only lists four songs in the group. When you complete the final song necessary to progress, the camera lingers on your gig, and the audience start chanting, demanding an encore. And the game ask you if you want to give them one. Of course, you click yes, and wait for the game to load a song that’ll be a complete surprise to you.

It doesn’t really affect how the game plays, but it adds to the experience – of being a rock god – so much. So: to return to my story.

The greatest moment in the game is the final encore. It’s the final gig. You’ve shredded your way through four hellish solo-heavy songs, playing a special gig at Stonehenge. And the crowd start clamouring for an encore. But this time around, they’re not chanting indecipherable words, oh no.

It’s quite clear what they’re yelling.

“Freebird! Freebird!”

They want you to play Freebird.

And up pops the game. “The audience are demanding Freebird! Will you give it to them?”.

You hit Yes.

“You’re really going to play Freebird?”

Yes.

“You’re definitely sure about this?”

Yes. Got to love the game’s sense of humour.

Practice mode, Guitar Solo i is what you’re looking for, says the loading screen. It turns out that it’s not lying.

If I leave here tomorrow…“. I stand in my living room, tapping out that wonderful acoustic first section, as hundreds of little computer people wave their lighters in the air. Crudely rendered they may be, but it’s a magical moment.

And then the tempo picks up, and the shredding begins.

It’s all over only a few minutes later. The grin is still on my face; it’s a hectic, exciting series of solos that rattle your wrists. As I write this, that grin is returning to my face, honestly.

It’s the most majestic pay-off. Two games, and seventy-odd songs later, the audience inside my PS2 are clamouring for one last song. They know exactly what song they want to hear. And finally, I can play it for them. That one moment – that’s Guitar Hero II in a nutshell: charming, exhilirating, a masterpiece of challenge-and-reward.

I have to go now. I can hear the crowd calling again.

I’ve got an article in a free supplement inside this week’s New Statesman. The PDF is available to download from that link – sadly, the HTML isn’t online yet. Still, it’s a cracking supplement – a nice range of content, very colourful, and a real departure for the NS. I’m on pages 28-30, if you’re interested – a biggish feature about where the British games industry might be going in the next few years, and the various challenges it presents. Quite challenging to write about the games industry for a more lay audience than usual; it’ll be interesting to see if the conclusions in the article hold up.

The answer may lie not in next-generation hardware, but in next-generation business models. For example, the British games industry emerged in the 1980s from the constraints that had previously beset the industry. At that time home computers, such as the BBC Micro or ZX Spectrum, were built to a budget, with limited power, developed for and by self-taught coders, often working alone. Now, there is a resurgence in popularity of games for very limited platforms: handheld consoles, mobile telephones, interactive TV and web browsers. And when developers have to work within tighter constraints, new ways to make and sell games – especially for smaller development firms – emerge.

Download the supplement if you’re even vaguely interested.

In control @ GameCity

19 October 2006

Plug time! I’m going to be running a panel discussion at GameCity in Nottingham next Friday. Entitled “Tom Armitage Is In Control” (I swear, not entirely my idea), it should be an interesting chat with some folks developing for modern consoles and using – or making – innovative input devices. The blurb from the site runs thus:

The latest generation of consoles show just how far games technology has come since the 1970s. At the same time, the input devices we play games with have barely changed in three decades from those old sticks and paddles. Is that lack of change due to a lack of creativity? Or a fear of the new? Right now, controller design is a hot topic – games such as Guitar Hero are driving a resurgence in peripheral-oriented titles, and Nintendo has revolutionised the way we think about input devices for consoles with its DS and Wii. What does the future hold? What are the challenges ahead for gamers and developers alike? This panel discussion will discuss these questions, and more.

Should be fun, I hope. And I might be around in the evening doing more fun things with Guitar Hero (which might include, but are not limited to, playing Godzilla on Expert). If you’re coming along, drop us an email.

Good news from Leipzig

23 August 2006

The best news from the Leipzig game conference, for me, wasn’t all the football-exclusivity deals, oh no; it’s Carcassonne and Settlers of Catan on Live Arcade. Sign me up now.

Oh, wait, I am signed up, and I’ve been playing that version of Hold’Em…