Tuesday, March 9, 2010

You got the touch

For a while, the miracle of digital distribution seemed to only be popular on the PC end of gaming. The opportunity for small indie developers to make their works available to the gaming public for a fraction of the price of retail software has opened the doors for even more people to step into the industry. The current generation of console and handheld hardware has opened up more digital distribution channels with services such as Xbox Live Arcade, WiiWare and the PlayStation Network, but one of the biggest surprises is the success of the App Store on Apple's iPhone and iPod Touch range.

In just over a year of operation, the App Store has become home to over 65,000 individual applications ranging from virtual bubble wrap to touch versions of popular puzzle games like Tetris or Bejeweled. With prices ranging from free to hundreds of dollars, the option for cheap digital distribution of games has taken off. Independent developer Luc Bernard took a chance on the App Store with his strategy game Mecho Wars, and has reported great success from digital sales. On the other side of the coin, big name publishers like EA and Capcom are releasing App versions of some of their biggest franchises, including Madden NFL 2010 and Resident Evil 4.

The success of the App Store has changed Apple's marketing position towards the iPod Touch, with recent advertisements pushing its gaming capabilities over its other multimedia functions. The company has even taken swings at Nintendo and Sony in recent months, touting the App Stores larger library of software compared to both retail and digital offerings available on the Nintendo DSi and PlayStation Portable.

While the DSi is relatively new to the digital market, the PSP has offered access to the PlayStation Network for some time, but failed to reach consumers on a marketing level. The newly released PSP Go! is taking risks by ditching the disc drive featured on older PSP models and working entirely in the digital arena. Over the year, Sony has worked with publishers to make the existing library of games available in digital forms along with hard copy discs for retail – but higher price points and lack of regular sales have kept consumers at bay from ditching their local EB Games of JB Hifi. Although this problem may soon be resolved with the introduction of PSP Minis – smaller, available via download only games released at lower price points.

For now, the biggest difference between these choices are entry prices. All current PSP models can access the PlayStation Network, and are available for AU$279.95. The PSP Go! will be a bit more intimidating with an rrp of AU$449.95. Apple comes off slightly cheaper for consumers with the lowest entry price for the iPod Touch being the 8GB model for AU$268, with 32GB and 64GB editions also available for AU$399 and AU$549 each.

Monday, March 1, 2010

Heavy Rain Retrospective

So I just recently finished my first playthrough of Heavy Rain (review to be featured on The Daily Gamer sometime this week) and with the recent PS3 wordwide crash I thought I might take this downtime to reflect upon my experiences. Obviously there are spoilers ahead for anyone yet to finish the game, but I’m sure some will still read out of temptation and complain that I spoiled the game for them. Nothin I can do about those peoples aside from tell them to GTFO plz, kthxbai.


note: this isn't a proper review of the gameplay/presentation, just my own reflections of my story.


SPOILER ALERT!!!

In short, I’m disappointed with my experiences in Heavy Rain. This doesn’t mean that I’m displeased with the quality of the story or characterisation, but more that I am not happy with the outcome that my actions lead to. I may have succeed in saving Shaun Mars from the Origami Killer, but the final outcomes for the main cast left me with little emotional attachment.

Firstly, Ethan Mars SHOULD HAVE DIED! In my story, my choices lead him to be a father in search of redemption; a man willing to do anything to repair his relationship with Shaun. While the earlier challenges posed little more than ‘risk vs reward’ scenarios, I really had to reflect on if it was worth sentencing Ethan to a certain death for the sake of his son. Giving in and taking the poison was one of the more powerful moments in the game and the developers should be rewarded for creating such a set-up. And to only fail and select the wrong address in the end (a fault of my not noticing how obvious the real location was) felt like the ultimate punishment for a man who was destined to fail. Which is why I was ready to start writing death letters to the development team when the epilogue showed Ethan still alive and developing a stable relationship with his son. A can appreciate the final test being more psycological than fatal, but the way in which it was presented felt as if it should have ending with an actual death.

And speaking of actual deaths, Madison’s death at the hands of the Origami Killer was a fault on my part (and I am willing to accept it) but I can’t help but feel her involvement in my story felt tacked on. I wonder if I were to go back and have her not help Ethan when she first saw him at the hotel, would the story have just gone on withoutany of her scenes? I didn’t hate her investigations into the killer, on the contrary I actually found the chapter with the doctor to be the most thrilling of all, but since the parts of the mystery she revealed were never relayed to Norman/Ethan, her story continued to feel separate rather than connected. Prehaps if she had survived her encounter with Scott, she would have felt more important to the outcome of the story.

Instead that role fell to Norman, the FBI agent with a drug habit and Batman-like detective vision. Looking back, the complaints I have about Madison could just as easily be applied to Norman if he had died instead of her. But with her dead and Ethan MIA, he became the centre focus for the final chapter and the overall hero. The changes in character perspective in the overall game feel as if they are little more than to flesh out one main hero’s journey, but until the last chapter that hero for me was Ethan. The sudden change of having Norman come in and be the saviour was abrupt and would be somewhat confusing in a storytelling perspective in my opinion, but as I stated at the beginning, issues like these were the end result of the choices I made so I cannot hold the game responsible for its storytelling methods.

END SPOILERS!!!

I think my overall complaint with this method is that the game holds onto all its secrets right until the end. On the first playthrough, the player is doing little more than blindly fumbling through the story with no direction of what outcomes will be had from his actions (assuming hint guides and walkthroughs are not used). When every PS3 in the world stops dying and I go back to play through the game with different choices, I feel like this will be the story that should have been told the first time around, a directors cut, if you will. With the overall story arc now revealed to me, I can succeed in making the right choices that will lead to a conclusion that I will not lose sleep over. But maybe I’m complaining over nothing, maybe this is how Quantic Dream wanted me to experience the story; constantly making mistakes that will lead to an outcome that I do not fully expect, and to rectify my errors only when I have a full understanding of the story at hand.