Sunday, June 30, 2013

Google's Gaming Console

There are rumors that Google is currently developing their own home gaming console that will run on the Android operating system.  This is something I have been expecting for a long time since a gaming console fits well within their capabilities and helps unify the different products and services that Google offers. There are a number of issues that Google will need to address if they want their console to succeed.

The Google console needs to be on par with the current generation of gaming consoles. Its technical capabilities should be somewhere between the Wii U and the Playstation 4. Offering a device that uses smart phone hardware will just be ignored by the gaming audience. The arguments I had against the Ouya apply towards this type of design. By releasing a console that is on par with the current generation, Google will be able to generate interest among the traditional gaming audience.

Third party support will be crucial to the success and longevity of the Google console. Sony worked with developers when engineering the PS4 architecture because Sony understands that quality game franchises are what sell consoles. Games that become available on both Xbox One and PS4 need to be available on the Google console in order to be considered a viable alternative. By having a console that is similar to its competitors, third party developers will have an easier time porting their games to the Google console. More high quality games will interest the traditional gaming audience and can help boost sales for the console.

Google needs to show that their new console is an indie developer’s friend. There has been a huge surge of indie developers releasing quality games in the last few years. Indie games such as Super Meat Boy, Dungeon Defenders, Stealth Bastard Deluxe, Superbrother: Sword & Sworcery and Cave Story have been well received by the core gaming audiences. More freedom for indie developers will allow for more creative games which in turn will help sell the Google console.

Google cannot rely on only third party support and indie developers to sell their consoles. They need to work on new intellectual properties that will be exclusively available to the Google console. If all the consoles share the same third party games, then the exclusive first party titles are going to be the deciding factor for the traditional gaming audience. Google’s first party games need to be better than the Mario, Zelda, Pokemon, Halo, Gears of War, Uncharted, and Little Big Planet series in order to succeed. A strong first party line will nudge the traditional gaming audience towards owning a Google console.

Distribution of games for current consoles has been primarily through retail stores with an addition to a digital marketplace. I believe Google will rely on an all digital approach. This however means there will be issues of DRM that could create some concerns. I believe the best approach to the issue of DRM is how the Xbox 360 handles DRM on digital games. When the user purchases a game, that game is locked on to that console and can be played offline and by any other user. That original purchaser also has access to that game whenever they access their profile on a different console as long as they are connected to the internet. Also the original purchaser can transfer all their licenses to a new consoles every few months just incase something happens to their original console.

Another concern with an all digital approach is the fact that users will not be able to sell their games. The primary concern is that games cost a lot of money and selling old games allows people to have the funds to play the latest games. However used games sales do not benefit the developers. Google can follow the same business plan as Steam. Since all games are locked to a Steam account, there are no used games and all sales go back to the developers. However Steam games generally cost less then physical retail copies in order to compensate for losing the ability to resell games. Steam also hosts sales on a huge assortment of games and at regular intervals. Even though Steam has a harsh DRM policy, the fact that games become so cheap during sales justifies the DRM used.

Google will obviously include all its other services such as Gmail, Gchat, Play Music store, and Youtube. I expect this console to become more than just a gaming device; it will be an alternative to the PC market. As smart phones gain more features, desktop PC’s are becoming less essential towards every day use. Tablets are already capable of performing similar tasks as low end PCs but are much more convenient for every day use. Google’s gaming console would be able to provide the same function as a PC through the various apps that Google will release. Google can sync is different products like Chrome and the Play store to generate more ads which in turn generates more revenue for them. Another incentive for Google is to place unobtrusive ads within the console’s dashboard which generates another revenue stream for them.  The ads available from the console would be selected based on purchases and other relevant information that is taken from user Google account in order to provide the user with appropriate ads.


I believe Google has the best shot at making a quality game console that can compete with the big three. I really hope Google tries to cater towards the traditional gaming markets. More competition in the traditional gaming markets is generally much better for the consumers in the long run. Google has been working on making their Android games better with different features such as a multiplayer system, leaderboards and achievements. Hopefully Google will release more information about its plans for a gaming console.

Friday, May 31, 2013

The All In One Box

Microsoft’s big reveal for this month was their all in one entertainment powerhouse, the Xbox One. Microsoft’s event relayed a lot of information about its latest console with regards to the different ways that the Xbox One will change televised entertainment but any information on games was severely lacking.  The console specs are comparable to Sony’s Playstation 4 with some minor differences. The user interface is a mix between the Xbox 360’s latest interface and Windows 8. Every Xbox One comes with a Kinect sensor and is fully integrated into the system.

The Xbox One’s Kinect has to be connected to the console. Microsoft seems adamant about forcing people to use the camera technology by allowing users to navigate through console‘s menu with only voice commands and hand motions. The problem I have with the Kinect is that amount of space required to use it. My Xbox 360 is hooked up to a television in my room which isn’t a large as a living room. A Kinect wouldn't work in such a small space which is why I've been hesitant to purchase one (along with the fact that no game I want requires a Kinect). So unless Microsoft has found a way around the issue of space, a Kinect in my room is worthless. The Kinect is always on which may cause users to become hesitant towards the Xbox One. Players can use voice commands to start the Xbox up which means Kinect will be listening even when the console is turned off.  It feels like Microsoft is walking on the fine line for customer privacy with this always on Kinect sensor.

Xbox 360 controllers or other accessories will not be supported on the Xbox One. This isn't something I’m too concerned about since every generation does upgrade their controllers. The updated controller for the Xbox One has an new directional pad, updated triggers, the guide button closer to the top of the controller, a bezel to each of the analog sticks and the start and back buttons replaced with two different icons. The new directional pad looks better but I can’t be sure until I actually try it. The original dpad on the 360 controller was awful. I would press down and the controller would register a left or right input. What seems like an awkward design choice was moving the guide button to the top center. I feel like my thumbs wouldn't be able to hit the guide button as easily as any of the other buttons. A new feature for the controller is the triggers have a rumbling feature. I can see this improving immersion in first person shooters by having triggers jam up or provide feedback directly to our fingers. Other than the oddly placed guide button, the controller seems like an improvement over the great Xbox 360 version.

Microsoft was eagerly showing off the different ways that the Xbox One was able to multitask. Players will be able to utilize the snap feature from Windows 8 to pull up a second app while playing a game or watching a video. Microsoft’s latest acquisition of Skype will begin to show some synergies in the upcoming console. Microsoft showed off the ability to Skype call a friend while playing a game using the Kinect. Xbox One’s player chat will be controlled by Skype allowing users to access both their Xbox live friends list and their Skype contact list. It is also rumored that Skype will provide players the ability to remotely take over a friend’s console and play their game. Users will also have access to local television broadcasts as well as a horde of apps dedicated to bringing you the latest media entertainment. Microsoft is really pushing to dominate the home entertainment market share by creating a device that will encompass everything you need for your living room.

The one thing that I believe will hurt the Xbox One is the lack of backwards compatibility. While Sony’s PS4 won’t have backward compatibility support from the launch, they stated that they are looking into streaming capabilities to allow users access to the extensive backlog of Playstation games. Microsoft didn't indicate any plans of allowing any form of Xbox or Xbox 360 games to be playable on the Xbox One. Backwards compatibility will essentially make a difference depending on how well the launch games are received. Better launch games will mean that customer’s won’t have to rely on last gen games to help buffer the time it takes for the top games to be released.

One great feature added to the Xbox One is the ability to immediately play games while they install to the hard drive. This feature is also complemented by the fact that players can suspend and resume games instantly with the Xbox One. This allows players the ability to stop their session mid game to handle some emergency and then resume right away when they can. It helps promote short play sessions and allows users to commit as much time as they want.

The Xbox cloud processing system sounds great at first but makes me weary for the future of gaming. The cloud processing system will allow for more calculation to occur on Microsoft’s servers which means more dynamic lighting and physics. However it also means that the user has to be on Xbox live to take advantage of these features. Some users don’t have readily available high speed internet in there area or a consistent connection. I’m more worried about the future when maybe 10 years down the road when the Xbox One is no longer supported. What happens to the games that relied on these cloud computing servers if they are not available? Will I not be allowed to play a single player game that I purchased for the Xbox One because it requires a connection to the cloud servers which were eventually shut down? These are questions that I begin to ask my self when I purchase games digitally. I almost always prefer to own a physical copy of a game just in case something happens to the servers in the future. However with the Xbox One, owning a physical copy might not entitle me to play the game in the future. This also points to another feature for the Xbox One. The discs will have a DRM on them that locks the games to the console. However what happens 10 years from now when the Xbox One isn’t supported and I happen to find some extremely rare used game. Will my Xbox refuse to play the game because it is linked to another console?

The Xbox One is an interesting console. Microsoft’s strategy for creating an all-in-one media monster is seen throughout the Xbox One, both in software and hardware. The physical design of the Xbox One rivals the design of VCRs, DVD players and Blu-ray players. The Xbox One does not resemble a gaming console because Microsoft wants to take the Xbox brand and create a multi-media experience. However I am still worried about the privacy we are giving up by having an always on Kinect and the future of our games that might require access servers that will eventually be taken down. While Microsoft didn’t show much gameplay at their reveal event, I believe they are saving most of the game related details for E3.

Tuesday, April 30, 2013

Randomness, What is it good for?

I used to actively raid in World of Warcraft with some real life friends. My friend one day decided to switch roles for a raid. He no longer wanted to play a melee role and decided to play a caster role. Luckily for him his class had a wide range of roles to choose from. However after sometime he became discouraged because his abilities relied on a chance to activate off of other abilities. This meant that his damage output was somewhat random. Most players that are in the role of dealing damage are competitive and are always looking at the damage output charts. So even though my friend was a competent player his damage output would change based on his luck during that fight. This eventually made him revert to his melee role which was based less on random factors.

As we can see randomness has a negative connotation. It is easy to see why most players would dislike randomness. A player is given control over certain variables in a game. They are able to manipulate these variables to solve the problems set by the game. However the randomness of a variable is something that player cannot control. If this variable has a large impact on the decisions the player has to make then the randomness will be seen as a negative. However if this variable has very little impact then the player might not even realize there was some sort of random factor that contributed to their decision.

I want to take a look at how some games have actually used random elements that have negatively impacted the game.

Diablo 3’s loot system suffers from relying on too much on randomness. The game throws a large amount of items at you but due to how much randomness there is in determining item stats they always amount to being sold to a vendor. Luckily the designers at Blizzard have been working towards creating a more meaningful loot system which will reduce the amount of randomness when items are generated.

 Another game that always manages to irritate me is the Mario Party series. You can do very well throughout the entire game and then at the very end someone can easily take your stars away with no hope for recovery. I wouldn’t mind it as much if it happens earlier so that you have a chance to make a come back but usually these random star taking events occur towards the end.

The Pokémon RPG series on Nintendo handheld systems is notorious for using randomness when generating stats for Pokémon. This doesn’t have a major impact on anyone who is just trying to beat the game. However for the players who play competitively, it will take them hours upon hours to get the perfect Pokémon.  It even got to the point where players have learned how the random number generation for Pokémon works and are able to eventually manipulate it to help obtain the perfect Pokémon. Gamefreak probably initially intended for the randomness to create unique Pokémon so that it would be rare to find a friend with the exact same Pokémon. Gamefreak has tried to help reduce this issue by allowing for some of this randomness to be controlled by using items to pass down specific statistic which is much better than just having to farm Pokémon eggs till you get the right stats.


I believe that randomness can be used to create positive gaming experiences even with all the negative associations.

Trading card games use randomness when players are forced to shuffle their decks. This helps keep the game fresh instead of just pulling out the same 5 cards for the start of each hand and creating a predictable set of moves. The random cards in your hand means you have to be actively thinking about your deck strategy and how your current position can help you to achieve your original strategy. Players can complain that the randomness means you were dealt a terrible hand which ultimately cost you defeat. However if you balance out your deck with a variety of cards you can minimize these effects. As we can see here, randomness does play a role in trading card games but there is some way to limit how much it affects your game.

Earlier I stated that the random stat generation in Pokémon was a poor use. When Pokémon are generated there is a chance for them to become a different color, known as shiny. The chance for this to occur is 1 out of 8192. You can pretty much go through almost all the Pokémon games and never see one. However once you do encounter one you will probably be in disbelief. The fact that it is such a low chance means you won’t actively go for it unless you can find a way to manipulate the randomness in the game. Also since the difference between a shiny Pokémon and a normal Pokémon is only an aesthetic difference, it does not provide any real advantage to farm for such a rare outcome. Since the randomness in this situation only creates a visual change, I feel like it is something that makes the game series better.

FTL: Faster than Light is a game based off random events. At first you would think the randomness just makes the game unfair forcing you to restart. The designers for FTL probably accounted for this and made sure the game was relatively short. You can probably complete the game within an hour and a half. Since the game is so short you don’t mind if you fail because you can just start up again. A great thing about this game is that each time you play the game you learn a little more about how to handle each scenario presented to you. After a few failures, you will get the hang of it and be able to progress much further through the random encounters. Randomness works well in FTL because of the short sessions. If you get dealt a lot of bad random encounters, you can always just restart the game since you probably wouldn’t have lost more than an hour or so. Also that hour you just lost probably taught you a lot of valuable lessons to take with you in future playthroughs.

So what can we learn from these games and the proper use of random number generation? One thing is to make sure you aren’t using random number generation that overwhelms all other mechanics. You want to also avoid penalizing players for things that they have no control over. An important way to use random number generation is to make sure the player has some way to minimize the effects. It is important to understand that randomness helps to reduce the monotony in some games and without it every playthrough would become the same as the last.

Sunday, March 31, 2013

Modern Day Fighting Games, A Beginner’s Nightmare


When the first Street Fighter IV was released, I remember inviting a bunch of my friends to come and play. Most of us were familiar with traditional fighting game inputs of quarter circles to pull off specials like hadoken’s but one of my friends never played fighting games at a younger age. So he was at a disadvantage since he didn’t know how to properly input the moves. It’s obviously no fun when you can’t pull off moves and end up losing most of your matches. However after everyone had left, he stayed a bit to try to learn some moves for the next time. I started off showing him how to do simple hadokens and the super hadoken. After awhile he was able to pull it off in the practice mode and decided it was a good time to leave since it was getting late. I knew however pulling off a move in practice is much different then actually being able to pull it off in a live match let alone knowing when to properly utilize the move to your advantage. There is also the fact that he doesn’t know how to properly link the move into a combo which would be whole another lesson. That’s when I realized that current fighting games are something that needs to be simplified.

Let me first start off by saying that I know all the hardcore fighting gamers are probably going to be screaming out the idea that fighting games don’t need to be dumbed down for casuals. Simplicity in a game does not necessarily mean a lack of depth. Simplicity just means reducing the barriers of entry for newer player who may not have a background in the genre. As it stands current fighting games are geared towards veteran players who are already familiar with the basics. Thus newer generation of players are less likely to stick with the series.

The first thing I see as problem is the complex inputs needed to pull off a simple move. A simple hadoken motion requires the following inputs: down, down-forward, forward and a punch button. By it self it doesn’t seem too complex to pull off and in reality it’s very simple. However if you want to incorporate it into a combo you need to start adding in some punches before which increases the required number of inputs by two, not counting if you want to start off in a crouching stance. The combo is starting to get more complex but it is still manageable. If you start looking are more complex combos in the latest Super Street Fighter IV Arcade Edition (I’m wondering what else Capcom can add to make this title longer, maybe throw in a 2.0 after edition), a 5 hit combo can require 7 different moves which is a lot more than 7 inputs plus precise timing required to execute successfully.

Another problem with the fighting genre is the need for pure memorization of full move sets. With enough practice someone would be able to memorize move sets and would be able to input them with ease when they need to. However the amount of time needed to get to this point just doesn’t seem worth it to me. I’m all for the idea of the more time you spend the better you should get at a game but for me it seems like fighting games require the most amount of time to get very little gains. Again this problem stems from the complexity of the actual gameplay which requires large amount of time commitments.

As a fighting game series matures, the gameplay becomes fine tuned with balancing characters, increasing movesets and creating a fluid experience. However the tutorial or practice modes rarely ever receive any new options or significant upgrades. Developers have added in some missions where the player must perform specific combos that vary in difficulty but this is pretty much where innovation ends. I would love to see a training mode that allows you to have specific moves on the HUD and indicate if the move was preformed correctly. I know Tekken (one of my favorites series) has a training mode where you can pull up moves but it would be great if there could be an option to show you what you did wrong or let you know that you hit the move with some sort of confirmation sound. Surprisingly the best practice mode I have ever seen was found in Tekken Dark Ressurection for the PSP. It allowed you to select any of the fighter’s ability and then every time you execute the move it would give you a confirmation. Unfortunately Namco didn’t bring this feature into the new releases of the Tekken franchise.

So far I’ve laid out problems with the way fighting games are evolving. I’ve stated earlier that simplicity does not translate into a lack of depth. An example of this is the Super Smash Brothers series which simplifies the gameplay mechanics to a few buttons. Super Smash only features two attack buttons, a jump button, grab button and a shield button. The directional inputs are basically the 8 direction plus an attack button. There is no need for doing quarter circle motions since everything is just a direction plus attack button. There are still combos to perform and they still require skill and coordination to execute perfectly. So we can see that even a simplified fighting mechanic still requires some depth and knowledge to perform well but doesn’t rely solely on memorization for combos. Also since every character has pretty much the same input commands it is much easier to learn new characters after getting used to the speed and power of each. I don’t expect developers to out right copy everything from Super Smash but using some ideas would help improve the fighting genre.

One thing I would love to see in new fighting game is a stronger online community that would be promoted by the developer. The developer should create an online environment that is friendly towards new players in order to retain an active online community. One way to do this is to set up a mentorship program where a veteran player who knows the mechanics can play with a novice and teach them on a one on one basis. This would help new players learn some of the hidden mechanics which only veterans would know and help on a more personal level such as specific areas that the new player needs to work on. They can even integrate this mentorship program into the online menu as a possible option instead of just the generic ranked and player matches that is usually available. Creating an active online community that generally wants to help new player is crucial to the longevity of a game and should be a priority for most online games.

I know most of my ideas towards a simpler fighting game seem to go against all the competitiveness of the fighting genre but I feel like it would create a better experience for more people. Obviously series like Street Fighter and Tekken won’t abandon their tried and true formula but new intellectual properties should experiment with a simpler fighting mechanics. If I were to develop a fighting game I would try to keep it as simple in order to make it easier to pick up and just to have fun even if the person is new to the series.

Thursday, February 28, 2013

Live In Your World, Play in Ours


Sony unveiled their latest console, the Playstation 4 a week ago at a New York City event. So far the competitors for this console generation are the Wii U, Ouya, Gamestick and Steambox and Microsoft’s next Xbox console. The Sony event released some information on the technical specifications of the Playstation 4 along with some ways that Sony will innovate the home consoles market.

Playstation 4’s technical specifications are what I would expect of a new Sony console. It has eight CPU cores, a much stronger GPU and has 8GB of RAM. The Playstation 4 has 16 times more RAM than an Xbox 360 (512MB) and 4 times as much as the Wii U (2 GB). Obviously the Xbox 360 is going to be outdated since the console has been out for about 6 years but its shows you how behind the Wii U will be when Playstation 4 is released. Sony is gearing their Playstation 4 towards the traditional gamers and I believe that is the right step for them to stay viable in this industry.

Playstation 4 is much more developer friendly then its predecessor. The unique Cell processor that Sony boasted about at the release of Playstation 3 was harder to program for and thus made it some what more difficult for developers. However Sony has learned from the past and decided to work with developers in creating a new console that would be easier to create games. A great third party support will help Sony capture a larger market share of traditional gamers (very reminiscent of Playstation 2 era). Bungie’s Destiny was announced to appear on the Playstation 4 which is not too surprising since they have been recruiting Playstation experienced programmers. A new Final Fantasy made by Square Enix is also not very surprising since it is generally expected to have a new numbered Final Fantasy game. However these two announcements indicate that two top developers are already working towards creating games that could be released early on in the Playstation 4’s life helping Sony capture the interest of more gamers.

Sony recently acquired the cloud gaming service Gaikai and is planning on using the knowledge from Gaikai to incorporate streaming into the Playstation 4. Media streaming from your favorite provider such as Netflix and Hulu will still be a part of the Playstation 4 experience however the Gaikai merger allows for games to become integrated into this streaming framework. Playstation 1, 2 and 3 games will work on a cloud service to allow for maximum compatibility but will not be available at the launch of Playstation 4. Gamers will also be able to download and instantly play the game while it continues to download because of a specific processor working in the background. Sony has even stated that they are working on a way to identify which games you would be most likely to purchase next and then have it automatically download before you even purchase it so you have immediate access.

Sony stated early on that they wanted the Playstation 4 to become a much more social console. I was mistaken in believing that they wanted to become similar to the Wii U’s socially driven hardware choices. However Sony’s view of a more social console is one that I especially looking forward to. The Playstation 4 controller has a “share” button that allows users to stream their current gameplay on to the internet. Other gamers will be able to watch this stream and partake in helping the person out by giving items, helpful hints on where to go and even joining the session. This is actually a feature I’ve been hoping for since a lot of my friends enjoy taking turns at a playing a single player game or like to back seat play while one person is playing. The Playstation 4 will also connect to various social media networks and allow your friends to come join your game sessions. Sony has also stated that players will be able to turn off the social features and play offline. The live video game streams will also be available on other devices through a Playstation App so that friends who don’t own a Playstation 4 can still watch you play on their Apple or Android devices.

So far the Playstation 4 announcement seems to have no flaws but under close inspection there seems to be a few minor details. Obviously the Playstation 3 Dual Shock 3 will not be supported since the new controller utilizes a touch pad and a Playstation Move light sensor. It would have been nice to be allowed the use of the Dual Shock 3 for older games on the cloud service but the Playstation 4 controller does not deviate to far from the original design. It is a bit more rounded then the Dual Shock 3 so I would need to actually hold the controller to see if that ends up becoming a problem. We also did not see any pictures of a prototype or final image of the physical console. While this is not really crucial at the moment, it would have been nice to see maybe a design or concept of the Playstation 4. Something that I noticed looking back at the list of games becoming available on Sony’s latest console was the lack of first party games. I’m sure Sony is working on those games as I write this but it would have been great to see some of those games in action since Sony should be furthest along in developing games compared to third party developers.

The major flaw that I see so far is the lack of any physical backwards compatibility. While you will be able to stream all the original games, any physical copy that you own will be useless on the Playstation 4. This also means that any digital purchases of Playstation 1, 2 and 3 games will not work natively. Hopefully Sony will be able to transfer your purchases from the Playstation Network into the streaming service so you won’t have to buy these games again but only time will tell. However this streaming service is a long term solution for Sony. If Sony tried to create emulators for all the Playstation 1, 2 and 3 games, it would raises costs for every system after the Playstation 4 since they would need to adapt those emulators for each of the new structures. However adapting a cloud based streaming service is much easier and will reduce costs that hopefully will be transferred over to the customers.

Playstation 4 seems to be an incredible system aimed towards the traditional gaming audience. Their utilization of the cloud gaming service Gaikai and creating a much more sociable console will certainly help them create a great gaming experience. I believe that Sony’s Playstation 4 is moving the video game industry in the right direction towards a brighter future. I’m looking forward to seeing what Microsoft and Valve will have to offer for this generation.




Thursday, January 31, 2013

Gotta Snap 'em All


Pokemon Snap is one of my favorite games on the N64. Pokemon Snap was a great game that had a colorful world to transverse through, a variety of Pokemon and a lot of replayability. Nintendo even incorporated the ability to print out your pictures by taking your Pokemon Snap cartridge to a local Blockbuster. Pokemon Snap was a unique perspective of an on the rails shooter. The goal for each level was to take as many photographs of the various Pokemon that would net you the highest score. You then get to choose one photograph to represent that Pokemon which Professor Oak grades based on if the Pokemon is in a special pose, center of the image and if there are multiple of the same Pokemon. You were also given apples to feed Pokemon, pester balls to knock them unconscience and a poke-flute to either wake them up or to cause the Pokemon to dance. HAL Laboratory also included an infinite boost to use if you were replaying a level to only photograph a specific Pokemon. There were even some puzzle elements included through each level such as finding a way to hatch the Legendary Birds, or finding a ways to getting better pictures of a Pokemon that were originally obscured by objects. I’m surprised that over 13 years have passed since Pokemon Snap was released in North America and no sequel has ever been announced.

Pokemon Snap deserves a sequel and I believe will work well with Nintendo’s latest home console, Wii U. The Wii U GamePad is the perfect controller for a Pokemon Snap type of a game. The controller could be held up like a camera to the  television screen and capturing a photo would be as simple as pressing one of the shoulder buttons. The player would be able to control the in game character using either the analog stick or the gyroscope ability of the controller. The Wii U controller would create an interactive experience that would be a prime example of how Wii U can create unique gaming experiences.

A feature that Nintendo could bring back would be the ability to print out pictures. Since the Wii U has a slot for SD cards, users would be able to transfer over pictures and then print them out at a local photo store. Nintendo could also add in connectivity with the new Pokemon RPG games X and Y. Players would be able to use augmented reality to take pictures with their hand trained Pokemon team through Pokemon Snap 2. The player could also use the controller’s screen to edit pictures and add in effects to personalize the photographs.

Pokemon X and Y will have over 700 Pokemon available to capture and train. Pokemon Snap 2 would probably not utilize all 700 Pokemon throughout the game since it would be tough to place all the different Pokemon in the levels without it overcrowding. However I would like the game to still contain all the models for the Pokemon so that players will still be able to take pictures through the augmented reality when connecting the 3DS games to the Wii U. I’m sure that the 25 gigs available on the Wii U optical discs is more than enough space for 700 Pokemon models. If the 25 gigs is still not enough they could do a two disc special where the second disc is installed on to the hard drive for users who want to have the extra Pokemon models.

A criticism of the original Pokemon Snap was the length. There were about six full levels which the player had to repeat to photograph all available Pokemon and solve the puzzles to unlock the final area, Rainbow Cloud. Each level was themed differently such as a cave or volcano which would then have the appropriate Pokemon types. Pokemon Snap 2 should use a similar style for level design but instead should be based on the different regions. Nintendo could start off with the latest region that would be featured in Pokemon X & Y which would exclusively have Pokemon found in that region. Nintendo can then utilize their online marketplace to release downloadable content of the other regions such as Kanto, Johto, Hoenn and Sinnoh with their own levels and respective Pokemon. The levels could reference certain areas such as Mount Moon or Ceruelean cave to further reinforce the diverse regions found in the Pokemon world.This way the game would be able to incorporate a much larger number of Pokemon that would appeal to both old and new fans of the series.

I would love to see some online interactions such as using leaderboards and tournament ladder systems. The leaderboards would work for each Pokemon available throughout the game and then also a separate leaderboard for each overall level. The tournament feature would be a more direct competition between players. Players would create a tournament and invite other players to enter. After all the entrants are available to play, the game would choose a random Pokemon to photograph from the game and the players would be allotted a certain amount of time which they can go find the pokemon and photograph it the best way possible. At the end of the time, the player with the lowest score will be eliminated. Each round will eliminate the lowest player until there is only one player left who is then crowned the top photographer. Nintendo could even try to create like a monthly or weekly contest where places try competing for the best photograph of a specific Pokemon for that time period.

Pokemon Snap 2 is definitely a game I’m waiting to be announced. I wouldn’t be surprised if Nintendo decides to test the markets with a remake of the N64 version on the 3DS which would show how much interest there is in a sequel. Pokemon Snap 2 would make me consider purchasing a Wii U which I currently have no interest in since I haven’t found any of the games appealing. Hopefully there will be some news in regards to a sequel at the next E3 or Tokyo Game show.

Saturday, December 29, 2012

The Walking Dead - Review


WARNING: I will try not to spoil any of the plot but this review will effect how you play the game if you already haven’t. 


Telltale’s take on the successful zombie comic book series has received exceptional reviews from critics. I just finished a play through of The Walking Dead on my Xbox 360 (on a physical disc). I was a little disappointed to find out that you can’t install the game to your hard drive because I own the original Xbox 360 model. These models had louder disc drives which can really take away from the experience especially in story-heavy games. There are also numerous complaints about the physical disc having game breaking problems on the Xbox 360 but I was fortunate enough to not suffer any major problems, only a few stutters that would be fixed by reloading my last save point. These are bugs that Telltale is currently trying to address and will hopefully be fixed soon. My review of The Walking Dead game will not take these bugs into account since they will eventually be fixed.

The greatest part of the Walking Dead is the amazing story that Telltale unfolds. You play as Lee Everett, a man on his way to prison when he lucks out and gains a second chance at freedom in a zombie apocalypse world. You eventually meet a little girl named Clementine who you decide to take under your wing and try to protect throughout the story. While you try to survive in this post-apocalyptic world, you encounter other survivors. Telltale does a great job in creating characters that I either loved and wanted to help out whenever I could or utterly despised and couldn’t wait till I could smash their skull in. Telltale also included some twist and turns throughout the story to keep the player interested. I also liked that some of the decisions that are presented in the game have an emotional impact on the player. You start seeing more of these kinds of decisions starting in Episode 2.  Telltale does an impressive job with recreating the feeling of living in a post apocalyptic world where nothing ever feels safe.

The unique art style of The Walking Dead helps flesh out the rest of the world. The best way I can describe the graphics is cell shading meets the ink style introduced in Street Fighter IV.  The art style fits well with the original source material since it was based on The Walking Dead comic book. The soundtrack created for the game is excellent and fits perfectly within the atmosphere that the game creates. The melodies from the songs generate a variety of moods that range from somber tones to eerie feelings. This is one of my favorite soundtracks in a video game and it is unfortunate that Telltale hasn’t released it officially. I've included one of my favorite songs so that you can have a sample of what the soundtrack is like.

I did enjoy the fact that some dialogue decisions had a limited time in which you could respond. This time constraint prevents the player from just sitting around trying to figure out what the best possible response will be. It also helps keeps the player grounded into the world by not having them taken out to a separate dialogue interface that would impede their connection to the game. Another feature that I loved was the Decision Stat page at the end of each episode. I’m not sure if this was available with the original digital download of the game but it is also available on Telltale's website . The Stat page shows each decision made in that chapter and the percentage of players that choose the different choices. While it has no affect on the game play or how you made decisions, it is nice to see what other people did on their playthroughs. It would be great if this stat page also showed you what your friends did in their copy of the game so you can compare their play style to your own.

The Walking Dead is not without flaw. The major problem I had with The Walking Dead is that your decisions don’t make a difference. The events of the story will happen no matter what you do. This is disappointing especially considering that at the start of each chapter there is some white text that states “This game series adapts to the choices you make. The story is tailored by how you play.” This is far from the truth because nothing really changes when you make a decision. You will always end up going through the same places, and probably with the same bunch of people. This also affects how some characters can die. Many deaths are not preventable and scripted in a cutscene which means your decision to save them was pointless. Other times when you fail to save a character the game gives you a game over screen and forces you to repeat that section until you can save them. After playing a game like Heavy Rain where any of the four characters can die and will affect what happens in the story, I was expecting something very similar to that. Even a visual novel like 999 makes your decision matter by giving you a completely new part of the story. There is very little reason to play this game more than once since nothing major really changes.

Another flaw with The Walking Dead is that the quick time events did nothing out of the usual. Everything is basically pressing a button very fast or moving the cursor to aim and then pressing a button. Even with the aiming you just needed to go in the general direction and it would usually be executed perfectly. However this is just a minor flaw since the main selling point of the game is to experience being a part of a surviving group within The Walking Dead universe.

I believe that if you look at any game there will always be flaws. What matters is if those flaws have a substantial effect on the experience to that point where it is no longer an enjoyable one. So would I recommend this game to others? It really depends on what the person expects from the game. If the person is looking for a game that really takes into account the decisions you make and affects the story then I would not recommend The Walking Dead. However if the person is looking for a great story, with an amazing atmosphere and exquisite soundtrack then The Walking Dead would be perfect for them. Overall I did enjoy the game for what it was and I am looking forward to the next season.