Archive for the 'Xbox 360' Category


The future of Grand Theft Auto

Lets face it, most modern games contain as many kills as kilobytes. It’s always nice to have someone new to shoot at, but with each shotgun to the face we step further away from reality and the rules of our world. This isn’t an issue for some, but games that attempt to exist in our world and rely on a prior knowledge of our world rules can be legitimately damaged as a result.

Lets look at Grand Theft Auto IV, it’s a game that more or less mimics (parodies?) an American city, including the gangster underworld and other undesirable elements. The world seems real enough, and the story is compelling and well written, but it’s what happens in between cut scenes and phone conversations that exposes the game – the medium’s storytelling limitation. As the game progresses and the difficulty ramps up, Niko Belic is tasked with more complex objectives and faces larger numbers of enemies. Niko undertakes missions resulting in the deaths of a dozen or more gangsters, and often as many police. But the game continues, and the cut scenes and other characters ignore Niko’s questionable actions.

This Niko Belic effect is amplified when the story asks you to make moral decisions about the fate of key characters; it’s almost laughable that the story can pivot on one life when such mass killing is involved in the rest of the game.

By now, you’re either nodding your head in agreement or about to stop reading as I’ve just spent a few hundred words telling you what you’ve known for years.

But that my friends, is my point.

We accept that this is how it is. The game and the story are two separate entities. Once that cut scene ends, shit will get heavy. When we’ve killed the 30 guards protecting the building and flipped the switch, the story will continue and thank us for flipping the switch – there’ll be no mention of the body count, and we’ll move on.

I can live with that, I can see GTA4s epic story for what it is – a modern day masterpiece with as much grip as anything you’d pay $16 to see on the silver screen. But what if I hadn’t been conditioned to separate the story from the game? What if I wasn’t a gamer – could I be expected to take it seriously? A well written story that is emotional and powerful, with a higher body count than Rambo 4.. Really? Maybe that’s a clue as to why this medium has such trouble being understood.

Rather obviously, there are two ways for Grand Theft Auto to approach this issue – change the game to fit the story, or change the story to fit the game. Unfortunately, neither option is guaranteed effective and changes made either way would likely be detrimental.

Luckily, words are cheap and we’re not a big budget developer with the gaming world on our shoulders, so we can afford to at least explore the options available.

Lets look at this in the way I’m sure many developers would – we’re here to make a game and that’s our priority. The game needs to be fun and challenging first, and realistic in concern to the narrative second. We could easily change the GTA story to make mention of the hordes of enemies we’ve put in body bags. Niko, go to see the Russians and kill 30 of them, that should keep them off our backs. I’ll admit I’m not a thug, but I’m pretty sure that isn’t part of their day to day. The critically acclaimed, down to earth(ish) GTA story has been reduced to Uwe Boll level crap, which obviously isn’t an option.

Lets look at another high profile title, one which has had more luck melding coherent storytelling with gameplay.

Enter Fallout 3.

Fallout 3 is set in post apocalypse America. It’s a dangerous, sparsely populated place, where people are likely to have had more confirmed kills than radiation free meals.

Sure, a run through the subway will end the existence of 20 or more ghouls, but this is a landscape seriously altered by nuclear war, it’d be ludicrous to expect anything else. Additionally, conversing with other characters allows me to even brag about these feats – the story makes no attempt at distancing itself from the game.

Bethesda has had the advantage of creating their own world, by doing so, they’ve created their own rules. Welcome to Fallout 3 player, the subways are filled with feral ghouls, they used to be people but have lost their humanity and prefer to live in the dark tunnels. One, that’s awesome. Two, what else am I to expect when I go tunnel running – I can hardly be pulled away from the narrative by a bunch of ghouls.

So in a way, it’s Grand Theft Auto’s relevance that is it’s Achilles heel. GTAIV pushed the series in a intelligent mature direction, but one that can not be continued without dramatic changes to the core gameplay. I’m not necessarily suggesting we’ve seen the end of GTA, or that the series will stagnate, fade into irrelatively and lose it’s podium as this century’s king of games – I’m sure the Houser brothers are far too brilliant to ever let that happen.

What I am suggesting is that we’ll see some major changes in future instalments, or, we’ll see the introduction of a sister series, developed to take the reins and push the design in darker directions, while Grand Theft Auto remains the accessible, fun lovin’ criminal that it is.


Umm fuck yes.

When EA announced Battlefield 1943 I was pretty excited. A digitally distributed multiplayer remake of an existing property with a more casual friendly approach; sounds like something I’d suggest.

I have an unwarranted fondness for digital distribution, allow me to summarise.

I like to own things, and having disks and shit is nice – but having a hard drive packed with games is nicer – I prefer to navigate the XMB rather than the living room.

So how do I react when potentially given the opportunity to forgo a physical console? Sceptical, and a little scared.

I’m referring of course to OnLive, which might as well be called the future. This is cloud gaming  – no need for a console or gaming PC in front of you, simply log on to OnLive and their machines do all the work, and stream the audio/visual to you. Xbox, PS3, Mac, PC – doesn’t matter. Pick a game from whatever platform and play it on your low spec PC or television.

It sounds good if not a little fanciful, but I’ll reserve my judgement until I see it in action and see what they expect to charge for the service.

Now for news that inspired this post’s title, I’m happy to say some of my dreams came true this morning.

It’s not official yet, but the original Call of Duty is coming to PSN and Xbox Live. Nostalgia ahoy, I’d had some amazing time with that game and I can’t wait for the excuse to jump back into some multiplayer action.

I’ll admit I am a little concerned how the game will fare without a keyboard and mouse, and considering the scoped Mosin Nagant was my weapon of choice and I rolled with the handle Vasily Zaitsev, I may have trouble returning to my prior awesomeness – sniping with an analogue stick is a skill I’m yet to master.


Resident Evil 5 taught me to share, and to care.

Narratively, Resident Evil 5 is no more than a fucking pikelet. There is preciously little to comprehend, but like the pikelet, it’s consumed fast and with ease. It’s easy to look at Metal Gear Solid and Resident Evil comparatively, so I guess a food analogy is required for the former. The Metal Gear Solid storyline is a four course meal. It’s a fucking investment, and you’re not going to want to eat afterwards – although you could probably still fit in that pikelet.

Resident Evil began as a B Grade type horror story, and although the dialog has been smartened up a little, subsequent releases have still retained the simplism and slight absurdity the original title built it’s narrative around.

It’s a hallmark of the series, and it’s good to see it hasn’t been lost in the 5th instalment.

Don’t get me wrong, I’m not giving the game cookies for it’s basic storyline – it’s just incredible to see what happens when you make a triple A title and put gameplay above storytelling. Yes, Video Games can challenge books and movies as far as crafting a mature, thoughtful, immersive story; Resident Evil 5 just shows you don’t have to – you can have massive boss fights and crazy locations instead.

Don’t pay too much attention to the storyline’s details, it just hurts your head. Instead, take a drink every time you see something Capcom have hand altered to remove any ammunition racists (you know, those ones who hate whites, wont get off our back about it and almost come off as colour envious) might have over the game.

I don’t know why Chris looks so worried, having white skin is your ticket to survival in RE5. No black character would dare to attack a while character – every time someone white gets attacked or dragged off it’s a white or random Hispanic dude that is the aggressor.

But you do have to giggle at one of Shiva’s early dialog lines, as she explains to Chris she’s accompanying him just to appease the Africans. Personally I would have removed that one, and because I don’t have a segue lets talk about Wesker. 

I guess Wesker’s steroids don’t shrink his balls, but his brain.

I should have killed you years ago Chris! He yells out as the finale begins to play out.

Yeah Wesker, years ago.. or last chapter where you had us owned but decided to just run off instead.

I could poke holes in Resident Evil 5’s story for a thousand more words, but I think I should stop now. Stop now, and begin explaining why despite it’s absolute disregard for storytelling, Resident Evil 5 may find it’s way into my top 5 games list.

RE5 offers the definitive co-operative experience. Sure, Dead Space 2 will attempt to topple it, and with hindsight and a couple of years over RE5 it should succeed, but until then I have hopes RE5 will be the go to game. What makes it so great? Well obviously Capcom’s risky decision to include co-op from the ground up plays a big part. I say risky, not because adding co-op is a risk per se, but limiting their access to many of the series fundamentals (scripted scares, feelings of isolation etc) is a big call. This decision was spring cleaning in a way, anything that doesn’t work with co-op is out, ready to be replaced with something that does. What we are left with is more simulation than game – the simulation of surviving this fucking bizarre scenario.

When you’re playing with a friend sitting beside you, the game’s narrative dissolves. What is left is two friends trading ammo and items, looking for the smartest way out and the most efficient way to survive. The weapons you have determine your situational strengths and weaknesses – instead of feeling like two players in a single player game, you’re both given a role, and a chance to shine. I guess there is a lot to be said for ineqality between co-operative players.


An open letter to EA, Part 2: Please reboot C&C Renegade, and heres how

The goal, to take an existing property and create a well received game, minimising risk while ensuring a profitable outcome.

In part one of this proposal we located Renegade’s target audience and market position. It almost seems counterproductive to discern this information prior to detailing the game; but it’s an important step in making a profitable title, by defining our audience we can determine the goals Renegade must achieve, and understand the qualities it must encompass. 

The goal, to create a popular online console experience enjoyable by traditional multiplayers and first timers alike.

Renegade’s target audience has been determined, and consists of console owners with the ability to purchase and play content online. The audience can be broken further into two groups – multiplayers, and first timers.

When tailoring a game for traditional online participants there is ample direction and a wealth of inspiration, anything from Doom to CoD4 and every title in between can be studied to observe trends and discern the qualities players of these games hold in regard. But for every console sold, potentially, an offline gamer has the ability to enter the realms of online play. To ascertain what qualities a multiplayer virgin looks for in a multiplayer game, we must apply the knowledge we have of the target group; specifically their interactions with games in other genres.

Games that are popular among the casual, offline crowd share the following qualities.

  • Easy learning curve.
  • Segmented gameplay.
  • Low skill requirement.
  • Simple rules and gameplay.

Renegade’s gameplay features and mechanics will not be compromised to suit the casual player, that is not our goal. Our goal is to create mechanics and features from the ground up that lower the requirement for online play, allowing players with less time, skill or motivation to play online.

I’ve briefly outlined some requirements for success, and it’s time to give the game legs and define the gameplay and features that will carry Renegade towards unfathomable popularity. But before we do, there is one matter I would like to discuss.

There is a certain frailty involved when dealing with existing IP, especially when attempting to diverge from the formula; some fans of forerunning titles can be difficult to please. Fortunately, there is an almost universal solution. The most effective strategy for dealing with possible fan backlash, is to ensure the new product is polished; show the fans that the IP means as much to you as it does to them.

Continue reading ‘An open letter to EA, Part 2: Please reboot C&C Renegade, and heres how’


An open letter to EA, Part 1: Please reboot C&C Renegade, i’ll make it worth your while

EA, please reboot Renegade.

Electronic Arts have built up a little reputation as being IP whores, assimilating other developers and milking their properties until only their hollow dry crusts remain. But in recent times, there has been a noticeable push to create new franchises, rather than rely on a back catalogue of games quickly fading into irrelatively. I’ll argue that EA are still creating new franchises rather than new games; but they like money, and I can’t fault them for that. The truth is that EA have changed, and have gained a new dose of respect from the gaming community.

So Electronic Arts, you can see that I do appreciate your new business model – which makes it difficult to ask – can you please reboot Renegade?

Now, this isn’t one of the thousands (millions?) of online petitions or forum threads about how some fanboy wants their favourite game in HD. It’s true that I enjoyed Renegade, but this is not the reason for my humble request; the bottom line is the game is more relevant today than it was in 2002, and in our current gaming climate, could stand out and make a tidy sum.

Command & Conquer: Renegade is the First Person departure of the Command and Conquer series. The C&C series has spanned 13 years, and is an icon of the real time strategy genre. The years of lore and creative narrative have woven a solid universe, with coherent stories that span from the mid 1990’s to a half century in the future.


Renegade’s greatest asset was Command & Conquer mode, a unique multiplayer gametype which introduced RTS elements to create something out of the ordinary. Each team are allocated a base comprising of five buildings; each performing a major function. The goal, to destroy the enemy’s base, can be achieved in two ways – either raze each building, or place a super weapon beacon on the designated beacon pedestal (and protect it until it’s timer runs down). It’s a tactical game – team tactics are required to effectively infiltrate the enemy base and tactical decisions must be made in regard to what buildings to strike, or what character or vehicle the in game currency should be spent purchasing.


I mentioned the game is more relevant today than when it was initially released. It’s true, and a remake of the game could be released and would probably sell well on the C&C name alone – but with some legitimate changes and the correct mentality, a Renegade reboot really has the opportunity and take advantage of the current gaming landscape and mesh with proven and emerging gaming trends.

The following is part one of a proposal outlining how Renegade can be adapted to guarantee success.

Continue reading ‘An open letter to EA, Part 1: Please reboot C&C Renegade, i’ll make it worth your while’


GeOW 2 RC Centaur Tank; it’s crap

I haven’t really followed the media about Gears of War 2, but from what I have picked up, I’d have thought the game would deserved something better than cheap crap like this. I could think of a lot cooler shit to buy for $US30. 

Well I guess this is the kind of product Microsoft sells out when there’s no pesky warranty to outlive.

Source via Kotaku


Like Gears of War? Why not attach a chainsaw to some guns!

Hmm.. while most people have been happy enough running around with their ‘fake gun, based on a pretend gun‘, I guess that didn’t cut it for this guy, who felt compelled to mount a chainsaw to his assault rifle and shotgun.


Check out the video after the jump, and watch how inefficiently this thing can cut a door open.

Continue reading ‘Like Gears of War? Why not attach a chainsaw to some guns!’

Playing on Playstation 3

Red Dead Revolver - I paid about $1000 for my launch model PS3, so I guess it's time I get some use out of that emotion chip crammed inside. I remember Red Dead Revolver looking rather good when it was released, and despite the low resolution and odd blurring (that I attribute to playing on a HD set) the game holds up well. It looks good despite these graphical limitations because the art direction is so precise and awesome. And it isn't just the art direction, the music, dialogue and set design (for some reason, set seems a more fitting word than level) all work in tandem to recreate an iconic Wild West atmosphere. Red Dead Revolver doesn’t aim to recreate life in the Wild West, it allows our imagination to take over and populates the locale with legendary men and their legendary stories.

Playing on iPhone

edge - Well I never thought I'd consider playing a game on iPhone as actually gaming, but edge has turned me around. The game is built for the iPhone. Sure, it could be ported, but the elegance of what has been created is astounding, it boggles the mind and makes me wonder what amazing gems we'd receive if current gen consoles weren't clones of eachother.

Playing on PC

Sins of a Solar Empire, Demigod, Generals - Zero Hour - It may be a temporary effect as I slowly reintroduce the PC into my gaming diet, but it seems every title I’m excited to play on the platform is either a strategy game, or a cheap indie game. PC gaming isn’t dead, it’s just restricted to titles that require complex input or a pointing device, and games that couldn't be developed or distributed on other platforms. I guess that’s part of the reason the AppStore is so far a success, there were a lot of indie devs stuck on PC for lack of a better alternative.


March 2019
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