Archive for the ‘Games Consoles’ Category

UK top 20 video games chart, week ending 25 February

Sony’s new PS Vita console makes its presence felt with the top two places on the chart this week – Uncharted: Golden Abyss and Fifa Football

UKIE Games Charts© compiled by GfK Chart-Track

Games

PS Vita

PlayStation

PS3

Xbox

Handheld

Wii

DS

3DS

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Posted on February 27th, 2012 by  |  No Comments »

Medal of Honor: Warfighter announced for autumn 2012 – Console news

It’s going to be Medal of Honor v Call of Duty: Black Ops 2 this year, then, as the first-person shooter battle between EA and Activision continues

EA has announced through its Medal of Honor website that the next addition to the long-running shooter series will arrive this autumn, subtitled Warfighter. The February US edition of the Official Xbox Magazine apparently has all the exclusive details.

Right now, it seems the game will be developed entirely by Danger Close, previously known as EA LA, the studio responsible for the campaign mode in 2010′s re-boot of the MoH series. The game will use the Frostbite 2.0 engine – the same tech as Battlefield 3.

Once again, it seems the story will involve so-called Tier 1 operators, elite soldiers working on special missions within enemy territory. As with the previous title, which was largely set in Afghanistan, it’s likely the emphasis will be on real-world tactics and conflicts.

This caused some controversy in 2010, when Labour MP Liam Fox complained about the appearance of Taliban fighters in Medal of Honor – however, his comments revealed only a passing knowledge of the game content, and the Labour party distanced itself from his statement. More details on the scenario of the latest title are expected to come to light at the GDC conference in two week’s time.

2010′s instalment of MoH was a critical and commercial success for EA, shifting around 5m copies, despite some criticism of the extremely short single-player mode. However, it failed to make much of a dent on Black Ops, which went on to record-breaking sales of more than 25m.

Rumours circulating at the moment suggest that Treyarch is also preparing a sequel to its own 2010 hit, Call of Duty: Black Ops. It seems the two brands will go head to head again in 2012.

Games

Call of Duty

Shoot ‘em ups

PS3

Xbox

Keith Stuart

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Posted on February 26th, 2012 by  |  No Comments »

JRPG legend Hironobu Sakaguchi – interview

The man who defined the Japanese RPG genre describes his latest mould-breaking opus, The Last Story

In the earliest days of games development, there was a Gold Rush vibe – pretty much every game invented a new genre. Then games developed and matured, settling into a fixed set of genres.

In their earliest days, video games were a blank book – pretty much every one that came out was different to what had gone before. But they quickly settled down into a familiar collection of genres (some of which, like point-and-click adventures, fell by the wayside).

One venerable genre which remains hugely popular is the Japanese RPG, characterised by stunning, anime-influenced artwork, strong storylines and turn-based battling, and exemplified by Square-Enix’s Final Fantasy franchise. The man who created the Final Fantasy games, Hironobu Sakaguchi, can claim to be the man who wrote the book on JRPGs, and we caught up with him on a rare visit to London.

Sakaguchi was in London to demo his latest game, The Last Story, to no less an august establishment than Bafta, before fielding a question-and-answer session. In a typically wry manner, he says: “There’s a Japanese saying: I’m a koi carp in the kitchen, waiting to be cooked.”

Why the Wii?

Sakaguchi’s breakthrough game was the first Final Fantasy in 1987, and he explains that it got its name because he had endured two flops and decided that if his third attempt hadn’t been a hit, he would have gone back to university.

Now he can point to a quarter of a century’s-worth of experience at crafting games. So it seems a bit strange that The Last Story should be coming out on the Wii, a console at the end of its life-cycle whose replacement, the Wii U, is already looming.

It’s especially considering that when Sakaguchi split from what was then Square in 2003, and handed over the Final Fantasy reins, he formed his new developer, Mistwalker, with very public backing from Microsoft. His next two games – 2006′s Blue Dragon and 2007′s Lost Odyssey – were Xbox 360 exclusives, and the former was a rare Sakaguchi flop.

Counter-intuitively, Sakaguchi explains that The Last Story is a Wii game because he wanted to step outside of his comfort zone and experiment with it.

“I have a formula from the 25 years experience I have in the industry – an RPG formula,” he says. “Which is a turn-based, orthodox JRPG. But for The Last Story, I wanted to completely change that formula and come up with something new.

“Around that time, Shinji Hatano at Nintendo, who is high up in the ranks there, said: ‘Why don’t we try this new type of RPG together?’ When creating new things, there are always risks – you never know whether it will be accepted by gamers.

“So I was extremely thankful that he offered to collaborate. So the game was born not from the feeling that I wanted to create a game for the Wii, but rather from the trust that I have for Hatano-san.”

Telling The Last Story

So, how does The Last Story differ from the rest of Sakaguchi’s oeuvre? It ditches the turn-based battle system, for a start, in favour of a real-time one which, he explains, is unique: “The battle system is probably the most important aspect of the game. We had an experimental phase of about a year, in which we had so many ideas, and the best have been incorporated in the final game.

“For example, the protagonist uses a move called ‘gathering’. This attracts the enemies’ attention towards the protagonist. So, the concept is that on a chaotic battlefield, by using this move, the player can bring order to the battlefield. Or, conversely, by attracting their attention can cause chaos on the enemy side. So that brings strategic elements.”

In practice, gathering works pretty well making boss-battles, for example, a matter of leading your attackers towards your Mage and archers, before going in close to finish the job yourself.

The Mage is clearly the key member of your party in The Last Story: “When your party’s Mage fires a magic attack, it leaves a magic circle. When the protagonist diffuses this with his move called ‘gale’; this causes a secondary effect.

“So, for example, if the Mage attack is an ice attack, it leaves an ice circle, and when the protagonist diffuses that, it creates an effect called ‘slip’, where the enemies slip over. We experimented with different ideas and, in the end, I believe we’ve been able to create a new type of battle system.”

Sakaguchi is keen to highlight other aspects of the game: “We should give credit to Kimihiko Fujisaka, who was in charge of the character design, as well as the design of the whole environment.

“Of course, in my games, I always place much emphasis on the graphics, so I did ask Fujisaka-san to put a lot of effort into that area.”

And he teamed up once more with Nobuo Uematsu, the composer who is as feted as Sakaguchi and with whom he has collaborated for 25 years – leading them to be likened to a married couple, as Sakaguchi acknowledges.

“When it came to requesting music for the game, due to the change in the battle system, the general flow had changed,” he says. “So I wanted him to change the direction of the music accordingly. But when I passed on the story-plot to him and asked him to compose the music, the three pieces of music I received were all rejected, because they didn’t really match.

“There was no contact from Uematsu for about a month – I was worried that, if we were like a married couple, there was a danger of getting divorced. But after a month, he sent over three new pieces of music, which were used in the game.”

Not just single-player

The other unexpected aspect of The Last Story is that it can be played online – players can take part in free-for-all Deathmatches, collaborative Team Deathmatches or co-operatively take on boss-battles.

Sakaguchi elaborates: “The biggest difference between the online game and single-player is that the player can’t use the Gathering system online. One thing that I personally dislike about online gaming is that there will always be people who use dirty words, and therefore, for Last Story’s online play, I came up with the idea of players communicating with each other using the script that is actually used in the single-player game.

“In the game, a lot of small-talk goes on between the characters. So using these scripts, players can have decent conversations with each other. Also, I felt that gives a different experience from just simple voice-chat. One thing that is fun is attacking with bananas – making the other players slip with banana skins.”

No escape from Final Fantasy

Sakaguchi confesses that he is heartily fed up with people asking him about Final Fantasy – but he did create the franchise, and will forever be identified with it.

Recently, Final Fantasy’s veneer of quality has accumulated some unsightly chips: Final Fantasy XIII was criticised for being too linear and predictable, while the MMO Final Fantasy XIV was hideously unplayable, although Square-Enix has worked hard to fix it.

Sakaguchi, predictably, is diplomatic: “I still go out drinking with Yoshinori Kitase, the current producer of Final Fantasy, once in a while, and on those occasions he does tell me that it’s all fine. Sometimes, I personally complain a little bit about certain things about the franchise.

“But when I left Square, I left the franchise in Kitase’s hands, and he promised me he would protect and progress the Final Fantasy brand. He has been my right-hand man since round about the middle of Final Fantasy III, and therefore I have a lot of trust in him.”

Nor, having made a real-time RPG, will he take the opportunity to declare the anachronistic, at least in Western eyes, turn-based RPG moribund.

“Of course, games are a form of entertainment, so new things will always be more exciting than old things,” he says. “Turn-based RPGs are an established form of entertainment, and just like puzzle games never died out, I believe that turn-based RPGs will continue to exist.”

At Bafta, Sakaguchi’s demo and Q&A session was rapturously received. The Last Story is clearly up there with his best work, so it constitutes something of a last hurrah for the Wii.

He remains tight-lipped about what we can expect from him in the future, beyond three games for Apple’s iOS: “I am a big fan of Apple’s products. They are small projects and fun for me. The first one is a surfing game”.

But, with the benefit of 25 years’ experience in the industry, he offers some advice to aspiring developers: “Looking back, my pre-Final Fantasy games failed because I kept copying what was on the market. So free yourself, and do what is good for the game.”

Games

Role playing games

Wii

Nintendo

Steve Boxer

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Posted on February 25th, 2012 by  |  No Comments »

The future of gaming: Six things that will change videogames – Console news

What’s the future of gaming? Hit play on the video above to see me take to the icy streets of Southwark, to spell out six things that will change the world of videogames.

The world of gaming moves fast. Look away for even just a moment, and you’re likely to find videogames have changed entirely. One moment you were batting your brother’s N64 controller out of his hand to make him lose at GoldenEye, and the next everyone’s rocking out with plastic guitars.

With the medium accelerating like a dog that’s spied your expensive new trainers, what can we expect to see happening next?

Some changes are already upon us. The terrifying success of Angry Birds and other mobile games tells us people are going to be doing an awful lot more gaming on the go.

That’s exciting, right? As is the wane of physical media, which means no more traipsing down to HMV to pick up a game on day one. Instead you can stay indoors and download the hottest new games at your cosy leisure, potentially enjoying a cup of hot chocolate and laughing like a mad king.

But it’s not all good news. With publishers cracking down on trade-ins with one-use codes, the days of finding a second-hand classic in the bargain bin will soon be behind us.

That’s three predictions to be getting on with — hit play to see the others, and let me know in the comments or on our Facebook page if there are any major events in gaming’s future that I’ve missed.





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Posted on February 20th, 2012 by  |  No Comments »

iPhone and iPad gaming accessories are the future of retro

While Luke paved the way for the future of gaming with his six things that will change videogames, those of us with creaking wrist joints who frittered our 80s pocketmoney on 99p Mastertronic games like the low-key classic Chronos
(okay, you had to be there), will rejoice that we’ve come full circle
with our phones.

And even more so that three decades of inflation has been expunged with the explosion of downloadable mobile games for under a quid.

Try as I might, I just can’t get over the passing of 1980s gaming — or at least
its spirit, which eschewed today’s ubiquitous first-person action
and yawnsome cinema sequences. But vast numbers of cheap games downloaded onto the iPod touch, iPad and iPhone marks a swing back to simplicity. In fact, the iPhone’s gaming popularity was recently touted by hoary old Atari and Xbox developers as marking the revival of the 80s arcade in your pocket.

And while the much more open Android system is a haven for emulators that let you play old games for free, Apple’s relatively few devices and huge popularity means it has a wealth of companies queueing up to sell you retro gadgets to stick on your phone or tablet for nostalgic kicks.


In November, a survey of 1,000 gaming industry execs contentiously declared Steve Jobs as the most influential man in gaming, and the iPhone as the most significant device in video game history. Come on! As if the 32k Acorn Electron, with classic games like Bugzap and Marslander, wasn’t the bigger game changer (no, I’m not still bitter you didn’t buy me a ZX Spectrum, Mam and Dad).

For those of you who, like me, were weaned on clunky scrolling and jerky sprites, and even thought the most popular retro console of all time, the Sega Mega Drive, had eight bits too many, then feast your eyes on the gallery above. Therein lies a panoply of accessories — or if we’re being properly retro, “peripherals” — that will roll back the years on your iDevices.

Chief among them is surely the Joystick-it. Although I’m not sure it would stand up to a joystick annihilator like Track & Field on the Atari XE, which single-handedly kept the company in cashflow by burning through sticks faster than you can say RSI. The 8-Bitty controller above also adds some much-need plasticky old-school tack to your super-sleek Apple gadget.

Gaming Luddites, join me in my rose-tinted retro jubilance, and everyone else, feel free to tear me a new coin slot in the comments below or on our Facebook page.

Sources and image credits: Oh Gizmo!, Trend Hunter, The Awesomer, Game Guru, G4TV, Discovery Bay Games, Think Geek, Uncrate, Ifans











Slim PS3 is updated regularly each day with the latest Free PlayStation news.

Posted on February 19th, 2012 by  |  No Comments »

The Friday question: which developer would YOU give $1m to and why?

Cult developer Double Fine productions has just raised over a million dollars in Kickstarter funds for its next game. Who would you fund in this way, and what would you like them to make?

It is, of course, the feel-good story of the year so far. Veteran developer Tim Schafer didn’t think he’d get any publisher support to create an old skool point-and-click adventure, even though fans had been requesting one for years. So he set up a Kickstarter fund and asked for $400,000 within 32 days. What actually happened was this – he hit the target within a couple of hours, and the total is now over a million dollars.

To celebrate this immense story of talent, philanthropy and the power of crowd-sourcing, today’s friday question is a simple one: which developer would YOU fund to create a new game, and what title would you want to see?

I’ve put three of my own below:Matthew Smith – MegaTreeBack in the eighties, Matthew Smith programmed two of the most important games of the era: Manic Miner and Jet Set Willy. However, his third project, the mysterious MegaTree, was cancelled by his publisher and later, Smith went AWOL, moving to a commune in Holland to fix bicycles. He’s back in the UK now, but I believe the source code to MegaTree was auctioned off in aid of charity eight years ago. Still, $1m in funding might spur the idiosyncratic bedroom coding genius back into action.

Yu Suzuki – Shenmue 3Oh, okay, I know we’d need a lot more than $1m dollars, but what the heck – this would be the crowd-sourcing motherlode. Sega spent an absolute fortune on the first two Shenmue titles and as astonishing as this seamless action adventure series was, it never got close to recouping the investment. There is, at least, a large community of fans who want to see a third and final title in the proposed trilogy, so that’s a start. And perhaps Suzuki could scale down his ambition a little. Maybe form a ragtag indie studio and make it with the Unity3D engine?

Ninja Theory – Enslaved 2This beautiful post-apocalyptic shooter tanked when it was released in 2010, despite co-direction from Andy Serkis, a script from Alex Garland and a haunting score by Nitin Sawhney. Some suggested that the enemies lacked variety and that the action was muted. I just thought it was a beautifully imagined world, with appealing characters and smart dialogue. I guess there’s always a chance Ninja Theory will do another, but a Kickstarter fund of a million dollars or so won’t do any harm.

Over to you…

Games

Game culture

Keith Stuart

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Posted on February 11th, 2012 by  |  No Comments »

Catherine: the puzzle game that’s a paradigm of young adulthood

For Keza MacDonald, Catherine is a game about a stage of life that most people who play games can relate to

I feel a bit left out sometimes when playing Catherine. Not because it’s about a 32-year-old man, Vincent, trying to decide whether or not to shoulder the responsibility of marrying his long-term girlfriend – a situation which, as a 20-something-year-old woman, I can’t relate to in the obvious ways – but because it has so many DAMNABLE block puzzles.

They’re my gaming blind spot, block puzzles. My spatially incompetent brain has no problem with mini-maps, weapon stats, dragon-killing and the other skills you usually need to save the universe, but it can’t compute the ramifications of pushing and pulling blocks. Struggling through Catherine’s nightmare sections, which see a pillow-clutching Vincent desperately scrambling up a slowly-disintegrating block-tower in his boxer shorts, has been a howlingly painful experience that’s made me contemplate snapping the disc more often than even Dark Souls.

It’s tragic that one of my favourite games in years makes me suffer so. Catherine has done something that I didn’t think was possible: it’s made me think about relationships in a way that hundreds of memorable books and films about love (or the death of love) have not. If you were being cruel about Catherine, you could say it was a series of block puzzles interspersed with cutscenes. But I see it as a uniquely modern take on the relationship paralysis that afflicts a vast swathe of the gaming generation, male and female. Stay with me here: Catherine isn’t the greatest story ever told about relationships, but it’s one that uses the tools of video games to express something unique.

The semi-permanent state of existential crisis and indecision that often characterises young adulthood was, until recently, seen as a generation-specific thing localised to Generation X, the post-baby-boomer generation born from the late sixties through the seventies. When it didn’t go away, though, and the young adults of the eighties, nineties and noughties started to show the same reluctance to grow up, get married and start spawning, developmental psychology started paying attention.

Jeffrey Jensen Arnett was the first to coin the term “emerging adult” for this new phase of life between adolescence and maturity, which sees young people in developed countries embark on a protracted period of identity-exploration that extends far beyond the end of the university years. It’s one of the main reasons why the median marriage age in the UK (and US, to a slightly smaller extent) has risen so dramatically decade on decade. It’s the state written about by Douglas Coupland in the nineties and in the Bildungsromane of the 19th Century, and it’s emerging adulthood – not sexual ethics – that I see as Catherine’s main theme.

Vincent and his drinking buddies at the Stray Sheep – the understatedly trendy, smoky bar that forms the backdrop for their long chats about life and love – are all classically useless emerging adults (with the exception of young, lovestruck Toby, who still seems to be cheerfully making his way through the later stages of adolescence). They’re dudes who have no idea what they’re doing with their lives, and who often seem so paralysed by choice that they can’t make decisions about what they want and how to get it. Their attitude to relationships – Jonathan’s reluctance to settle on a girlfriend because he’s searching for a soulmate, Vincent’s total inability to make a decision about Katherine or Catherine – is just one aspect of their directionlessness.

I might not be able to relate to Vincent’s relationship situation, but like any young person, I can sure as hell relate to THAT. I can’t even go to Ikea without ending up in a miserable sense of existential crisis, looking at all the baffling homely items around me and wondering if there’s something wrong with me for not wanting any of it. Like Vincent, I have spent countless evenings in understatedly trendy, smoky bars with other young adults thinking about how rubbish we are at life and wondering if it’s ever going to change. Vincent and his friends are the most relatable characters I’ve ever come across in games.

In this context, Vincent’s struggles to escape his dreams, those vast towers of seemingly impossible logical conundrums, aren’t just block puzzles. It makes sense that I’m so obsessed with getting him through them. I’m rooting for Vincent to get ahold of himself and start being an active participant in his own life, rather than just being tossed around by circumstance and habit and indecision. Grow up, Vincent!, I’m thinking. If there’s hope for you, there’s hope for all of us.

There are books and films about emerging adulthood. Most of them are rubbish, and star amazingly unsympathetic, navel-gazing, egocentric protagonists. Vincent isn’t like those characters; he’s hopeless in a much more likeable way. The fact that you’re physically guiding him through his problems, either in the block puzzles of his dreams or in the bar during his waking hours, immediately makes you much more involved in his story. If he’s a better person at the end of it, it’s because of you.

Catherine isn’t a game about a guy deciding whether or not to cheat on his girlfriend, it’s a game about a stage of life that a lot of people who play video games can relate to. It’s also a game with a brilliantly surreal aesthetic, an addictive and gratifyingly complex puzzle mechanic and at least one hot chick. Whichever way you look at it, it’s worth playing.

Games

Puzzle games

Keza MacDonald

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Posted on February 11th, 2012 by  |  No Comments »

The Friday question: what was your favourite ever weird game? – Console news

We all like it that games such as El Shaddai and Child of Eden still exist, but how many of them do we really play and thoroughly enjoy? How many do we go back to? No, really, I’m asking you…

As long as there have been video games, there have been weird video games. In the burgeoning days of the arcade scene we had the likes of Q*bert and Joust, but then weirdness really took off with the home computer era. Bedroom coders, locked away for months at a time, with no genres to work from, no sense of a development ‘community’… no wonder they came up with titles like Deus Ex Machina, Sentinel and Jet Set Willy.

Weirdness persisted into the PlayStation era with the likes of Polaroid Pete, Mr. Moskeeto and No One Can Stop Mr. Domino, and we do get glimpses today thanks mostly to Suda 51, Tetsuya Mizuguchi and a million indie devs.

But what strange games have entertained you the longest? Which have you played beyond the initial ‘wow, this is really strange’ moment? Are there any truly odd titles that make it into your favourite games of all time list? Really?

For this Friday, let’s think about the offbeat titles that we genuinely do love, rather than just sort of pretend to love so that people think we’re weird, too.

I’ll get us started…

Gribbly’s Day Out (Andrew Braybrook, 1985)

This seminal Commodore 64 title involves a character named Gribbly Grobbly navigating a surreal 2D world attempting to track down his missing children – or ‘gribblets’. The controls are wonderful, the landscapes richly detailed for the era, and the Defender-like gameplay thoroughly compelling. Braybrook would go on to write two bona fide C64 classics, Paradroid and Uridium, but this was a game I just played and played.

Incredible Crisis (Polygon Magic, 1999)

An early progenitor of the mini-game collection, this PlayStation oddity followed a Japanese family though a disasterous day, with each complication captured by a strange mini-challenge. It’s a sort of Japanese game show, rendered into eccentric interactive life complete with office dances, stressful supermarket shopping and hellish elevator rides. But all of them worked well, tied together with a decent family-in-crisis plot – and you just had to keep playing to find out which bizarre flight of gameplay fancy you’d be steered down next.

Rez (United Game Artists, 2001)

Tetsuya Mizugushi’s masterpiece has been accepted into the canon of truly great games, but back in 2001 it was very odd to be controlling a hacker’s avatar through a super computer while crafting techno tunes out of defeated enemies. Odd, but also astonishing. I’m not really sure if any other game has ever captured quite so well Mihály Csíkszentmihályi’s theory of the flow state – that sense of utterly focused immersion. Hypnotic and compelling, and still wonderful.

The Rub Rabbits (Sega, 2006)

Okay, it’s another mini-game collection, but I played this freaky take on the dating sim for hours and hours when my first son Zac was a (particularly demanding) baby – it got me through many sleepless nights. Like its predecessor, Project Rub, this crazed game uses every input facet of the Nintendo DS in a range of teeny tasks designed to get you together with the girl of your dreams. Stylish, strange yet utterly intuitive and fun. I was deranged with lack of sleep though.

Games

Keith Stuart

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Posted on February 6th, 2012 by  |  No Comments »

Digital downloads: Are boxed games about to disappear? – Console news

The latest games console news:

Are we reaching the tipping point at which the downloading of games begins to dominate the industry? And will it be more about old games than new ones? Some interesting events this week suggest we’re close

During a conference call to investors and analysts on Wednesday, Electronic Arts revealed some rather impressive – and telling – figures. Apparently, the company’s revenue from digital games exceeded $1bn in 2011.

Its controversial download service Origin generated $100m through the year, its social and casual games performed well, and its online multiplayer release – Star Wars: the Old Republic – managed to attracted 1.7 million paid subscribers barely a month after its launch.

Of course, the publisher’s boxed big-hitters – Fifa 12 and Battlefield 3 – did good business too, selling 10m units each, but the thrust of the company’s attempts to claw back into profit are coming from the digital sector.

Meanwhile, fellow publishing veteran THQ is reported to be in dire straights, cutting staff and facing a Nasdaq delisting.

Although the company was one of the first publishers to recognise the rise of mobile gaming with its THQ Wireless arm, it has not succeeded in transferring major brands such as Saints Row and Darksiders to mobile and social platforms. In fact, it sold its Wireless division in February 2011, while a lacklustre Facebook version of Saints Row did little to take on the likes of Mafia Wars at its own game.

THQ’s problems no doubt run deeper than failing to exploit the rise of digital downloading, but it seems as though the future of traditional publishers is going to rest on how well they’re able to explore the online, mobile and downloadable possibilities of their brands.

Physical media, though beloved of hardcore gamers, is generally suffering. The high street chain Game is facing its own major difficulties – financing problems have led to rumours that its stores would be unable to stock the week’s new releases; though the company has since confirmed that the likes of Metal Gear Solid HD and Final Fantasy XIII-2 will be on sale this weekend, and that it has secured new deals with lenders.

Meawhile, digital newcomers are flourishing. Freemium publisher BigPoint announced on Tuesday that it now has 250 million users of its free-to-play online games; on the same day, web gaming company Spil Games, revealed that it now boasted 170 million unique users, with many of its customers spending up to £38 a month on virtual goods. A recent report by Juniper Research claimed that in-game purchasers would be spending $4.8 billion by 2016.

“My basic argument for digital generally is that, first, it allows the publisher to reach a massive audience at no marginal cost, by going free,” says games industry analyst Nicholas Lovell.

“Secondly, it allows you to let the people who love what you do to spend lots of money – for example, the Bigpoint users spending €1,000 on a drone.”.

Unsurprisingly then, smaller developers are increasingly adopting digital-only agendas. On Monday, the UK game developer trade body, Tiga, released a report showing the impact of digital downloads on British studios.

Apparently, 102 British games companies are currently developing browser and download-based casual online PC games. These studios released more than 600 titles in 2011 and employed nearly 700 development staff, contributing £70m to the UK’s GDP.

“We are fast approaching the tipping point,” says Tiga managing director Dr Richard Wilson. “UK retail sales figures for video games have been in decline for several years now, but all the indications are that digital consumption of games is increasing.

“Tiga research from 2011 shows that 50% of UK developers regard retail as the largest monetisation mechanic for their games. However, 47% say their games are also sold via online stores such as XBLA and the Apple App Store. 13% generate money from subscriptions, 26% via micro transactions and 29% use free-to-play mechanics.

“Additionally, almost half of UK developers are now self-publishing online or on mobile. The shift towards digital distribution is enabling developers to become self-publishers and reduce their dependency on publishers. It should also allow more innovation and choice for consumers.”

But more telling than new titles and fresh ideas are the possibilities for older brands in the digital space.

Earlier this week, the veteran MMORPG Everquest became a free-to-play title after 15 years as a subscription service. Long past its incredible peak as a massively multiplayer phenomenon, profit can still be made via a freemium model that will make the game more attractive to casual users.

Meanwhile, publishers such as Ubisoft, Konami and Capcom are busy filling the online stores of the PlayStation 3, Xbox 360 and Wii consoles with spruced up versions of classic titles, as well as fresh additions to nostalgic lines such as Rayman.

While the ability to sell DLC and create free-to-play titles is enticing, it might be that the real driver into a digital-first business is the ability to exploit that old internet chestnut, the long tail.

In packaged-goods retail, games have a very short shelf life and need to make all their money in the space of a couple of weeks. After that, titles get shoved into the back catalogue. Years ago, there was another opportunity to make money here via special cheaper editions of old games – the PlayStation Platinum range, for example.

However, that market has been all but destroyed for publishers by the rise of the pre-owned sector. Go into any branch of HMV or Game and you’ll usually only see a chart display of new titles, and then a huge area dedicated to second-hand titles.

That’s because retailers make 100% of the revenue from these second purchases – there’s little benefit for them in providing shelf space to first-hand copies of older titles.

In the digital space, though, publishers can keep flogging old titles indefinitely. When the title is out of the charts, it can be kept alive with DLC; after this, there are price reductions on digitally distributed versions of the original games. And then, on titles like Everquest and Lord of the Rings Online, there’s the option to convert to a freemium model.

For new titles, the digital arena is more complex. As Lovell points out: “Chris Anderson’s original definition of the long tail is that in a world of infinite space, everyone can get on the shelf. But the App Store shows that just being on the shelf is no guarantee of sales.

“The App Store has hundreds of thousands of apps, and the long tail players are not making much money.” Indeed, research released last autumn by developer Owen Goss showed that 50% of game apps on the App Store make less than $3,000 (£1,900).

And over in the social and casual gaming spaces, it’s not old brands that are being regurgitated, it’s old ideas. Zynga’s release of Dream Heights on iOS has prompted a furious response from bloggers who feel it is effectively a rip off of NimbleBit’s hugely successful iphone game Tiny Tower, merely adding a social layer.

The cloning of games has become a huge issue in the sector, but with little in the way of legal recourse, it is running amok.

And really, the digital gaming princples behind continually re-inventing old brands for new business models and continually “borrowing” other studios’ successful ideas are the same.

It’s all about mining proven concepts for all they’re worth in a marketplace that allows swift development, easy distribution and lightening fast iteration based on rapid customer feedback.

Those who imagine that the tipping point from physical media to digital distribution will herald a new era of fresh innovative gaming experiences could well be hugely mistaken.

We may be about to enter a new epoch in which the digital sector transmogrifies into one giant thirft store – your favourite game ideas served back to you in different forms on different platforms by different publishers, forever.

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Keith Stuart

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Posted on February 5th, 2012 by  |  No Comments »

World’s biggest NES controller and other giant tech in video


The world’s largest video controller has been unveiled at London’s Liverpool Street Station. The controller is an exact replica of an old NES joypad, scaled up 30 times in each dimension. Hit play on our video to see the massive pad in gigantic action.

The working humungopad, which is 4m long and weighs 120kg, was created by British engineering student Ben Allen and collaborators from Delft University of Technology in the Netherlands. It takes two people to play with and has to be transported in a lorry.


“We built the controller to celebrate the 105th anniversary of our student association,” Allen told us. “We’re all electrical engineering students, and every five years we like to do something crazy.

“The actual build took around four weeks. There were plenty of sleepless nights, especially before the big reveal. I fell asleep under the controller for about half an hour at one point. It’s not necessarily hard, it’s just a lot of work. You need to saw the MDF, you need to paint it, you need to get the circuitry organised, and then bring it all together.”


We went to chat to the team behind the controller and play some epic-scale Super Mario Bros. We’ve also scoured the Internet for more gargantuan gizmos, including the world’s largest mobile phone and the world’s biggest electric guitar. And because we were hungry, we also put in the world’s biggest cake, a monstrous 12-tonne, 50-metre long dessert made for the president of Azerbaijan’s 50th birthday. See it and much more by clicking play on the video.


Would you like to see more gigantic gadgets? Or do you think making huge versions of normal-sized things is a pointless waste of time? Do let us know in the comments below, or on our perfectly proportioned Facebook page.







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Posted on January 23rd, 2012 by  |  No Comments »