Posts Tagged PSN
Initially, I had doubts Naughty Dog would be able to break away from the framework they established with the ‘Uncharted‘ series. Although the series is a massive success, it was becoming old hat. But their latest entry, ‘The Last of Us‘, showcases an amazing depth of what Naughty Dog can deliver. What Naughty Dog crafted here is, hands down, one of the best gaming experiences this generation. Everything from the character and level design, UX/UI interface, story presentation, and so on just shines. But most of the chatter around this game circles around one major aspect, the ending. If you completed the game, then you know know it was nothing short of shocking. As a forewarning, this post will contain heavy spoilers though out. Do NOT read any further if you have not completed the game.
I appreciate and love that Naught Dog did not give us game built entirely on conventional themes or cookie cutter characters. This is a look at an early dystopia and there no heroes or bad guys. There are no happy endings. For all loses, Joel is clearly not a ‘good’ man. He’s not even close to being a disgraced or fallen hero. Even at the onset of the game, he’s shown to be a very selfish individual. In the very beginning while driving through town, they see a family trying to flag them down for help. But Joel forcefully insists that his brotherTommy keep driving and leave them. Even his daughter Sarah makes a minor quibble about this. After surviving an ambush, Ellie asks Joel how he knew they entered an ambush and if he killed any ‘innocent’ people. Dryly, Joel responds he’s been on both sides of the situation regarding her former question and leaves it up to her decided regarding the latter. Most of his motivations are shown to be in his own self-interests, even to the very end. In another instance, Joel and Ellie partner up with another lone wolf and cub duo by the names, Henry and Sam. During a pursuit by some hunters, Joel is suddenly cut off from the group. A flustered Henry hesitates, but fails to see any immediate solution. Henry then leaves Joel and Ellie to fend for themselves. This example is played out many times throughout the game. Regardless of who these people were in the old world has little relevance here, what matters is survival. In short: ‘good’ people are sometimes forced to make ‘bad’ decisions given the situations they’re put in.
This game is just chockfull of these kind of humanistic moments.There’s one touching scene between Ellie and Sam where she gives me a toy robot he had to leave behind. This is off set by the next morning where it’s revealed Sam is infected and is by by his brother, Henry. The grief of which drives him to commit suicide right there. I call out this scene for a few reason. One, this is a perfect example of how well Naughty Dog is able to convey human emotions and moments flawlessly. And second, they display a keen attention to detail. Before this event occurs, your group is in a toy store where Ellie will stand next to the robot. Proceed to the next section but don’t go through the door just yet. Turn around and look at Ellie, the toy robot will be gone. This kind of attention to detail and continuity is what makes this game memorable. If there were any protagonists in the game, it would be Ellie. Despite seeing the world fall into madness, Ellie still maintains an air ‘innocence’ (and I say that ever so slightly). Her teen sensibilities and child-like nature provides the perfect balance to Joel’s gruff nature. But unfortunately, she’s never really given a true moment to be the “hero” of the game aside from saving a dying Joel. Who, arguably, may not be worth saving in the first place.
But that’s the real question: who’s worth saving in the first place? Joel and Henry briefly discuss how quickly people turned on each other when the infected begin to spread. On one hand, it’s easy to empathize with Marlene’s perspective. The key to humanity’s survival potentially lies with Ellie (more specifically, within her brain). We learn that Marlene has essentially raised Ellie from a young age after the death of her biological mother. And the choice to sacrifice her does not come lightly but she believes it is for the greater good. In contrast, Joel has never quite come to terms with the death of his own daughter Sarah. But the journey with Ellie, has softened him into viewing her as his adoptive ‘daughter’. There was no way Joel could endure that kind of loss again, humanity be damned. It’s interesting how both Joel and Marlene are surrogate parents to Ellie; yet they both have their own agendas in mind. There’s also some eerily Messianic ties in this dynamic. Would you sacrifice your only ‘child’ for the greater good of man no matter how far they’ve fallen? For Marlene, begrudgingly Yes. For Joel, Hell No! Ultimately, it was not a decision for either of them to make. It should have been Ellie’s choice. Granted, laying the fate of humanity at the feet of a child is extremely messed up in itself. But it’s still a decision that belonged to Ellie, not her ‘parents’. Joel was right about one thing: Marlene would never stop hunting them. Obviously, that’s no sound justification for killing her, but it is a fairly accurate assumption given Marlene’s demeanor. In the end, it’s clear Ellie knows something doesn’t add up with Joel’s explanation of what happened. Part of me even believes that Ellie realized later on that she was going die to help develop a cure, but played along as a comfort to Joel. What is clear is their relationship going forward is standing on some serious rocky ground.
In closing, a big round of applause and bravo to Naughty Dog for delivering such an outstanding masterpiece. I love this game so much that I truly hope they opt NOT to make a sequel. I’d welcome the planned DLC, but the game itself is perfect as a stand alone title, moral ambiguity and all. What do you think?
A few weeks back, I read an article with EA head honcho, Frank Gibeau. And one statement especially jumped out to me:
“In general we’re thinking about how we make this a more broadly appealing franchise, because ultimately you need to get to audience sizes of around five million to really continue to invest in an IP like Dead Space. Anything less than that and it becomes quite difficult financially given how expensive it is to make games and market them. We feel good about that growth but we have to be very paranoid about making sure we don’t change the experience so much that we lose the fanbase.”
This strikes me as odd and flat out preposterous. I’ve always been curious about video game budgets. They just keep growing and growing. I’ve tried poking around for a few detailed breakdowns with no avail. But something is not adding up. These budgets run more than many Hollywood movies. That alone is crazy. Once all the costs for licensing, royalty fees, art, QA, post release support and all that is factored in, you’re already looking at pretty chunk of change. And don’t forget marketing / PR, that alone is sometimes more than the cost of the game itself. Talk about outrageous, but we’ll save that topic for another time. In the end, the budget for a standard console/PC game shouldn’t run more than a few million. So where are they coming up with these inane figures like $25-$100 million? And what kind of metrics ans analysis are they doing that indicates the need for so many buyers to justify a franchise. In fact, I’d really like to see a case study detailing video game production costs & sales in contrast to other industries particularly movies and other technologies (laptop, mobiles, etc.). I realize that sometimes there is a price to be paid for quality; but worth 500 million users? I highly doubt that. Again, something is NOT adding up.
And is it really necessary? The need to appeal to a broader audience is just a systemic of business in general. But many franchises, and games in general, are starting to suffer with dwindling sales month over month. Typically these days, a standard AAA game starts out as a first person shooter (FPS) built on an Unreal Engine with a tacked on gimmicky multiplayer mode. And now it seems, they’ll be more co-op. I, personally, love co-op mode; but it seems that co-op today translate more into action shooter. That aside, including all these features quickly add up to a pretty penny. But do these companies even considered if it’s germane to the business or the final product itself ? Why does a game such as Dead Space and Assassin’s Creed need MP modes? TellTale is already making a phenomenal Walking Dead game, is it really necessary for Activision to make one as well (which, surprise surprise, will be a FPS)? To me, it seems like a massive waste time and resources when they would be better off capitalizing on different markets. Do they really think they’re gonna capture that many more gamers with such a such a commonplace format? I’m not saying they should ignore these kind of opportunities. You never know what could happen. Case in point, I thought adding MP to Mass Effect 3 would be a colossal failure. But it turned out to be a massive success. So I’m all for trying new ideas, just maybe in a different manner. In fact, I’d love to see the numbers around these figures. It may be worth holding off some new features as optional DLC only to be included in future installments based on a scale of their popularity.
But even if that were the case, it still doesn’t account for the absorbent budgets. Countless indie developers have found marginal to great success producing games on a shoestring budget. Why don’t major publishers release smaller titles in a similar manner more often? Everyone wants to produce the next biggest hit, but wouldn’t it be more prudent to release a string of lower budget titles to help back bigger releases? Movie studios release generic romcoms (romantic comedies) and other low budget clunkers all the time. That’s possible because studios know there’s a market out there willing watch them. Even though movies and games are two different monsters, studios should know there’s a similar (huge) contingent of gamers that’d like low budget title. Low budget titles doesn’t mean low quality. If you need proof of that, look no further than the countless indie developers and other standard titles that have found great success with not even a 1% of the budget. Just like mindless popcorn flicks, sometimes all a gamer wants is just a regular game, not an over-produced blockbuster. But game studios are very risk adverse. The common excuse is that the physical production and release costs is not worth it, especially if it flops. That and they’re pushing gaming more to the digital front. Regardless of the chosen avenue, companies are missing out on a sizable potential market. They already have a dedicated segment of gamers on lock (and potentially more). Gamers like me aren’t going anywhere. This is no excuse for developers to become complacent and produce cookie cutter crap. But it could allow studios and developers more opportunities to take new risks.
All said and done, something needs to happen with the heavy imbalance between budgets and the decreasing sales. I sure as hell don’t have all the answers but based on declining sales, the business aren’t just as clueless in some ways. Right now, there are more than a few lucrative opportunities and markets the game industry capitalize on they’re just ignoring or frankly how no clue how to. But I just hate seeing the traditional console market suffer from their inability to stick to basics and not take advantage of an already, dedicated fan base. Like the saying goes: if it ain’t broke, don’t fix it. And right now, there’s too much fixing going on.
What do you think people?
This was my first time attending the Penny Arcade Expo (PAX). And I’m proud to say it was one of the most exhilarating and insightful experiences I’ve ever encountered. The sheer amount of diversity among the gaming community is amazing. But even more surprising was the congenial nature of the event. It didn’t matter what type of gamer you are, personal background, or any other discriminatory factor; everyone came together and just had a great time. It truly was a beautiful event and I will definitely be there next year. First, I’d like to a give shout out to Dave (from Ontario) for procuring my PAX badge on such late notice. Dave was even nice enough to let me join his group for awhile and grab lunch. We’ll definitely hook up again for next year’s PAX. Another shout out to Tom (from Couchsurfing) for allowing me crash at his place during PAX. Tom and I have so many hobbies and traits in common it was frighteningly weird. But seriously, Tom was awesome and look forward to many future outings.
Most of my time was just spent bouncing around from different panels, visiting various booths, and socializing with other gamers. I even played my first tabletop game, Battlestar Galactica, and a really fun dice game called Zombie Dice. While I did enjoy myself, next year I’d like to go with a group of friends instead of solo. Being alone can be a bit bothersome at times, but I was fine with it for the most part. Regardless, there was always someone in the same boat as me, so it wasn’t too bad. In hindsight, the whole point of PAX is not about checking out the latest, upcoming games and the free swag. But it’s to create a welcoming environment where gamers of all sorts can convene, have fun with one another, and just be themselves.
Highlights of PAX 2010 :
- Meeting Ed Boon practically five minutes after entering the expo hall, EPIC WIN!
- Microsoft Kinect was actually impressive and a lot of fun.
- Twisted Pixel continues to create simple, yet highly impressive fun games, Comic Jumper will be their best game to date.
- Meeting some of the great people from MS / Xbox. Shout outs to: DMZilla (who forgot who I was the next day when we were in the elevator), EverettGresham (you still owe me a drink), MacheteBetty, Esko, and EpicAndyB
- Most Impressive Game: Dead Space 2
- Biggest Surprise: Brink
Quite honestly, the FPS genre has been played out these past few years in my opinion. But something about this game has a certain charm that grabbed me.
- Most disappointing Game: Fable 3
This series has always been underwhelming and just bland. And quite honestly, this game is even more streamlined and “simple’ than the previous incarnations, which is hard to believe.
As awesome as PAX is, there were some shortcomings and disappointments. I’d like to see more…’unique’ discussion panels. Do we really need to have yet another panel dealing with “the Myth of the girl gamer”? Yes, we all know there are women gamers out there. Hell, I’d even say quarter, if not a third, of the PAX attendees were women. They made up a larger portion of the group more so than the minorities. Point being: it is no longer a myth or a rarity even. Let’s focus on something more unresolved such as the lack of diversity in gaming (from hiring to the game characters themselves) or ways to bring gaming to disadvantaged people and / or less fortunate communities, or investigate ways gaming can be used for more educational / professional training purposes.
Additionally, some of the lines were just too long. You could literally spend all day in 4-5 lines to play a 10-15 minute demo and that’d be your whole day. Either they need to add an extra day to the event or secure more space for some of the larger developers / publishers. This way attendees (especially for one day attendees) can see and try out a good portion of games without feeling rushed.
Next year, I’m looking forward to more games, more parties, and more fun overall. This was a much needed excursion for my soul. But alas, the vacation is over and now it’s back to the daily grind of hunting for my dream job. But not to worry, this experience has invigorated me with a stronger resolve. I have a good feeling about my future.
In the meantime, here are few pictures. I know the quality is crappy. But that is due to the iPhone 3GS camera being utterly horrible.