Alan Wake (2012 on PC)

Alan wake 08

Alan Wake is a really frustrating game. It’s not that the gameplay is obtuse or afflicted by poor design. Rather, it’s because the lofty ambition of developers Remedy is so obvious, and so obviously let down by the dreary repetitiveness of the combat. A brief recap: Alan Wake was originally intended to be an open world game, and heavily influenced by the horror tropes of Stephen King, David Lynch and The Twilight Zone. The game as released on Xbox 360 and PC retained the latter characteristic, but the dreams of GTA set in Twin Peaks were drastically scaled back in favour of episodic progress. The open world aspirations are still tantalisingly in place. The setting in Alan Wake, beautifully brought to life by Remedy’s designers, is full of massive traversable mountainous areas filled with verdant forests, atmospheric structures and imposing lakes. The driving sections in particular betray what must once have been very expansive open world design. Real-time day/night cycle would have done wonders for the game’s theme, since the eponymous main character literally uses light to vanquish the shadowy hicks who constantly appear out of nowhere to try and smash his head in.

Even without being an open world game Alan Wake could have been a really great experience, but another thing that is painfully obvious is that Remedy is in love with the game’s combat mechanics. Taken in isolation, they’re excellent: pressing the left trigger aims with the flashlight which whittles away the enemies’ darkness defence, and then you can shoot with either the heavier rifle/shotgun or the revolver to put them down. It looks great, feels satisfying and makes perfect sense within the context of the game’s narrative. The problem is that the player has to wade through an overwhelming amount of shooting to get from A to B. Remedy’s superlative art direction and level design create an inimitable atmosphere, but it’s all undone by an outrageously indulgent frequency of enemy encounters. This would have been alleviated somewhat if new skills or mechanics are introduced as the game progresses, but once Wake gets a torch and a gun in the first episode the combat essentially stays unchanged. The most potently scary moments in Alan Wake are when the enemies are unseen, and Wake is alone, wandering through some of the best wooded areas created in gaming. The moment the axe-wielding spectres are introduced – always telegraphed in slow-motion, frustratingly – any tension the game has built up dissipates, and the pyrotechnical chaos of the later shootouts is less Silent Hill and more Diablo.

Remedy’s attempt to weave the horror meta narrative into Alan Wake is a great idea executed with the heaviest of hands. The game is littered with discarded pages from the novel that Wake is supposed to have written, and which is coming to life around him. These pages describe what is about to happen, which would be fine except that once the events take place Wake proceeds to vocally describe them in detail. So what the player is really getting is a story told three times: from the pages, through narration by Wake, and then the actual gameplay. There’s no variation to this either: from the beginning right to the end Remedy sticks faithfully to this structure, to the eventual exhaustion of the player.

The great mystery horror game is yet to be fully realised. Alan Wake is technically accomplished and has some nice ideas, but Remedy’s allegiance, whether by choice or necessity, is clearly with the combat. Another developer (or maybe even Remedy) could take the setting and the visuals, and with a more considered approach to the storytelling, weave a cracking thriller out of this. 

My Favourite Games of This Generation, 2007 – 2013

I hadn’t been gaming properly for nearly a decade – except for a brief dalliance at university – when I decided to pick up a used PS2 in early 2007. I had put in about 30 hours on Final Fantasy X back in 2002, and was at the point where Tidus and his gang go and try to thwart Yuna’s marriage to Seymour, before I was forced to stop due to various academic issues (actually, the end of Christmas holidays). The 7th generation of console gaming was already well underway by the time I finally renewed acquaintances with Sony’s finest, but I wasn’t all that interested in cutting edge. I just wanted to see how FFX ended. Safe to say I was thoroughly impressed; and with appetite whetted, rediscovered my hunger for games that lay dormant for so long. I bought PS3 in the spring of 2008, along with the amazing-looking Assassin’s Creed and Guitar Hero 3. Both were fairly diverting, but didn’t really make me gasp with wonder at all the new technology (it didn’t help that Assassin’s Creed didn’t run very well on PS3). It wasn’t until I shot an exploding barrel and made a jeep tumble down the creek in Uncharted: Drake’s Fortune that I felt the next generation had truly arrived. Since then, gaming has been an important and enervating part of my life. I still have some reservations about the investment-to-reward ratio of games compared to films and music from the consumer’s perspective, but its highs are just as exhilarating and, sometimes, meaningful. When a game gets it right, there’s no experience quite like it. As I look back on the last six years as the current generation draws to a close, I am impressed at how much of a good time I had with so many great titles. Here are my ten favourite games from that period, in no particular order.

Note: SPOILERS!


Flower game screenshot 17

Flower (2009)

thatgamecompany’s Journey is one of the most lauded titles this generation, and rightly so, but personally Flower was the more revelatory experience. It’s a video game copy writer’s nightmare: you’re a petal, you fly around collecting other petals, and you make the environment come alive and eventually a flower blooms at the end of each level. It’s not quite The Last of Us material. But as soon as you start playing it, you get it right away. The grass swooning to the wind, the swirling music marking the opening of every bud, and the endless vista of green hillside. It’s an overwhelmingly sensory experience, remorselessly designed to evoke and inspire emotions. While Journey‘s beauty was forbidding and austere, Flower‘s is warm and restorative. And it creates a tremendous sense of solitude and nostalgia. The former is understandable, because of the lack of NPCs or any sign of life other than your swarm of petals. But the fact that playing Flower made me feel an immense sense of longing for an indeterminate past is really the remarkable thing about this game. One of the levels is set in a countryside at nighttime, and it absolutely nails the atmosphere: you can almost feel the moist on the grass, the chirping crickets, and the stillness of the night that only non-urban environs possess, punctuated by the sparsely located lamplight. thatgamecompany also shows a flair for the musical. The soundtrack by Vincent Diamante is brilliantly synced to the gameplay, and a significant portion of the drama and emotion in the game is delivered via its adaptive music. Flower is my chicken soup game. When I feel down, I find myself uplifted by playing it. Just listening to the soundtrack helps to soothe me. Flying through the fields of grass with just my petals and nothing else out there, I get to feel a momentary sense of freedom. If I had to pick one game from this generation, this would be it. The discussion of ‘games as art’ often cites it as an example, but I think Flower is proof that some games can aspire to something greater.

 

Mass effect

Mass Effect (2007)

The Mass Effect series has attracted so much commentary and online verbiage that sometimes it’s easy to forget what an achievement it was. Or rather, what an achievement the first game was. At the time it was released in 2007, Mass Effect was a glorious proof of the merits of the AAA next-gen blockbuster. The conversation system, the moral choices, the ability to go anywhere in space and land the Mako on some planet and just explore. It didn’t matter that most planets were barren wastelands (much like the real space, then) and the Mako was an accursed little thing to commandeer; it was the freedom that impressed you so much. The conversations were later to become much parodied and ultimately rather irrelevant, but in the first game they lent your Shepard a real personality and helped you to make her/him truly yours. The production value was off the charts: the terrific uniform designs for every faction and service, different faces and expressions for the diverse alien species in the game, unique and bespoke designs for a hundred different weapons and armour, signed off with the early Unreal Engine 3 glisten on every surface and texture. Sure, corners were cut with the identical building layouts on all the different planets, but they didn’t stop Mass Effect from looking and feeling incredibly convincing. We’ve had RPGs like this before – not least from BioWare – but none as beautifully crafted or as atmospheric. I also absolutely adored the film grain option, since it made the game even more dramatic for me. Combat was wonky but it didn’t really matter because (unlike the sequels) there wasn’t much of it. It just pushed the game along and filled in the gaps between the conversations and the exploring. Much of the time playing the game was spent talking with various characters, recruiting members for your team, and running to and from locations to prevent some catastrophe, all the while increasingly feeling like Clint Eastwood by how others would treat you with greater awe and respect. The difference with the later games that also did this was that, as the first game, you weren’t expecting it going in, and the game was subtle about things. You weren’t specifically on a recruiting mission, like Mass Effect 2; you weren’t really sure what the exact nature of the threat was until towards the end; and your playing the game was the making of Shepard’s reputation, rather than the sequels in which Shepard has already obtained – through this game – infamy. But the best thing by far about Mass Effect is its superlative plot. Through some nifty expositions, BioWare unveils a story that stretches back millennia, and the sheer scope of the hinted-at backstory is terrifically intriguing, particularly because we only get glimpses. The moment where the true nature of the threat is revealed in the conversation between Shepard and the Reaper Sovereign is utterly gripping, one of those ‘holy shit’ moments where all the existing mysteries are seemingly solved and yet more are created by sheer implication. This, and the penultimate action on Virmire (where we find out about the last desperate attempts by the Protheans to end the Reapers’ cycle) created a tantalising set of possibilities for Mass Effect‘s future. The disappointment with the sequels comes from the fact that these possibilities were not fully explored. The whole of Mass Effect 2 was essentially a teammate recruitment drive, while Mass Effect 3 unfortunately fell short of fulfilling the potential and the vision of the first game. These follow-ups improved things like the gunplay, but were ultimately content to coast on the creative achievements of the original. The good thing about Mass Effect, though, is that it works well as a standalone game. The pulsating, expertly crafted plot sets a gold standard for all video games, and the way it draws the player into its setting – through the conversation system and the avatar customisation and the detailed designs of alien creatures and cultures – has rarely been bettered. When I played it 6 years ago, Mass Effect seemed to promise an incredible future for next-gen RPGs. That future hasn’t quite materialised yet, but it’s a legacy that will continue to inspire.

 

Valkyria

Valkyria Chronicles (2008)

All gamers my age (25 – 35) first got into games at a time when Japanese developers dominated the console scene. The 15-year period that saw the rise and fall of SNES, PS1 and PS2 was the making of console gaming itself, and the majority of the best software on those systems came from Japan. All gamers who grew up during that time have at least some appreciation for Japanese games in their DNA, and as recently as 2005 the island nation was releasing masterpieces like Resident Evil 4 and Shadow of the Colossus like it was the most natural thing in the world. Then HD happened, and all of a sudden Japanese developers went into a precipitous decline from which they have yet to recover. The number of truly top class Japanese games on PS3 and Xbox 360 can be counted on one hand. Metal Gear Sold 4, Street Fighter 4 and Demon’s/Dark Souls are the only games to trouble the best-of lists in the 7th generation, while Square Enix’s myriad attempts to live up to its previously lofty reputation fell horribly flat. The old Japanese gaming magic has been completely absent from home consoles in the past few years, with one shining exception. Valkyria Chronicles is the kind of game that Japan used to make regularly: colourful and attractive, with deceptively deep gameplay and terrific aesthetical value that added up to a formidable package. Sega R&D2 created a bespoke engine called CANVAS for the game’s watercolour visuals, and it is just stunning. The characters were a bit wish-washy and the plot was downright rubbish, no matter what the critics have claimed, but the moment you moved your characters across the painted landscape you were in love. The gameplay was so intuitive, with perfectly judged tutorials throughout, that you immediately knew what to do and how to do it. There was an immense, physical sense of freedom rare in a strategy RPG: no grids, with unlimited character movement in all directions, in turn-based battles which were immaculately well presented. The craftsmanship that was on display was the impressive thing, and there was not one moment where you felt the development for Valkyria Chronicles was rushed or overdone. It was the perfectly formed Japanese game of yore, the kind that the PS3/Xbox 360 generation rarely got the chance to enjoy. Tragically, despite the widespread critical acclaim the game didn’t sell enough, and the franchise was exiled to PSP with its horrible control scheme and the display that could never do justice to the CANVAS engine. Its beauty shined for just a single game – a criminal waste. For that, and for so many other reasons, Valkyria Chronicles is a game I cherish, and one of a very select few I have kept in my collection. And it’s probably the only 7th gen game that I don’t necessarily want a remake of on PS4. It is a throwback to Sega’s glory days, and to Japanese games in general.

 

Bower Lake Horizon

Fable 2 (2008)

I like games that play with gamers’ expectations. Games that deliver something unexpected. It’s not easy for a Peter Molyneux game to do this, and many of Fable 2‘s most prominent features – the relationships, the real estate simulation, the facial expressions – bore the hallmarks of classic Molyneux-ism: overpromise and underdeliver. But beneath all that lay some truly playful and ingenious moments that came together to make the game a delightful experience. A defining moment was when you’re told to go and meet a character called ‘Hammer’, who by name and reputation – as well as genre convention – you expect to be a huge and strong fella. Instead, Hammer turns out to be a huge and strong woman, and is a dependable teammate for the rest of the game. Another: you come across a woman all alone in the woods, in great distress and in need of escort home. You accompany her as she makes her way to her house, expecting this to be another well-meaning Molyneuxian jaunt. The woman’s house, it turns out, is a werewolves’ lair, and she transforms into one before you realise what’s happening. Fable 2 is an easy game and it takes no effort to dispatch the lupine monsters, but the way Fable 2‘s moral system is set up lulls you into thinking that this particular episode is just another part of it, and I didn’t expect such a devious outcome. Last example: the game changes your character’s appearance depending not just on whether you’ve been good or bad, but also on how much you eat (I think – memory is hazy but my character suddenly became fat, and I think it had something to do with how much he ate). You can take pretty good care of your avatar so that making virtuous decisions and not snacking too much will result in a lean and fetching main character. Towards the end, you come across another moral decision, but this one plays smartly on the relationship between your goodness and your appearance. It forces you to choose one or the other: you can save someone by sacrificing your good looks, or keep your appearance and doom her to a terrible fate. These moments stayed with me, long after I completed the game and sold my Xbox 360. And they are underlined by a quiet yet persistent aesthetical beauty, something that Fable 2 didn’t receive enough credit for. You stroll through a town that sits astride a lake, and see a sunrise caressing the water as warm music plays out, and Fable 2 takes on a storybook comeliness. It’s not deep, it’s not complex, and its legacy is somewhat overshadowed by the promises it didn’t deliver, but Fable 2 is still teeming with invention and creativity, and displays them without burdening the player with meaningless grind.

 

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WipeOut HD (2008)

Eyeball-melting, cranium-exploding visuals at 1080p60fps (give or take). An immense sense of speed. Custom soundtrack support. I would put on a Yasutaka Nakata song and just lose myself on Sol 2. It’s one of the most beautiful racing circuits ever created in a game, in possibly the most beautiful racing game ever made. More than 5 years on from its release WipeOut HD still looks astoundingly good. Along with the Poseidon fight in God of War 3 it’s the high point of the generation’s graphical achievements, and now that Studio Liverpool is no more it’s also the last hurrah of WipeOut‘s venerable heritage on PlayStations. I don’t know how it can be bettered, to be honest, and since a new WipeOut game on PS4 doesn’t look likely, I’m going to have to hold onto my PS3 long into the new generation just to keep the digital copy of this game around.

 

Aquanaut

Aquanaut’s Holiday: Hidden Memories (2008)

PS3, more so than other consoles, has been home to games that were less games, and more substitutes for nature experiences, whose verisimilitude finally reached a persuasive level thanks to the extra graphical firepower. We had Afrika, in which you could go and study the animals of the Savanna; Shiki-Tei was a Japanese gardening simulation; and Aquanaut’s Holiday: Hidden Memories, which put you in a submersible and let you dive down to see underwater creatures. Aquanaut is the best of these, and truly one of the forgotten gems of the PS3 era. I think this was only released in Asian territories, so few outside Japan, Korea, and Hong Kong / Macao got to play it. That’s a big shame, because the game genuinely provides you with an experience that’s highly unique, and highly convincing. It has the flimsiest of narratives: a mysterious sentient being or culture awaits discovery in the depths of the Polynesian Pacific, and you decode the sound made by the various types of fish to edge closer to it. The story, while not making a lick of sense, is strangely compelling, and gives you the incentive to explore the nook and cranny of the underwater environments. And what delights they are. Every imaginable type of ocean life is depicted with both painstaking detail and at times awe-inspiring scale, as you come across massive whales and kraken-esque giant squids as well as sea snakes and tiny tropical fish. There are sunken ships, caves that lead into forgotten coves, and a heart-stopping section where you dive down into a sort of mini-Mariana Trench and discover some interesting creatures of the ultra-deep, in near-total darkness. Aquanaut is about the joy of exploration and discovery, but the way it achieves this is really down to two things: terrific level design that means that you gradually discover each new area and creatures in an organic way; and the 7th gen hardware that, when the game was released in 2008, was now beginning to offer some tasty visual treats to the living room. For me, this is one of the key legacies of PS3 and Xbox 360: the home consoles have now reached a point where they can visually simulate the real life to an acceptable degree, so that they can expand from hosting arcade-style games to software that’s more akin to virtual reality. I’m not saying that the graphics are so good that you can’t differentiate with the real thing. Rather, it’s gotten good enough to make for involving experiences, as games like Aquanaut and Flower have shown. Soon we will have consumer-level VR devices like Oculus Rift available, and this, together with the rise in visual verisimilitude in gaming, will hopefully open a new frontier in how we perceive and interact with games. Aquanaut is proof that we’re on the right track.

 

P3

Persona 3 (2007)

I’m cheating a little bit here because this was a previous-gen game released late in the cycle, but if I can make one exception and one exception only, it would be Persona 3. At one time I gave up on this game mid-way, seemingly for good. The social sim aspect of Persona 3, along with gushing reviews, made me forget that this was a dungeon crawling RPG, a sub-genre of which I’ve never been a fan. Hour upon hour of running around the dark in Tartarus, grinding against the same monsters, managing to see the month out safely only to find that I had more of the same bloody stairs to climb. The relationship building stuff was boring, too. You just didn’t get to do much: meet a friend at an appointed day every week, and a slow in-game cutscene would kick in and reward you with a point to your personality stats into which you had no visibility. The pulleys and levers that dictated the game’s boundaries in Persona 3, from the restricted movement in towns and school during daytime, to highly regimented schedule for The Dark Hour, were not disguised with much finesse. About halfway into the game, I got a bit fed up, and moved onto other games, and later the PS3. About a year passed, and during a lull in my 7th-gen reverie, I thought back to the dozens of hours invested in Persona 3 and decided to give it another shot. And what a good decision it turned out to be: soon into the resumption Aigis the female android turned up, and the pace of the drama suddenly ratcheted up immensely. More and more of the backstory unpeeled itself, a whodunnit was thrown into the mix, and everything about the game became much more interesting. Aigis’s appearance explained much of the opaque stuff about the mysterious child that haunted the main character’s dreams, and threw the battle with the Shadows into a more digestible context than the barebones ‘here are the bad guys, and we have to fight them’ motivation I was given in the beginning. The personal relationships, rote in the first half, started to come together. The more you met them, the more human they became, and after you maxed out a relationship, an uplifting piece of music played out and made it feel incredibly special. In other words, all the grinding and the chores weren’t just meaningless fillers, and were eventually meant for something. They would all pay off in the stunning ending, when the main character stood alone against a world-ending threat, and the friendship and goodwill of everyone he came across converged to give him just enough strength to triumph. If this was it, and there was no more, I would have been more than happy and would probably consider it a great JRPG. Had the game left it at that, it would not be on this list ahead of Persona 4, a warmer, more refined and gamer-friendly experience. But the coda that follows the final battle in Persona 3 is affecting in a rare, special way. The main character, as Aigis explains, was a vessel that was used by her to contain the said world-ending threat years ago, and was more or less doomed if there was any hope of preventing the apocalypse this time. The hero that the player spends controlling for 100 hours thus dies, vaguely remembered by his now amnesiac comrades and utterly forgotten by the people he gave his life saving. It’s a dark, bittersweet ending to a game that really pays dividends once you get past the opaque and laborious opening hours. It was a dilemma choosing this over its wonderful sequel, which in almost all counts is a better game. Persona 4‘s characters are more sympathetic and less angsty, the setting in a rural town and the impact its insularity has on the game’s themes is a stroke of genius, and the dungeon settings are mercifully more varied. But its ending is essentially a softer retread, and therefore doesn’t have the same gut-wrenching impact as Persona 3‘s, which was so good that it led to FES, less an expansion and more a therapy for distraught P3 players. Over the past few years, as Final Fantasy has struggled, the Persona series has picked up the mantle and established itself as the premier JRPG brand. The recently announced Persona 5 is either going to be Atlus’s The Joshua Tree, or its Kid A: do they step up a level and create an all-encompassing masterpiece, or do they go all meta on the expectations and sidestep into a reductive follow-up? Whatever it ends up being, Persona 5 is probably my most eagerly awaited game.

 

Djmax

DJMax Portable 2 (2007)

For me, DJMax is a series that, on one level, is inextricably linked with the rhythm game genre. The five iterations released on PSP, as well as one on PS Vita, all renewed and reinvigorated my love for rhythm gaming in a way that no other IP has. The generation of which DJMax was a part saw the rise and fall of the peripheral-led music games, as well as the rebirth of Bemani with Jubeat and Reflec Beat. The genre reinvented itself with touch-based controls, and even enabled that unlikeliest of video game heroines in Hatsune Miku to establish her own franchise. DJMax, however, stands apart as the most responsive, dynamic and fuss-free rhythm game there is. The way it feels in your hand on PSP is unrivalled, the input detection is exquisitely optimised, and the sense of control over the music is so strongly established that you soon forget you’re bashing plastic buttons on a slab with the Sony logo on it. DJMax makes no attempt whatsoever to create the illusion of musicianship, and just focuses on obliterating the obstacles between the player and the rhythm. In this regard it’s the true heir to Beatmania, and even after the move to touch controls, DJMax has maintained the purity that others have long since discarded. It’s best on handhelds, and at least for some of us, a system-seller for PSP. It’s the ideal platform, because it further reduces barriers: you just pick up and play, with no set ups, no need to turn on a separate display, and no peripherals.

On another level, however, DJMax is about the discovery of new Korean music I didn’t know existed. The series has been a kind of surrogate parent for a host of musicians that did not or could not find fame elsewhere. Lesser known talents like 3rd Coast, Humming Urban Stereo and NieN all found an outlet in the DJMax games. Some have gone onto bigger things, others remain in obscurity, but their great music can always be found in these games. DJMax offers a glimpse into the other side of K-Pop, the non-manufactured indie musicians outside the patronage and control of svengalis like SM and JYP. Certainly the games were a source of discovery for Korean music, and they continue to highlight great new tracks right up to the most recent release on PS Vita, Technika Tune. Sure there were a lot of crap tracks as well: for every great pop tune, you would get a few rave duds or half-cooked soft rock numbers. Infuriatingly, some of these that were introduced in the first or second DJMax game continued to be included in the sequels. But it was worth putting up with them, because nowhere else would you find songs like Honeymoon, Trip and Closer. In an ideal world their creators would stand shoulder to shoulder with the likes of Girls’ Generation and Big Bang, but alas.

The reason I’ve included DJMax Portable 2 on this list over others in the series is for the standout track from the game, Ladymade Star. For my money this, along with Sleeping Girl by Coltemonikha (which I wrote about before on this blog and which, sadly, hasn’t featured in any rhythm games), is the most perfect dance pop to come out of the Far East. It’s 2 minutes of flawless melody that you can lose yourself into, that shines in DJMax and DJMax alone.


Portal

Portal (2007)

It’s one of the most written-about, meme-inspiring games of the generation, so I’m going to try to be brief about this. It’s a game that, I think, presented something quite exceptional in how stories are told in games. It gave us a set construct that is initially quite familiar and rather boring. It’s Source Engine, it’s an environmental puzzler, there are no (conventional) guns, no sex, and the setting is sterile and bland. Your character wakes, and you push her forward through settings that don’t particularly distinguish themselves by their variety. For a while, at least, what keeps you going are the cleverness of the puzzles, and the spatial joys of using the portal gun. It’s a short game, but Portal takes time to reveal its genius. As you leave each obstacle behind in your wake, GLaDOS becomes less reliable, and gaps start appearing in the seemingly perfect facade of the test chambers. The routine presented to Chell is the same that is given to the gamer, and the increasing instability of that in-game reality for her unfolds real-time for us too. Games since time immemorial – OK, 25 years ago – have used a similar mechanism to wrap the game around the player, but the difference with Portal is the isolation, the monotony of the environment, and the heroine’s utter silence contrasting with GLaDOS’s biting dialogue which is addressed directly to us throughout the whole game. The way Chell strays off track and we get to see the dilapidated structures holding together the perfection of GLaDOS’s cage, while the hitherto-poised AI begin to unravel, is a truly thrilling, once-in-a-generation moment. It’s obvious from the beginning that Portal wasn’t going to be a mere puzzle-platformer until the end, but no-one – least of all me – could have foreseen just how masterfully it escalates its story and completely absorbs the player into it. Again, it’s a short game, but the three hours you spend playing it to the end is unforgettable, and only possible because it’s a video game.

 

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To The Moon (2011)

The menu screen. It had me at the menu screen. When the soaring music plays as you enter the game, you just know you’re in for something special. Of all the narrative-driven games I’ve played this generation, To The Moon is the one I found the most moving. It’s a beguiling marriage of intricate, layered storytelling and luscious melodies, all from the mind of one very talented developer/musician. It’s a good story shockingly well told: the way it is structured so that the emotional impact of its last third makes every plot and character strand pay off together is so nuanced and mature that it beggars belief Kao Gan was only 23 years old at the time. And the game, unlike others of its ilk, stays free of any meta-driven narcissism. It’s like sci-fi, lo-fi Atonement, and the comparison does not flatter To The Moon at all. I think a notable by-product of the passing generation is the rise of independent games that are specifically geared towards emotional storytelling, often at the expense of traditional gameplay mechanisms. Games as narrative medium is nothing new, but never before have we had so many games, and so many great games at that, in which the story is the front and centre, unclouded by things like levelling systems or hit points. Games like Dear Esther and Gone Home established a particular mood and asked the player to just walk through it at his/her leisure, unfolding delicate and moving narratives along the way. To The Moon is, in terms of technology, by far the simplest of these games, but also the most complete and delivers the biggest payoff. In an age where video game development is becoming bigger and more costly than ever before, it’s great to see a singular work of a real auteur shining through. 

Looking back on the current console generation – Part 1: The Fall and Rise of Sony

Ps3 fat console

With Sony having announced the PS4, it might be a good time to look back on the current generation of gaming hardware that’s now drawing to a close. In many ways, you can’t avoid the feeling that the generation that’s now drawing to a close has been slightly underwhelming, despite many brilliant new IPs and watershed changes in the gaming landscape. It was supposed to herald the dawn of the HD age, yet very few games actually managed 1080p at 60fps, and a depressing number couldn’t even hit 720p at 30fps. Online play became (almost) a standard across all consoles, yet Microsoft’s insistence on making it a paid service and publishers’ increasing prioritization of multiplayer left many gamers disgruntled and uncomfortable. As development costs for high definition games increased exponentially, developing content became a do-or-die affair, forcing too many developers out of business and squeezing the mid-tier games out of the market. All three platform holders suffered major problems, some painfully early, others sowing seeds of future troubles despite years of apparent success.

The chief reason for that slight pang of non-fulfillment is probably the failure of Sony to follow on from the all-conquering success of PS2. The disastrous launch of PS3 – Five hundred and ninety-nine dollars, second jobs, giant crabs and weak points, Riiiidge Racer, etc – has been well-documented, and was followed by a list of launch titles that was wince-inducing in its poverty. The bigger problem at that time for Sony wasn’t just that they didn’t have enough good games at the start, but also that the expectation of great titles that PlayStation gamers had for PS2’s successor was not fulfilled until too long into its lifecycle. Fans who decided to buy PS3 in 2006 expected, not unreasonably, that the great games they enjoyed with PS2 would be followed by sharp and shiny new installments on the new console. Square Enix unveiled a tech demo for Final Fantasy XIII at the same E3 that year, yet the game took almost 4 more years to be released, and was no longer an exclusive; Kojima Productions showed off Metal Gear Solid 4 in this great trailer back in 2005 – again, a long gap of 3 years before release. Killzone 2 was introduced with a controversial trailer at E3 2005 – gap of three and a half years; Heavy Rain: unveiled with a startling ‘Casting’ demo in 2006, game released in 2010. The worst was Gran Turismo 5, introduced at E3 2005, released in Nov 2010. In a way, we were all waiting for PS3 to get going, but by the time all these big guns, along with other compelling exclusives like Uncharted, LittleBigPlanet and Infamous, hit the stores, the generation had already began to mature, and the competition to be the console with the biggest install-base was already decided in the Wii’s favour. With the PS2, launched in mid–2000, system-defining titles like Grand Theft Auto 3, Metal Gear Solid 2, Final Fantasy X, Devil May Cry, Silent Hill 2, and Gran Turismo 3 – A Spec were all released in the calendar year 2011. More than the backwards compatibility (BC) with PS1 games and the DVD playback, these games were exactly why people bought PS2: they loved Gran Turismo, Final Fantasy VII and Metal Gear Solid on PS1, and expected to be able to play their bigger, better sequels on PS2 when they bought the console. This expectation was duly fulfilled more or less within a year of their purchase, and put PS2 over the top as the console of choice. Even at the initial price of $599 with limited BC and loss of exclusivity, PS3 could still have been that console for the public, but the complexity of coding for it, coupled with the rising costs and development time for HD games, doomed the release of its banner titles to be much later than Sony desperately needed.

GT5 boxart final EU

Another of Sony’s mortal problems was that of infrastructure. This was the generation where huge inroads were made in online play. Microsoft charged ahead in these areas from the outset, shipping every Xbox 360 with a headset and allowing developers of all sizes to publish on XBLIG (to their varying degrees of success and happiness). Xbox Live was already in place with the first Xbox, and Microsoft built on it to unleash far and away the most accomplished online gaming environment. It was a crown that they held on to the whole generation, and allowed Xbox 360 to become the de facto home of the most popular genre of recent times, competitive FPS. This was one of the more notable industry developments in the past few years, and was the result of a serendipitous synergy between technology, culture and real-world developments. Infinity Ward’s decision to move the setting of Call of Duty 4: Modern Warfare from the traditional WW2 theatres to today’s Middle East and Russia chimed with the on-going conflicts in Afghanistan and Iraq, while the convenience offered by Xbox Live opened up a hitherto PC-only gaming thrills to the rest of the market. The topicality of Modern Warfare and the ubiquity of the internet were fused together by the developer’s judicious use of the newly available horsepower that focused on 60fps immediacy over more ambitious artistry and backed by the relentless commercial drive of Activision. It created a billion-dollar sub-industry, whose biggest beneficiaries were the publisher and Microsoft. While multi-platform, the Modern Warfare series as well as the Call of Duty franchise a whole consistently sold millions more on Xbox 360, and provided an incentive for uncommitted gamers – particularly in the English-speaking world – to opt for Microsoft rather than Sony. It was a case of ‘playable on both, better on Xbox’; this, together with the Halo and Gears of War games, ensured Xbox’s dominance in one of the fastest-growing and most lucrative corners of the market. In contrast, despite repeated attempts first with the disastrous Haze and then with Resistance sequels, Killzone and later the ambitious MAG, PS3 could never catch up. Much like with the follow-ups to PS2 system-sellers, PS3 FPSs came too late in the day to turn the tide: CoD4: MW, Halo 3 and Gears of War were all released before the end of 2007, whereas Sony had spent the first couple of years of the PS3’s lifecycle feverishly implementing firmware updates to bring the console up to scratch on online play. By the time Killzone 2, the first exclusive FPS on PS3 that was received with anything more than disinterest, came, Microsoft was in an unassailable position.

Modernwarfare2

And yet, Sony turned it around sufficiently enough that today, PS3 sales are neck-and-neck with Xbox 360 despite a year’s headstart the latter enjoyed. While features like blu-ray playback and the now-discontinued Linux capabilities helped, they were insignificant when considering the HD and blu-ray takeup in general, as well as the niche appeal of the console’s extraneous offerings. The most important reasons for Sony’s rise from the ashes, and the cause for optimism for PS4, are their commitment to quality and variety of 1st party games, and their patronage of interesting new, smaller IPs. While the establishment of the Sony Worldwide Studios (SWS) took place at the tail end of the PS2 era, the consolidation of SWS was accelerated this generation as Sony sought to reclaim the ground lost to Microsoft and Nintendo. Guerrilla Games, Evolution Studios, Media Molecule and Sucker Punch, all previously second-party partners for PlayStation, were acquired and integrated into the family; their output as well as those from existing in-house staff at Polyphony Digital, Naughty Dog and Sony Studios at Santa Monica and San Diego gradually provided PS3 with a quality suite of games that it so desperately needed, and eventually turned the troubled console into a compelling enough proposition for consumers. Unlike their equivalents at Microsoft, where the once-marvellous talents of Lionhead Studios and Rare have been put to increasingly wayward uses, and Nintendo, whose peerless teams at EAD rarely venture outside the established franchises of Mario, Zelda and Animal Crossing¹, SWS has grown in size and quality this generation, and their output has attained the depth and breadth their rivals can no longer match. Sony showed faith, patience and investment in their first-party developers, and were rewarded with games whose artistic as well as commercial values far exceeded their output for PS2². Their games – Uncharted, Infamous, Gran Turismo, God of War, Killzone, Motorstorm and MLB The Show have become or continue to be platform-defining franchises, notable as much for their variety as their quality, and should stand Sony in good stead with PS4. Less profitable but just as important for the symbolic value was Sony’s patience with creative PlayStation Network games and their developers. PSN has many gems – ‘Tokyo Jungle’, the ‘PixelJunk’ series, Wipeout HD and Super Stardust HD to name a few – but then so does Xbox Live Arcade. What has differentiated PS3 in the last 2–3 years are the exclusivity and aspirations of its smaller offerings, chief among them Journey. thatgamecompany’s masterpiece is rightly feted as the poster child for Sony’s appreciation of games that aspire to be more than games. The platform holder’s three-game deal with thatgamecompany has yielded 2 of the very best games of this generation (the other being Flower) and earned an enormous amount of goodwill from the more discerning gamers, keen to argue ‘yes’ in the ‘Are games art’ debate. It also helped that the PlayStation brand is associated with two of the most artful games of all time, Ico and Shadow of the Colossus from Team Ico, and the latest, The Last Guardian, has been teased for much of PS3’s lifecycle.

Flower game screenshot 1

It all meant that in this latter stage of the console cycle, PS3 has seen a steady stream of high-quality exclusives, just when Microsoft has (at least from hardcore perspective) taken its eye off the ball with Kinect and Wii games dried up altogether. A highpoint was seemingly reached with the triumphant Uncharted 2, yet graphically Sony outdid itself with God of War 3. Infamous and its sequel were all well received, while Gran Turismo 5 as expected went onto become the best-selling game on the platform. LittleBigPlanet was rapturously received, its Sackboy becoming a more approachable PlayStation mascot than the scowling Kratos. Heavy Rain was something different, as was Demon’s Soul at the other end of the spectrum, but both were great games and important milestones for Sony’s rehabilitation. PS3 also became the home of specialist genres. It was – and is – the only console to have if you are a baseball sim fan; Hot Shot Golf is still the best golf game; Afrika and Aquanaut’s Holiday allowed you to experience the rare pleasure of exploring nature’s mysteries; Siren: New Translation was arguably the only proper survival horror game on consoles this generation; and Valkyria Chronicles is, with the possible exception of Ni no Kuni, the only console Japanese role playing game (albeit a strategy RPG) that delivered more than it promised. This, all told, is an impressive recovery from the grim days of Lair and Haze, when all hope seemed lost, but more than that PS3 is the only platform that is finishing the generation strongly. As the industry heads into the next chapter this year, as Microsoft suffers from the lack of exclusive releases and Wii U reels from historically terrible sales, Sony still has some aces up its sleeves with God of War: Ascension, The Last of Us and Beyond: Two Souls. This seeming commitment to good games is not lost on gamers, and Sony can now bank on the kind of support and goodwill that looked utterly lost in the early days of PS3.

 

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1. EAD is also responsible for the Wii Play, Wii Sports and Wii Fit games, which by any standards are enormously successful titles. But from traditional standpoint whether EAD’s game development chops are being fully mined with such IPs is an argument for later Parts to come.

2. Naughty Dog made Jak and Daxter, while Sucker Punch developed Sly Cooper.