moving on

“Hey everybody it’s Tuesday…”

Still trying to process yesterday’s tragic news.  The internet’s collective outpouring of love, support and grief went a long way  And of course now I’m wondering if there will be a Bombcast today, and, if so, whether I’ll be able to handle it.

As for things bumming me out that actually directly affect my life, today is doubly tough because it was my son’s first day of day care.  I had to drop him off before I left for work, and he was already unhappy before I finished getting him out of the stroller.   I peeked through the window right before I left, and he was sitting on one of the older women’s laps, crying, not wanting the offered pacifier.   Broke my heart to leave him, but I was already running late for work.

In any event, it seems a bit harder than usual to talk about videogames, so I’m going to cut-and-paste and re-write a draft from last week that I never got around to finishing, and maybe that will help me get back on track.

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Finished Call of Juarez: Gunslinger [July 1st].  That’s a fun little game, I have to say.  I may have made this comparison before; it’s Bastion plus Bulletstorm in the Old West, which is a better-sounding combo than you’d think.  It took me about 5 hours to get through the story, and while it really wasn’t towards the end of the game that I started to feel like I was getting good at it, I still had a pretty good time overall.   Certainly worth picking up in a Summer Sale, if such an offering is available, but even at $20 it’s money well spent.

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I also managed to finish The Last of Us over the long weekend.  I finished it on “Easy”, and I understand from reading other TLOU articles that doing so prevented me from really feeling the game, but I don’t buy that; the game was plenty difficult even on Easy, because Clickers will always one-hit kill you, and sometimes the PS3 controller doesn’t do what I ask of it.  I’m guessing the biggest advantage in Easy was that I had more ammo, but I still generally tried to stealth my way around whenever possible.

It’s a remarkable experience (that opening sequence is one of the best of all time), and it’s certainly a landmark technical achievement (certainly in the top 5 best-looking/sounding games of this generation), and yet it’s also a game that I don’t think I want to play again.  It’s too dark, too soul-crushing, too depressing; I’m glad I experienced it the first time, but I don’t see what I would gain through a second playthrough beyond finding all the hidden collectibles – and one does not play The Last of Us to find hidden collectibles.

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I mentioned this at the bottom of one of last week’s posts; I’ve gotten back into Need For Speed Most Wanted, which is surprising given how disappointed I was when I tried playing it on the 360 last year.  The PC experience is a completely different beast, however; it is absolutely gorgeous, for one thing, and the game experience feels a lot more polished and smooth than the 360 version.  And so now that it’s working the way it’s supposed to, I’m finally able to appreciate what Criterion was trying to do.

I think I was always going to be disappointed after it first launched, because even without the technical problems I was having on the 360, my primary issue was always that I really wanted NFSMW to be Burnout Paradise 2, and because it wasn’t, I couldn’t really judge it fairly and objectively.  The Need for Speed brand meant nothing to me, and my intense love of all things Criterion couldn’t save me from eventually walking away from the (still-excellent) Hot Pursuit.

But now that I’ve had a few months to forget about my first run and can finally see it with clearer eyes, I’m actually pretty impressed.  If anything, it’s a lot more like Burnout Paradise than I was willing to give it credit for – and I might even argue that it’s got a better (or at least more intuitive) career progression than BoP.

Sometimes I get intimidated by non-linear games – I mean, I appreciate that I have all this freedom, but unless I’m doing something constructive I feel lost and/or overwhelmed.  (This is why Skyrim‘s quests will always be more appealing to me than Minecraft‘s sandbox.)  What I do appreciate, though, is that even if you’re not racing, there’s still lots of side things to do – security gates to crash, hidden cars to unlock, billboards to jump through.  And in the meantime, if you actually want to advance in the game, there’s lots of ways to do that – each car you find has its own series of races to complete (with noticeable performance-improving incentives for finishing 1st), and once you accumulate enough of whatever the XP equivalent is, you can engage in the game’s version of Boss Battles.

I’m spending too long talking about a game that came out last year that nobody else is playing, but still – if it shows up on sale (and I happened to pick it up for $15 during an Amazon Digital Download sale), it’s a damn fun time – especially (as I noted above) if you’re playing on PC, which is miles ahead of the 360 version.

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Finally, I can’t not talk about the GTA V gameplay trailer that came out this morning.  Obviously, if you’re reading this post you’ve already watched it, but just in case you want to watch it again:

I don’t really know what else to say about it, other than I love how Rockstar’s been doing these “informercial”-ish trailers for the last few years.  (I seem to recall Red Dead Redemption getting this sort of treatment, and certainly Max Payne 3 had some as well.)

And I suppose I could point out that it appears as if they’re adapting certain elements of RDR’s combat system, which is very good news indeed.  (One of the reasons why RDR remains one of my favorite games of all time is because the gunplay was immensely fun and satisfying in all the ways that GTA IV‘s was not.)

And while I don’t necessarily see this game getting as far-out crazy as San Andreas did (i.e., I’d be very surprised to see a jetpack), it certainly does look as though they’re incorporating a lot more of the side stuff that made San Andreas as compulsively playable as it was (i.e., tennis, parasailing, long-distance cycling, etc.).  As long as there’s no David Cross-narrated model plane combat side mission, we’re good to go.

R.I.P., Ryan Davis

I had a bunch of things I wanted to write about today, but then I happened to look at Twitter about 15 minutes ago and I now find myself in somewhat of a state of shock.

I’m profoundly saddened by the sudden passing of Ryan Davis, someone I never knew, or even got within 2000 miles of knowing, and yet someone who I felt could’ve been a friend.  I’d been a fan of his since the early Gamespot years, and I’d been a loyal Giant Bombcast listener since the Arrow Pointing Down days.  He was the consummate host; witty and quick, warm yet acerbic, relentlessly jovial.

Of the many reasons for Giant Bomb’s success, their decision to be a personality-driven site is the one that, ironically, makes his loss hurt that much more for their fans.  We feel like we know these guys; the podcast especially is a conversation among friends that we could easily be participating in.   And nobody was better at conveying a spirit of camaraderie than Ryan.

I’m sending all my thoughts to Ryan’s friends, family, and the entire Giant Bomb crew (and beyond).  Our community has suffered a profound loss today.

the first few hours: The Last of Us

Before I start talking about The Last of Us in earnest, I want to mention two interesting things that won’t necessarily fit in the context of the discussion, but are still related to my personal experience with the game:

1.  Slight spoilers – a few hours into the game, you’ll meet two characters named Henry and Sam.  As it happens, Henry is the name of my son, and Sam was the name of my grandfather.   My grandfather died when I was in high school, so Henry never got to meet him.  But there they were, dodging zombies and armed maniacs along with our heroes, Joel and Ellie.

2.  One of the game’s many strengths is how well it conveys atmosphere, especially when you’re in dark basements.  In addition to the sheer visuals, there’s lots of ambient noises and sonic textures that make you feel really claustrophobic and creeped out.  This is doubly effective when there’s an actual mouse in your actual apartment, scratching and squeaking behind the walls, and you’re alone in your living room with a sleeping baby behind a thin wooden door just a few feet away and the lights turned down low.

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While I’ve more or less conceded that my desire to be a full-time game journalist is hopelessly impractical at this point in my life, I still occasionally think about getting into the freelance game-review business.  Especially now, given my earlier post about being short on cash.  I mean, I know that reviews don’t necessarily bring in a ton of money, and I wouldn’t always be playing stuff that’s good, but surely there are less pleasant ways to supplement one’s income.

And yet I can’t help but feel that I’d be terrible at it.

For example:  sometimes I feel like it can be a cop-out or a crutch (or, more likely, a habit of laziness) to compare someone’s new work to their old work.   Like:  if you can’t assess a thing for what it actually is without comparing to something that it never tried to be, then you’re probably a shitty critic.

Which is to say, I know that comparing The Last of Us to the Uncharted franchise isn’t fair, because they’re completely different experiences and want to evoke radically different reactions from the player, even if they appear to share a lot of common factors:  the same jaw-droppingly amazing graphics engine, some of the best digital acting in the business (to go along with a very well-written script), a meticulous attention to detail (both in art design and character work), and a relatively even gameplay balance of exploration and combat.

As to that last point, I feel obliged to point out that The Last of Us and Uncharted also share another, more disconcerting feature, and one which is relevant to my attempt at criticism:  when it comes to Naughty Dog’s games, I hate the combat.  I am willing to concede that I might hate it because I suck at it; but it should also be noted that – at least in my opinion – there is always too much of it, and it gets in the way of all of the non-combat stuff which is infinitely more enjoyable.  Maybe it’s just that I’ve never liked the PS3’s controller, especially when it comes to action games, but I always feel ham-fisted and clumsy in combat situations, and even on Easy I die a lot.

I ended up finishing Uncharted 3 on Easy because I wanted to see the end of the game, and shooting bulletproof soldiers had stopped being fun after the 300th kill.  While The Last of Us has a much different combat feel – indeed, the game implies that you can (and should) sneak your way around combat rather than rushing headlong into it – I also am playing it on Easy (after an earlier combat scenario took me 30 deaths and around an hour of frustration to complete), because while I try to sneak around, I always get found, and because I don’t find the combat all that fun (possibly because, as I said, I’m terrible at it), I just want to get it over with as quickly as possible so as to keep the story moving forward.

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Tangent #1:  My complaints about the combat in Naughty Dog’s games (and The Last of Us specifically) remind me of my complaints of another of 2013’s major releases – Bioshock Infinite – in that both games feature incredible worlds that you can’t help but want to explore, except for all the crazy people who want to murder you.  I am far more interested in exploring and scavenging and crafting than I am in the combat.  But if there were ever two companies that could actually make the game that I truly want to play in this coming generation – games with fantastic visuals, well-crafted stories and interesting characters  and worlds that beg for exploration and interesting puzzles instead of  combat as the “filler” to get you from point A to point B – I just know that Naughty Dog and/or Irrational could pull it off.

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Tangent #2:  I would love it if this new generation of consoles made it possible to invent a new kind of gameplay “filler”.  I suggested “puzzles” in the paragraph above because it was the first thing that came to mind (and because Portal 2 proved that you can make an amazing, full retail product without having to fire a single bullet) but surely there must be something else that can be done.  As I am not a gameplay designer, I have no idea what that might be.  But I would be VERY EXCITED to find out.

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Wow.  This was supposed to be a post about my overall impressions of The Last of Us, and I’ve already spent 900 words horsing around, so let’s get to it.

I am around 10.5 hours into TLOU, Naughty Dog’s swansong on the PS3, and judging from the chapter listings in various walkthroughs (not that I’m using walkthroughs – I honestly just wanted to see how much was left), I’m just over the halfway mark.   (I keep feeling like I should defend my using a walkthrough with the express purpose of determining length, even though nobody cares; it’s just that unlike books, music and film, it’s impossible to judge a game’s length while you’re playing it – and this doesn’t even take into account personal play style.  If I weren’t so interested in exploring every single nook and cranny in TLOU, I suspect I’d have arrived at this halfway point after only 5-6 hours, as opposed to 10.)

Leaving aside my personal displeasure at Naughty Dog’s combat system, and my weariness with zombies and the end of the world as a storytelling trope, it is immediately apparent that TLOU is a staggering technical achievement, and deserves all the respect you can give it.  But it is also – at least for me – a difficult game to enjoy.  TLOU is relentlessly dark and grim, with horrific, gruesome violence at almost every turn, and where terrible things happen to good people pretty much non-stop.  (My wife watched me play a little bit yesterday, and she said it felt like a combination of The Walking Dead and I Am Legend – which is pretty much spot-on.)  It is a game that probably shouldn’t be played in long marathon sessions, which is what I usually do with games like this; instead, I’ve been getting little hour-sized chunks here and there for the past week or so and that’s pretty much all I can take before I need to switch over to something a little less gloomy.

I’m not quite sure where the story is going, but I have a pretty good feeling about certain upcoming plot points.  I’m normally not all that quick in terms of picking up that sort of stuff, but I knew what was going to happen to a number of characters long before their fates were inevitably decided.  Of course, this is what happens when you set your story in a gloomy post-apocalypse and you establish early on that anybody, no matter how “innocent”, can die at any moment; you stop being surprised when the plot twists, and instead you find yourself simply wondering how the plot will twist, which (to me) isn’t nearly as interesting a question.

That being said, now that I think about it, I’m starting to think that this is deliberate; the game is trying to evoke a sense of dread, and since the inevitability of death hangs over every scene and character and action, you can’t help but feel a little terrible.  You know that bad things are going to happen; the best you can do is to make sure you have as much ammo and supplies as you can find and hope that you can press on long enough to get to the next cutscene.  This is very much like real life.

Like I said above, I’m playing the game on Easy after struggling for a bit on Normal because the story and the characters are far more interesting to me than the combat, and as such I’m having about as good a time as I can stomach.  I’m still dying, a lot, but I’m still able to press ahead.  I’m finding the core relationship between Joel and Ellie to be authentic, even if it’s maddeningly obvious why Joel acts the way he does and it’s incredibly frustrating that he won’t admit it to himself.   (This Guardian article, which has been linked to a lot on Twitter and which I haven’t yet read all the way through, has a different take on their relationship.)  Still, the digital performances are quite powerful and moving and real, and even if the Guardian is right and the game’s central relationship of an older man taking care of a helpless girl in the face of the apocalypse is yet one more entry on the ever-growing pile of stories featuring male dominance over subservient, weak females – or even if the core problem is simply that the game is being told from the man’s point of view, LIKE IT ALWAYS IS, I still find that, at the very least, TLOU has its heart in the place.

I find myself compelled to press on, even if I don’t really want to.

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Amazon is having a gigantic Digital Games Summer Sale, and at the prodding of a friend I ended up buying Need For Speed Most Wanted for $15.  I’d previously been rather sour on the game (1, 2), but the PC version seems to be a completely different beast.  It looks far better than the 360 version, and it also seems to be playing a bit more fairly, too – the AI still rubberbands from time to time but it’s not freakish and unfair, and what constitutes a crash seems to be a lot more consistent.  If you have it and need some Autolog friends, my username (as it is everywhere else) is JervoNYC.

Animal Chaos

Further to what I was saying about Animal Crossing, here’s the guys from What’s Your Tag basically drawing out my nightmares.

Miles Dompier's avatarWhat's Your Tag?

Animal Chaos

Animal Crossing: New Leaf is a beautifully addicting game. My obsession with this stylized chore simulator is borderline unhealthy. Maybe it’s just me, but lately it seems like I spend more time working on my house in Animal Crossing, than I do my actual home. This week’s comic is an interpretation of what it feels like everyday I don’t play. Please tell me I’m not the only one…

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of zombies, peaches, and time

I’ve had very little game-playing time in the last week or so.

This is actually a good thing, as far as The Last of Us is concerned; its relentlessly grim atmosphere can start to feel suffocating after a while.  I’m not sure how far I am into it, actually, because my time with it has been so stuttered; if you’ve already played the game, then you’ll know where I am when I tell you that I just recently picked up the bow and arrow for the first time, and am in that booby-trapped town, trying to help this guy find auto parts so that he can build us a car.

It’s weird how I can binge-watch a show like Hannibal and have a really great time (even if I end up having trouble sleeping), but that I can’t play TLoU for more than 30 minutes at a time without feeling restless and agitated.  Of course, I’m also having trouble enjoying TLoU.  It’s an incredibly well-crafted experience; it’s probably the best-looking game on the PS3 (which is no mean feat; how Naughty Dog managed to top its own Uncharted 2/3 is beyond me).  But aside from the oppressive atmosphere and the overwhelming sadness that pervades every inch of this apocalyptic wasteland, it also suffers from the same kinda-shitty combat that plagued the Uncharted games.  To be fair, the body count thus far is much, much lower than in Uncharted, and the stakes feel much higher – the violence actually means something this time around.  But it still feels awkward, and I die an awful lot (even on Normal), and one-hit kills stop being devastating after you’ve been one-hit killed 20 times in a row.   I feel compelled to push on, as it’s one of the last truly significant games of this generation, but I can’t honestly say I ever look forward to playing it.

I suppose I’ve also reached my saturation point with zombies.  In the mid-’00s, I was getting tired of killing Nazis; now it’s zombies.  They’re a very convenient enemy – you don’t feel bad killing them, you won’t offend anybody by making them the bad guys, and it’s easy enough (if you want) to drape your own morality tale over whatever metaphor you want the zombies to represent.  I get it.  And zombies are still a hot commodity right now, and if there’s anything you can do to get a new IP off the ground, zombies have a proven, successful track record.  But how many more goddamned zombies are we going to have to kill before the industry feels comfortable inventing something new?

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The having-no-time thing is a bit of a drag, though, with respect to Animal Crossing: New Leaf.  Ordinarily I’d appreciate the slow pace and the do-what-you-want gameplay, but because my time is so limited, I feel this weird sort of pressure to try and finish all the town maintenance stuff I need to do as quickly as possible.  Now, to be fair, it’s not the game’s fault; it doesn’t necessarily punish you for not staying on top of things all the time (though it does mean there’s more weeds that need to be picked up, and sometimes you’ll end up missing on certain special events).  I fully acknowledge that my previous addictions to stupid timer-based town-maintenance shit like Farmville have informed my approach to AC:NL.  Still, though, it is what it is, and my weirdness about not having any time is making the game less fun to experience.  Which is a drag, because it’s clearly something that everyone else on my twitter feed is madly in love with.

Don Mattrick’s first draft of the Xbox One update annoucement

Don Mattrick’s first draft of the Xbox One update annoucement

Here’s the other side of the coin.  Just goes to show how terrible Microsoft’s messaging has been; if they’d actually said this, I’d have been sympathetic.

The Xbox180

Before I get into today’s post, I just want to congratulate Giant Bomb’s Patrick Klepek on breaking the story about the Xbox DRM policy reversal.  Say what you will about Giant Bomb’s cult of personality, but Klepek has been an ace reporter, a fount of knowledge, and my primary reason for tuning in to / putting up with the Bombcast every week.  His audio diary of this year’s E3 was arguably more interesting/informative than any other reporting I absorbed, and he deserves all the credit in the world for getting this story right.

And, so:  the morning after the backtrack heard ’round the world, I find myself still leaning in the PS4’s direction, even if I’m appreciative that Microsoft paid attention to the backlash and did something about it.   As I’ve said before, I was never particularly troubled about the always-online aspect of the Xbox One, because I’m fortunate enough to already have an always-on wi-fi in my apartment, and I don’t buy used games.  (It would’ve fucked up my Gamefly account, though, and that is a big deal.)

Still, my hesitance about the One is less about the online stuff and more about their very stubborn refusal to play ball with indie developers and self-publishers.  As I find myself increasingly turned off by AAA shooters, I find that the indie space is where the really neat stuff is happening – maybe the graphics aren’t as impressive, but the gameplay mechanics are more interesting, the narratives take real risks, and the overall experience is far more satisfying because it feels crafted by people who actually give a shit, and that means something to me.   It’s the exact opposite of the feeling I get about knowing that Ubisoft has 1,000 people all over the world slaving away at various Assassin’s Creed sequels that get shoved out the door every year.

Sony made a very big deal out of the indie space in their press conference, and some of the games shown in their little stage demo montage are the games I’m probably most looking forward to.   And the rockstars of the indie scene (Phil Fish, Jonathan Blow, to name a few) are very appreciative of what Sony is trying to do, as well as being increasingly frustrated with what Microsoft isn’t doing.

Here’s the deal:  I’m in a financial position where I could only afford one of the new consoles at launch – assuming that either console had a Day One launch lineup that was actually worth getting in on (and neither console is offering anything must-buy with launch, as far as I’m concerned).  Ultimately, my decision will depend on the following factors:

  • which console will have better exclusive titles?
  • which console will have the better version of a multi-platform title?
  • where will my friends be?

I’ve been a very happy 360 owner, even if I’m currently on my 4th 360 (which has been dying a slow death for a few months now).  And to be honest, I originally only bought a PS3 so that I could have a blu-ray player, once the blu-ray/HD-DVD format war was decided.  As it happens, I still think the 360 is the superior console of this current generation, and it’s certainly where I spent the bulk of my time; but I also must say that Sony’s 1st party library in the last few years has been the strongest by a pretty wide margin.   (Speaking of which, I’ll have more to say about Naughty Dog’s The Last of Us in a future post.)

Ultimately, it’s the games that matter.  It’s why I haven’t bought a Vita, or a WiiU (and it’s why I got rid of my Wii).  The PS4, right now, has a brighter future on the software front.  There’s still plenty of time left for things to change, of course, and Microsoft can still turn their ship around.  But they’ve got a lot of work to do on that front, and a lot of the work involved requires a radical rethinking of their business philosophies, and I’m not entirely sure how willing they are to do what needs to be done.

meanwhile

The story of this year’s E3 is still Sony’s press conference.  This is a little disheartening, now that we’re a few days into this thing, because it also means that there aren’t any new games that are blowing people’s minds.

So I figured this is as good a time as any to get a few “First Few Hours” profiles out of the way.

Remember Me:  There’s a lot to like about this game; it’s got a fantastic visual aesthetic, an interesting narrative idea, a female protagonist who isn’t overtly sexualized, a very cool memory-remixing mini-game, and a “design-your-own-combo” system that ought to make the combat sections feel like personal statements.  Alas, the combo system isn’t nearly as creative as I wanted it to be, and in any event the combat is nowhere near as satisfying as the Batman: Arkham games it so clearly is inspired by.  And the environments, while jaw-droppingly beautiful, are claustrophobically linear.  And the load times are absurdly long, even if you install it to the hard drive.  And I got hung up on a boss fight that checked off way too many boxes on my pet peeve checklist (i.e., teleporting enemies, enemies who change the rules of the fight without explaining what it is they’ve changed, etc.).  I still might recommend this to someone who’s better at button mashing and who also has a bit more free time and patience, though; I’d be curious to see where the story ended up.

Animal Crossing: A New Leaf:  I just started playing this morning – long enough to buy a shovel and a fishing line, dig up a few fossils, shake up a few trees and sell some fruit, and put up a $10,000 down payment on a house.  Unfortunately, that’s pretty much all I can do for the time being; my house won’t be ready until tomorrow morning, and there’s no more fruit on the trees or fossils to dig up.  I suspect (well, hope) that there will eventually be more to do, but for now I’m just… waiting.

Scurvy Scallywags:  Ron Gilbert’s had an uneven ride the last few years – I was a big fan of the first DeathSpank but the second one fell flat, and The Cave, while interesting, didn’t really do all that much for me (or at least enough to do more than one playthrough).  Still, when he says he’s doing a pirate-themed Match-3 RPG for the iPhone, I download that shit immediately.  The big twist in this game is that, unlike most Match-3 games where objects only fall down, here the objects come in depending on which direction you swipe – and your enemies appear on the board as objects, too, and you need to be sufficiently powerful enough in order to handle them in combat.  This makes the game a great deal more strategic than you’d expect a Match-3 game to be, as you’ll need to pay attention to enemy placement as well as combo potential.  There are also mini-quests and stat buffs and spells and costume changes and sea shanties and the whole thing is delightful.  Suffice it to say, I’ve been heavily addicted ever since I downloaded it last week.  The only things I’d want changed – and which are probably easily patchable, although what do I know – are the ability to listen to my own audio, and an easier way to compare new costume loot with what I’ve already got equipped.  Highly, highly recommended.

E3 2013: Nintendo and the morning after

As per usual, I missed most of the Nintendo briefing due to the day job.  The little I saw, though, didn’t interest me all that much – which shouldn’t come as a surprise, as I am not, nor have I ever been, a Nintendo fanboy.  I suppose I was hoping to see some new, exciting stuff for the 3DS, but from my vantage point Nintendo isn’t all that worried about the 3DS – it’s the WiiU that needs all the TLC it can get, and that’s what was mostly talked about this morning.  But, again, since I don’t particularly care about first-party Nintendo titles, and since I can realistically only afford one of the new consoles, I would’ve needed something tremendous and undeniably exciting in order to turn my head away from Sony.

Speaking of which.

The question for every E3, for the last however many years, has always ultimately boiled down to this:  “Who won?”  And for the most part, every console’s fans could make reasonable sounding arguments that their console won that particular year, and flame wars and impolite discourse would ensue, as per usual.  So it strikes me as highly unusual to see a clear, unambiguous, unanimously decided winner crowned even before E3 officially starts.  

What Sony managed to pull off last night was unprecedented.  They fired their shots with grace, tact and humility – and they did not miss.  And as much as I get confused by cheering audiences during what are supposed to be press-only events, the excitement in the room seemed genuine and sincere.  It’s not just that Sony delivered good news; it’s that they delivered the right news, at the right time, and completely owned the moment.  Twitter was exploding once those announcements started rolling out.   We all gasped as the former champion-turned-underdog delivered one knock-out punch after another.  And then, when they announced the $399 price, pretty much everybody wrote “Game Over” in their notebooks.

I did, in fact, go to sleep last night without pre-ordering a PS4, though I must admit I was dangerously close to doing so.  (I  even got as far as putting it in my Amazon cart and trying to figure out where I wanted it shipped.)   There’s still a lot (well, all) of E3 left, and I’d like to think there are some surprises left as far as console-exclusives are concerned.  So even if Sony has “won”, I’ve still not seen any games that I need to put on my must-play list.

And, again – even if Sony has won, I still can’t see myself committing to a purchase until I see how the multi-console development shakes out for third-party developers.   The biggest reason why Microsoft won this last generation, in my opinion, is because, by and large, 360 versions of multi-platform games looked and played better than their PS3 counterparts.  This is why Sony’s announcement of their new partnership with Bethesda took me utterly by surprise – PS3 owners got shafted with a piss-poor port of Skyrim, and I seem to recall Fallout 3 being somewhat inferior as well, and wasn’t there a lengthy delay between the 360 version of Oblivion and the PS3?  I probably spent over 250 hours in those 3 games alone on the 360.  So for the PS4 to be getting a console version of the Elder Scrolls MMO – as well as a console exclusive beta – well, that’s huge.  That’s Sony saying to Bethesda that they’ll do whatever it takes to make sure that PS4 owners get the experience they’re pay for and expect to receive.

Now, on the other hand, it will be very interesting indeed to see how Microsoft answers, if at all.  Their messaging ever since the console reveal has been inconsistent, wishy-washy, and wildly tone-deaf to the consumer; the only thing that has been clear is that they are aiming to please publishers.  Nobody wants Kinect; even people who have Kinect (like me) don’t want it or use it.  The Xbox One will continue to be the primary home for multiplayer FPS games, and, so, good for those people.  They are a large audience, they will eat that shit up.  But there’s so much more that games are capable of, and Sony seemed hell-bent on letting us know that they are intent on courting developers of all sizes in an effort to make their library as diverse as possible.

Very much looking forward to the rest of the show – my RSS feed is exploding and I must get caught up!

E3 2013: Sony and the death of the Xbox One

Sweet Jesus, Sony just won E3.  It’s over.  Mic is dropped.  Microsoft is dead.

Even if the software lineup hadn’t been so spectacular – and it was – the 1-2 punch of the used games policy (i.e., they’re OK with it) and not needing a constant internet connection was utterly devastating.  PLUS the $399 price point?  BOOM.  Game, set, match.

Shit, they very nearly sold me on the Vita.  If they come out with a price cut or a bundle with the PS4, I’m in, no questions asked.

Let’s run down what they did cover, though – these are my hastily written notes (enhanced with my Twitter commentary):

Opening montage:

  • The Last of Us
  • Puppeteer (?)
  • Rain
  • Beyond
  • Gran Turismo 6

All known quantities, for the most part, except Puppeteer, which looked colorful and also a little forgettable.  Beyond remains enigmatic and weird; I want to like it, but I have no idea what the hell it is anymore.

Featured trailer

  • Batman Arkham Origins – a little nervous.  I mean, I’m happy to play more Batman, but that’s all this seems to be.

PS4 reveal:

  • it looks like an Xbox Rhombus.  This might be the most underwhelming part of the evening; the box looks a lot like the Xbox One, except tilted.
  • Sony Entertainment integration.  Why are they only getting around to this now?  Seems like a no-brainer.
  • new IP:  The Order (which is less “steampunk” and more “wildly and randomly anachronistic” – no gameplay)
  • Killzone: Crysis – er, ShadowFall
  • Drive Club – don’t quite know what this is, but as a PSPlus member, I get it for free!
  • Infamous Second Son – this looks great.  Big fan of the first game, underwhelmed by the second.  This looks like they took their time with it.
  • Knack – got a weird Kameo vibe from it.
  • Quantic Dream tech demo – “The Dark Sorcerer”
  • Supergiant’s Transistor, which continues to look great.

Indie montage – and this was so great to see:

  • Klei – Don’t Starve
  • Tribute Games – Mercenary Kings.
  • Young Horses – OctoDad
  • Secret Ponchos
  • Ray’s The Dead
  • Oddworld!  Lorne Lanning!
  • Galak-Z (some sort of side-scrolling open-world space shooter!  looks amazing)

Featured items:

  • Diablo 3 – PS3/PS4 – with exclusive items.  Meh.  I played the shit out of it on PC and don’t need to go there again.
  • Final Fantasy Versus XIII is now Final Fantasy XV and that trailer looked completely fucking insane.
  • new Kingdom Hearts.  Which is good for people who like Kingdom Hearts.  My deep-seated loathing of Disney makes it impossible for me, but whatever.
  • Assassin’s Creed 4 gameplay.  As I missed the Ubisoft presser, this was all new to me.  Still very wary of this franchise after the debacle of the last 2 games.
  • Watch_Dogs gameplay.  Looked great, as always.  (For some reason, when I was trying to recall the footage just now, I got it confused a little bit with that new Tom Clancy’s game, The Division, which also looks incredible.)
  • 2KSports NBA2K – hard to do a facial tech demo after that Quantic Dream “Dark Sorcerer” bit.

(Here’s where it started getting very, very interesting, and when Twitter started to explode.)

  • Elder Scrolls Online?!!  PS4 exclusive beta?
  • Mad Max (by the Just Cause devs)
  • Oh shit.  Used Games are OK.  Doesn’t need to be online.  SHOTS FIRED, DIRECT HIT.
  • World gameplay premiere of Bungie’s Destiny.  Halo + Borderlands = awesome.
  • $399?!!!

I need to sleep on this and process it.  Because if I don’t, I will pre-order a PS4 right now with money that I don’t actually have.

Well played, Sony.  Well played.  You just won the shit out of E3.