Tag Archives: Nintendo

Nintendo announces major losses

The news for Nintendo is bleak. Sales are down 50% year-to-year. They posted a first quarter loss of $327 million. They’ve dropped their profit forecast by 82%. And they’ve slashed the price of the 3DS 32% in dollars (even more in yen).

As a gamer with a DSi XL and a Wii, none of this particularly surprises me. Nintendo have made a series of disastrous mis-steps.

Problem #1 is that they gave up on serious gamers. In fact, it seems like they’ve given up on the Wii entirely. Looking at Metacritic’s game releases by score, broken down by year, is instructive.

In 2007, the Wii’s first full year, there were 19 “green zone” games (those with aggregate scores of 75 and above). The list included some killer games including Metroid Prime 3, Super Mario Galaxy and Super Paper Mario. I had a lot of Wii-related fun.

In 2008, 42 “green zone” games. In 2009, 64. But then in 2010, we were back down to 44; and at least half a dozen of those were WiiWare mini-games. Take out the sports game annual re-releases and suddenly the catalog was looking pretty thin; the Wii had already peaked. Now we’re in 2011, and there have been just 6 “green zone” games in the first half of the year. And none of them have been by Nintendo. (Nintendo in the USA has so little interest in the Wii that they haven’t even bothered to ship the much-loved Pikmin 2, even though it was localized into English for the UK. Forget about unlocalized games, they’ll never ship.)

Problem #2 is that the few decent games being released on the Wii are being buried under mountains of shovelware. Try walking into Gamestop and finding a copy of “de Blob 2″, for example.

Problem #3 is the 3DS. It’s a gimmick. I tried it, and I was unimpressed. Poor battery life, the 3D quickly fails if you play a fast-paced game and hence don’t keep the console in exactly the right position relative to your head, and it isn’t all that impressive when it works. The 3DS was also way too expensive, and had no good games that weren’t ports of games everyone interested in Nintendo has played to death before. (Yes, I liked Ocarina of Time. No, I wasn’t interested in paying $300 to play it again.)

Problem #4 is competition from mobile phones. The DS had made some inroads into the casual gaming space; even my mother has one. But that space is rapidly being taken over by smartphones.

Now, I happen to think that Nintendo could have competed in this area. What killed them was a combination of their utter inability to make the DSiware experience tolerable, and their inability to engage with independent developers and make it easy to develop for Nintendo platforms.

I’ve bought some DSiware games. Since most DSi owners probably haven’t, let me describe the experience.

First you have to find out which games are good. Forget about using DSiware’s own browser to do so, that just gives you a scrolling list of games in no useful order, with minimal information about them. The official web-based catalog is pretty much the same thing with screenshots; no reviews, no user ratings, so you’re on your own.

So you head off to Metacritic or read reviews. Suppose that you decide, as I did, that you want to buy the Jason Rohrer game compilation. Well, now you discover that it’s 200 points. So you go to buy 200 points of credit.

And then you find out that you can’t. Nintendo won’t simply sell you the game you want. You have to buy at least 1000 points of credit, which will cost you $10. Games cost anything from 200 to 1200 points, but 200 and 500 seem typical. So it was that I found myself sitting down with a notepad, making a list of games that I was interested and how many points they were going to cost, and then shuffling my selection until I had 1000 points’ worth.

Then you need to enter your credit card details on the DSi. No buying from the web using a computer with a keyboard, no keeping the credit card on file. Then your account gets credited with the points, and you can actually buy the games—which of course means that you have to use the horrible DSiware scrolling list interface to find them.

Overall, the process is painful when compared to Android or iOS. So much so that if you’re a casual gamer, you’d be mad to use DSiware unless there was a platform exclusive that you absolutely had to play.

Problem #5 is online gaming. I tried it on both the Wii and the DSi. It was a horrible experience on both. “Friend codes” are a usability disaster, there’s no web integration, and most games lack the ability to just go find someone to play online with. And I’m comparing it to PSN and Steam; not to Xbox Live, which I’m told is even slicker than the networks I’m used to. So Nintendo completely missed the Internet and online gaming trend.

So in summary: Wii hardware sales are dead, there are no good Wii games selling in big numbers, the DS has been announced to be obsolete, there’s competition from smartphones, and nobody is buying the 3DS. The only thing keeping Nintendo afloat is DS software sales, and since big N themselves have lost interest in the DS and are trying to move everyone to the 3DS, that won’t last for much longer either. I’m betting Nintendo’s executives are pretty nervous right now.

What’s on the horizon? Well, the one big Wii release planned for this year is Legend of Zelda: Skyward Sword. Assuming it ships, and assuming it sells as well as Twilight Princess, 10 million copies at 45% profit on a $50 game won’t even be as much revenue as Nintendo bled in losses in Q1. And those are some pretty damn optimistic assumptions.

Will the 3DS suddenly sell now that it’s $170? Hard to say, but my gut reaction is no, based on the fact that the design issues remain, and there’s still no must-have software. If sales do ramp up, it probably won’t be until Christmas, and that’s if Nintendo can deliver a dozen or so really good games by then—and I don’t mean shipping Mario Kart and Star Fox again.

Finally, there’s the Wii U. That won’t ship until 2012, and even when it does, Nintendo have lost the goodwill of serious gamers at this point. I predict that people will take a wait-and-see attitude like they have with the 3DS.

With all that in mind, I’m actually surprised that Nintendo are predicting any profits at all this year. I’m no professional pundit, but I expect them to make an overall loss this year.

SXSWi report

I started my afternoon by shuffling to the bus stop at the end of our street, to get the bus downtown. It wasn’t long before a SXSW attendee turned up, badge in hand. The bus was on time, and quickly filled up with mothers and children who were traveling to the capitol building to protest the planned cuts in education. I chatted and expressed my support, but it wasn’t my destination.

I got off the bus on South Congress, and wandered about taking some video shots of downtown before heading for the convention center, and South by Southwest Interactive (SXSWi). Each year they have a free exhibit area called Screenburn, where video game companies show their stuff.

Last year it was almost dead, so I nearly didn’t bother going–but then I read on Facebook that Insomniac Games were going to be there. They make the Ratchet & Clank games, probably my all-time favorite 3D platform game franchise.

The R&C games are based around free-roaming exploration, puzzle solving, and lots of stuff exploding in cool ways as you get increasingly ridiculous weapons upgrades. The genius of the game design is that it effectively auto-adjusts to your skill level. Initially you just have a wrench, and maybe a blaster pistol, with which to defend yourself. But, as you smash scenery and enemies apart, you collect metal bolts, which are the currency in the game; and once you get enough bolts, you can buy a weapon upgrade. So if you fail to get past a tough part of the game, you can keep trying, and if you fail enough times eventually you’ll have enough scrap metal salvaged to swap for a weapon that’s just enough of an improvement to get you further into the game.

Anyway, Insomniac were demoing Ratchet & Clank: All 4 One, the first PS3 R&C game to have multiplayer online play. Up to four people can join in, and you get to play Ratchet, Clank, Captain Qwark, or Dr Nefarious. The levels are designed so that you have to cooperate with the other players in order to advance. Like LittleBigPlanet, all of the players are kept on the screen at all times, with the camera zooming out (within limits) when necessary. The developers also talked about the influence of Goldeneye 64.

(Oh, yeah, they also had Resistance 3 on demo, but I don’t really play first person shooters, and it looked like a pretty typical one.)

Capcom were at SWSWi Screenburn too. They had half a dozen Nintendo 3DS units, and I had a chance to play Resident Evil: The Mercenaries. The level I played was like the village in Resident Evil 4, and I got to run around and shoot cultists and zombies in the face. The usual annoying Resident Evil “no strafing, limited angle of view” game mechanics were there.

The 3DS itself is recognizably familiar, though the home screen interface is confusingly different from the DSi, and the new placement of the home, start and select buttons takes some getting used to. The touch screen also feels cramped, now that I’m used to my DSi XL.

On the plus side, the analog controller is great. The upper screen image is high enough resolution that I didn’t notice pixels until I paused to think about the screen quality.

I’m not completely sold on the 3D, though. Yeah, it works, but you really do need to be absolutely head-on to the screen. You also need the screen to be about half a meter from your face or less, which is probably going to help create a new generation of shortsighted geeks. Playing Resident Evil, several times I had reorientate the device to my face precisely, because I had gotten a bit carried away with my trigger finger. So I can see the 3D working for casual games and adventures, but it seems problematic for anything involving a lot of fast-paced action. You can turn the 3D off, at which point the graphics become a little crisper, like the antialiasing has been turned down and a little unsharp mask applied in Photoshop.

The budgerigar from the DSi has had a promotion in the 3DS, and now provides help for the camera app as well. Unfortunately, the 3DS has the shittiest digital cameras I’ve encountered since the Apple QuickTake 100. The images may be 3D, but they look worse than the ones from your cell phone, even if you’re still using an old Nokia from five years ago. Forget about taking pictures indoors, unless you carry studio lights around with you.

Battery life is also a concern. So, yeah, I’m not dashing out and buying one on launch day.

Capcom also had some 2D DSs running Okamiden. The game Okami“>Okami was one of the most artistic released for the PS2, and later found its way to the Wii; I highly recommend it. Okamiden looks like it could be one of the DS’s best this year.

I took a break from looking at video games to check out Mayfair Games‘ booth. They’re the US distributors of The Settlers of Catan, a world-famous German board game that’s widely regarded as one of the greatest games ever. I’ve never played it. As I confessed to the man who turned out to be the CEO of the company, I’ve always been much more interested in present-day and futuristic games. We got talking, and it turned out that he was the creator of RoleMaster, a game I played a lot of; and also helped create SpaceMaster and CyberSpace, two SF RPGs I bought and admired greatly, as well as MERP. We talked about the unfortunate 90s implosion of the RPG industry, and the lawyers taking over management of the T*lk**n estate.

(Meanwhile, some deletionist on Wikipedia is trying to get him excised.)

Overall, SXSWi Screenburn was a hundred times better than last year; it looks as if at least part of the economy is genuinely recovering.

Then I walked home, via the Congress Avenue Bridge and the tangy scent of bat guano. Got some cheesecake flavored gummy candy and a pineapple soda on South Congress. The house is perilously short of coffee. I have some drilling to do, but that’s another story, and one I think will have to wait until tomorrow.

Metroid Prime Trilogy (includes fanboyism)

I was at Staple!: The Independent Media Expo at the weekend. As I browsed the stalls, I wandered into range of a conversation between (I think) a guy from Dreampunk Productions, and someone who mentioned that he was a video game developer. Nothing unusual so far, there are a lot of video game developers around Austin. They were talking about a comic strip I hadn’t heard of, and the artists’ interest in making a video game about it–also not unusual. Then, the man with his back to me mentioned which company he worked for: Retro Studios.

The comic book guy hadn’t heard of them. But I had, and couldn’t help myself. “You made Metroid Prime. The best first person action-adventure game ever.” And so it was that I found myself talking to Mike Wikan, senior game designer for the Metroid Prime series.

Returning home and searching my web site, I found that I had written very little about the Metroid series–surprising, given how impressed I was with the games.

Let’s get the obvious statements out of the way first: If you have a Nintendo Wii, you should go buy the Metroid Prime Trilogy Collector’s Edition. You should probably hurry to do so, as Mr Wikan tells me that it’s out of print, and no more will be produced; prices are already starting to climb.

If you have an old GameCube sitting around somewhere, you should go buy at least the first Metroid Prime, which is the all-time highest rated GameCube game on Metacritic. Yes, better than Legend of Zelda. Better than Resident Evil 4.

If you don’t think first person shooters can work on a console, then you particularly ought to at least buy Metroid Prime 3: Corruption for the Wii and try it out, for reasons I’ll get to later.

First, let’s go back to the mid 80s. Having achieved commercial success with classic arcade games like Donkey Kong and Super Mario Brothers, Nintendo wanted to branch out and prove that their NES console could do more. So 1986 saw two groundbreaking games: the original Legend of Zelda, and the original Metroid.

Metroid was designed to be approachable to players expecting arcade action. At first, it seems like a scrolling platform game with a heavily armed protagonist. As you continue to play, however, it emerges that there’s a more complex story going on, and that exploration and mapping are an important part of the game.

There were many details of the game which were brand new at the time: The player was given freedom to explore in any direction. The soundtrack was moody and ambient, giving a feeling of loneliness. Completing the game required revisiting already-explored areas. Power-ups were permanent, rather than timed. Most famously of all, the protagonist was revealed at the end of the game to be female.

Metroid II continued the franchise on the Game Boy, before Super Metroid moved it to the SNES and added an inventory and save points. Super Metroid was universally acclaimed, and amongst SNES games is perhaps second only to Super Mario World.

So when Nintendo decided to revive the Metroid franchise for the GameCube, there was some major skepticism expressed by fans. The announcement that the new Metroid would be in first-person 3D convinced many that it would be another dumb FPS, especially since a US development team was building the game.

Retro Studios defied expectations, however.

Metroid Prime started me off in a wrecked spaceship, where I quickly discovered I would have to scan objects for information if I was going to get very far. The screen used translucent graphics to provide a heads-up display with radar and rotating 3D short-range map, and I learned that I could switch visors to go into thermal imaging mode–a trick I often used to get the jump on enemies lurking in the darkness. Before long, I was following a trail of clues to the planet Tallon IV.

As I left my ship, I discovered that it was raining. Water droplets speckled the view through my visor. As I scouted further into the wet vegetation of this new alien world, I noticed condensation forming. Seconds later in a nearby cave, I fired my blaster at a threatening creature and caught a glimpse of my face reflected from the inside of the visor. That was it–I was captivated. Mimesis achieved.

This was also the moment I referred to back in 2006, when I said that I really didn’t need video game graphics to get any better. Metroid Prime is beautiful. Compare it to the other big console games from that year, like Grand Theft Auto: Vice City on the PS2, and it blows them away. Not only that, but the game runs at a rock solid 60 frames per second throughout, no matter how complicated the action on screen, and the controls feel responsive at all times.

By the time I acquired the ability to switch into the morph ball, I was so engrossed in exploring ancient alien ruins that I didn’t stop to worry about the physics of the transformation. Instead, I delighted as the Tron-like neon glow from the ball left subtle tracer effects.

More beautiful still was the scene that greeted me once I managed to make my way through the old transport tunnels to the snow-covered Phendrana Drifts. That was where I learned that different alien creatures would require different tactics to defeat them, with my scanner providing hints.

Yes, there were boss fights–something I personally dislike–but they were mostly fair, and required some intelligence to get past rather than simple twitch reflexes. When the game was finally over, I was genuinely sad that it had to end.

I wasn’t as happy with Metroid Prime 2: Echoes. The first and most obvious annoyance was that I suddenly had to worry about ammunition. Coming to the new episode straight from the freedom of the first game, this was an unwelcome development.

The second annoyance was that Prime 2 had me travel to a dark energy world where the atmosphere continuously ate away at my suit’s shielding. This effectively introduced an arbitrary time limit to exploration, and I hate arbitrary time limits almost as much as I hate random mazes.

The third annoyance was the level design. I’m not a big fan of bottomless pits, and I started falling into them with annoying frequency towards the end of the game. So overall, a disappointing outing compared to the first Metroid Prime, but still worth playing.

Third time was the charm, though. Metroid Prime 3: Corruption made the jump to the Wii, and that allowed a whole new control scheme. Now I could move around in any direction at any speed using the analog control stick on the nunchuk, while simultaneously aiming and firing at any part of the screen using the Wii remote. (This is called “expert mode”, and isn’t on by default.)

As IGN put it, this new control scheme “simulates the accuracy of PC first-person shooters almost perfectly”. In fact, I’d go further–when I try playing games with keyboard and mouse, I find the lack of precision achievable with WASD movement keys extremely frustrating.

The nunchuck was also used for the grapple hook and for ripping armor off of enemies, giving battles a very visceral and physical feeling. The switch to 16:9 format for the graphics also helped improve my feeling of immersion in the game.

The annoyances from the previous game were mostly gone. I fell into infinity a few times in the cloud city, but it never felt as frustrating as leaping over chasms in the dark in Prime 2. Also gone was most of the annoying backtracking, as I could now call up my spaceship to travel between distant parts of the world, an innovation so welcome that I remember saying “Aww, yeah” when it was revealed to me.

I don’t really understand some of the negative reviews the final installment received. Perhaps those reviewers didn’t find Expert Mode, or were expecting an FPS? I had a wonderful time, and resolved to replay the entire game some day.

So with that in mind, I’ve ordered a copy of the now-discontinued <a href=”http://www.amazon.com/gp/product/B002ATY7JE?ie=UTF8&tag=a0ef8-20&linkCode=as2&camp=1789&creative=390957&creativeASIN=B002ATY7JE”>Metroid Prime Trilogy</a> for the Wii. If you are any kind of video game fan, I strongly suggest that you do likewise. If nothing else, you’ll get the chance to play the greatest GameCube game ever, with the added bonus of precision aiming via Wii controls and widescreen graphics.

Console wars

GamePro reports NPD sales data:

Console June sales
Wii 666,700
PS3 405,500
Xbox 360 219,800
PS2 188,800

Of note, these are sales to end users, not number of consoles shipped; Microsoft prefers to cite the latter.

The Wii is now the #1 console in the US by installed base. So it seems as though as predicted, the Xbox 360′s best days could be behind it.

Once Sony got their act together and shipped a bundle with the rumble controller packaged along with the console, sales took off. When the 80GB PS3 with rumble controller replaces the current 40GB package, expect sales to rise again. It won’t take long to erase the lead in installed base Microsoft has.

This week, people are making a big thing about the announcement that Final Fantasy XIII is going to be cross-platform, appearing on the 360 as well as the PS3–but only in the US, as nobody in Japan has a 360.

I don’t see the Final Fantasy announcement as all that big of a deal, when you look at all the former Xbox exclusives that are now on the PS3 or will be soon.

  • Saints Row was the Xbox’s supposed GTA-killer, and Saints Row 2 is going to be on PS3.
  • BioShock was the 360′s highest rated game of 2007 on Metacritic. It’s now coming to PS3, with "graphical improvements".
  • Half-Life ‘s developer Valve was always a staunch Microsoft supporter, with Half-Life 2 an Xbox exclusive–but The Orange Box came out for PS3 earlier this year. (I’ve picked up a copy–FPSs aren’t really my thing, but I want to play Portal.)
  • Elder Scrolls IV: Oblivion made it onto the PS3.
  • Dead or Alive 4 is being ported, and it’s rumored that the sequel may be PS3 exclusive.
  • Ridge Racer 6 was Xbox 360 only, Ridge Racer 7 switched to PS3 only.
  • Full Auto was Xbox 360 only, Full Auto 2 is on PS3.

So looking at the high profile well-reviewed Xbox exclusives, that leaves Command and Conquer, Project Gotham Racing, Mass Effect, Gears of War, and of course Halo. (Dead Rising is heading to the Wii, along with Beautiful Katamari.) It’s a good job Microsoft bought so many game companies, or they would hardly have any exclusives left at this point.

So the video game industry will avoid Microsoft domination for another generation. I think this is a good thing.

In defense of GTA, part 2: The real problem in video games

In part 1, I talked about the development of video games to date. I explained how we ended up with games with complex multi-path plots, and games with worlds modeled in true 3D. However, game developers started to hit problems when they began trying to build 3D games with complex plots…

The complexity problem

The issue of managing game complexity had been discovered by text adventure programmers back in the 80s. If you give the player a single tool (a gun) and a single set of adversaries (invading aliens), the number of possible interactions you have to program responses for is very limited. The player needs to be able to fire the gun, maybe reload the gun, perhaps pick up additional ammunition or other types of gun. The gun is either successfully targeted at an enemy when fired, in which case some damage is done to the enemy, or it isn’t.

Now consider a world in which the player has a gun, a flashlight, a screwdriver, and some health-giving combat rations; and suppose the enemy base has locked doors and guard dogs. What if the player tries to club an enemy to death with the flashlight? What if he tries to distract a guard dog with the food rations? What if he tries to open a locked door by unscrewing the hinges? Suddenly the number of possible actions the player can take increases significantly. In mathematical terms, there is a combinatorial explosion, as each object can potentially interact with every other object, and the game designer needs to decide what will happen for each combination. Even if the answer is “nothing relevant happens”, that’s still a design decision that must be made. Furthermore, too many “nothing happens” or “you can’t do that” responses will destroy the player’s suspension of disbelief, or even become outright annoying.

So as the complexity of the new realistically-drawn 3D worlds increased, the problem of making those worlds behave realistically increased much faster.

In addition, text adventure programmers discovered that providing players with genuine choices led to increased complexity. What if the knight sacrifices his henchman to escape the dragon? Who will perform the actions the henchman would have performed in the game? What about the fact that there’s still a dragon roaming around, shouldn’t that impact the plot?

Most satisfyingly complex plot-driven video games found a convenient solution to these problems: they put many completely arbitrary restrictions on what the player could do, in order to ensure that the plot didn’t “break”.

To see how these restrictions are enforced, it suffices to look at the Final Fantasy series of games, which became incredibly successful after Final Fantasy VII introduced full 3D graphics.

In Final Fantasy, if you encounter someone who has to remain alive in order for the plot to work, then you simply cannot attack that person. It doesn’t matter how annoying they are, or how many weapons you have–they are invulnerable. No explanation is given in the context of the game; they just are.

Furthermore, while the worlds of Final Fantasy appear large and open, they are full of invisible walls. If you are meant to wander through a forest, and there’s something to the north that you’re not meant to discover until your return journey, the game developers will think nothing of placing a temporary invisible wall there to prevent you taking that path too soon. So while the Final Fantasy games are almost universally acclaimed for their rich plots and character development, as well as their state-of-the-art graphics, there’s no denying that they lack realism and immersion.

Nintendo’s acclaimed 3D Legend of Zelda games are more immersive, as they mostly use clever world design rather than invisible walls to limit the player’s roaming. However, they take a surreal approach to preventing unwanted conflict: if a creature or person in the game is friendly, then you can swing your sword at them as much as you like, and it will simply pass straight through them or bounce off of them harmlessly–because that is what the plot demands.

Which brings me to Grand Theft Auto III.

The GTA revolution

Grand Theft Auto III (henceforth GTA3) was the 3D sequel to a moderately successful franchise of 2D games. The earlier games had presented the player with a top-down view of city streets, and allowed him to drive vehicles around, committing crimes and evading law enforcement. While there were tasks to perform to advance the game towards “winning”, players were given fairly free reign to decide where to go and how much mayhem to cause.

The revolutionary aspect of GTA3 was that it took this idea of player freedom even further, modeling an entire city in 3D, complete with parking lots, outdoor cafes, car showrooms, gas stations, apartment buildings, warehouses, airports, and all the other architectural features found in cities across the USA. These detailed virtual worlds were populated with hundreds of people–emergency services crews, police, shoppers, drug dealers, businessmen, construction workers, bus drivers–and, of course, criminals. An attempt was made to give the non-player characters their own personalities and agendas, and to model the physics of the world somewhat accurately. The game launched the genre known as the sandbox game, where you have no mandatory goals or tasks, and can do what pleases you rather than what will advance the plot.

Early on in GTA3, I was driving beneath the elevated railway lines in one of the seedier parts of town. As I cruised towards the Italian district of the city, I suddenly saw a piece of unexpected drama playing out on a nearby sidewalk. There was a woman, who from her dress was presumably a prostitute. She was being punched by a man who I assumed was either a john, or her pimp. I slammed on the brakes, jumped out of the car, ran over–and hit the guy with a baseball bat I was carrying. He stopped attacking the woman, who ran off, and began attacking me instead. I ended up beating him into unconsciousness. Unsure of what to do next, I looked around for the woman, but she was no longer in sight. I started walking back to my car. As I reached the car, I heard sirens. I looked around again. An ambulance was approaching. It stopped by the injured man, and two EMS workers got out. They loaded the unconscious man into the back of the ambulance, got back in, and drove off towards the nearby hospital.

I was amazed.

I am recounting this true story because if you’ve heard nothing else about GTA, you’ve probably heard that the game lets you have sex with prostitutes and then kill them. That seems to be the starting point of almost every critique of GTA I see, even today.

Yes, it’s true. GTA lets you have sex with prostitutes. It also lets you kill them afterwards. However, as I hope my own experience illustrates, it also lets you choose a totally different path. The game sets up a complicated virtual city that obeys certain somewhat realistic rules, and lets you decide how to behave.

If I had chosen to do so, I could have killed the ambulance workers. I tried that later on. That time, a passing cop saw me, and before long I was being chased by multiple police cars. Unlike many video games, violence in GTA has consequences in the game.

Alternatively, I could have stolen the ambulance while they were trying to load the guy in the back. If you steal an ambulance in that way, you can then choose to take part in emergency rescue missions where you pick up wounded people and ferry them to hospital. You can also steal a taxi cab, and try to make money ferrying people safely around the city as quickly as possible. If your driving is too dangerous, they’ll bail out as soon as they can, shouting that you’re crazy.

You don’t have to shoot people to kill them in GTA either. You can run them over, deliberately or by accident. In fact, some missions are considerably easier if you drive straight into a gang of assailants rather than attempt to attack them on foot. Other missions can be failed instantly if you accidentally plow your vehicle into someone you’re supposed to be saving.

People can also die when vehicles blow up–which they often do, either because someone has shot the gas tank several times, or because you’ve booby-trapped them with explosives, or because you’ve managed to get your hands on a rocket launcher, or because an adjacent vehicle blew up and set them on fire. Sometimes a bystander will avoid an explosion, but get hit by a piece of debris. You can drive up onto a parking lot rooftop, drive at a ramp that points out over the edge, leap out of the vehicle at the last moment and roll across the ground, then watch as the car sails off the roof,  through the air, and crashes into a crowd of pedestrians below, crushing some of them to death.

You’re not the only person causing casualties either. The police shoot at criminals, and sometimes kill them. On occasion, when in hot pursuit, a cop car will hit and kill innocent bystanders.

This kind of detail, and the associated freedom of choice, was groundbreaking when GTA was released. When the second GTA 3D game was released, titled Grand Theft Auto Vice City, the degree of choice was increased still further.

In Vice City, you can get a job delivering pizza on a moped, hurrying to get the food there before it gets cold, then returning to the pizza restaurant for more. You can still work as a cab driver, but you can also get involved in a fight with a rival cab firm, put them out of business, take over their offices, and earn a regular income. You can buy a car sales showroom, then steal cars to order for customers. You can take part in demolition derby races at the stadium for prize money and prize cars. You can compete in illegal street races. You can use an ice cream van as a front to start a drug dealing operation.

As alluded to earlier, there are missions in GTA games, which advance the overall story in movie-like fashion towards some sort of resolution, and the end credits. However, you don’t have to attempt any of the main story missions. In fact, none of the action I’ve described so far has anything to do with the main story of any of the games; it’s all just incidental detail, part of the sandbox. Personally, though, I like story. I’ve played through the story missions of all five PS2 GTA games. So in the next part of this set of postings, I’ll talk about the media controversies around the GTA games, from the perspective of someone intimately familiar with them.

In the mean time, you might want to read the story Rage against the machines from Prospect magazine, which talks about the idea that video games in general are a brain-damaging addiction, and describes why that’s an outdated idea.

Is there any way to kill the end-of-level boss?

I noticed that The Edge magazine has an article in a recent issue asking if boss fights are a cliché that should be wiped out.

My vote is an enthusiastic and wholehearted yes.

Last night I got to the penultimate battle of "Prince of Persia: Rival Swords". After about half an hour of frustration and annoyance, I gave up. The rest of the game was great, but the last major battle (with the Vizier) exemplifies everything that’s lame and sucky about traditional "boss fights", with some Wii-specific obnoxiousness added to the mix.

  1. You’re in a circular arena with no cover and no option to take a strategic approach.
  2. In the second stage, the boss is immune to normal attacks. The only way to harm him is to (a) run up a wall behind him, then (b) do a special "speed kill" combo.
  3. The arena is filled with floating rotating stone rubble that, rather than simply pushing you aside, for some reason explodes and does you damage if you touch any of it.
  4. To "enhance" the Wii version, they added extra swirling sand that swirls in the way so you can’t see what you’re doing.
  5. Because of 3 and 4, the frame rate drops in half.
  6. Either the timing is arbitrarily tighter for the final battle, or the frame rate drop affects the controls. Either way, it’s substantially harder to get the special attack to be registered properly than at any previous point in the game. This is particularly true because it’s a Wii port of a game designed for conventional console controllers, so the action you have to time to within a fraction of a second is shaking the nunchuck downwards.
  7. You have to do the almost-impossible-to-time special attack several times in a row.
  8. Once you do that, you’re still not done, there’s a third stage that requires an even more ridiculous combination of jumps and leaps between floating debris, then do another speed kill.
  9. Because the Wii is 16:9 and they didn’t rework the battle sequences to fit vertically, the flashing dagger that’s the cue to jerk the controller is sometimes offscreen. This is a problem throughout the game, but it becomes particularly annoying during this fight.
  10. If you die, you have to go back to stage 1 and do the whole thing again.

Thanks to the wonders of YouTube, you can see the final battle in all its irritating stupidity.

Now, there are video game boss fights that aren’t awful. Nintendo tend to do a good job of them. I had no objection to the bosses in any of the 3D Zelda games, because each time there was a strategy that you could work out that would make them pretty easy.

The first Metroid Prime had a couple of questionable boss fights, but after that they pretty much realized what they were doing wrong, and things got progressively better over the next two games in the series.

But in general, while I tolerate good boss fights, I never find myself wishing there were more of even the best ones. Almost all boss fights are lame pieces of arena combat where your abilities are crippled and then you’re given frustrating pieces of arbitrary crap to do, that has to be exactly timed and unnecessarily repeated.

I know there are people who love that sort of thing, of course. For those people, there are games like Shadow of the Colossus. For the rest of us… an end to boss fights, please.

Video games for women

In the video game store the other day, rothko was ranting about the “girl games”. With the success of the Nintendo DS, there are dozens of the things. “Catz”, “Dogz”, “Horsez”, “Pony Friends”, “Horse Life”, half a dozen Barbie games, and “Baby Pals”, all with pink and purple cover art.

The games that induced the rant, however, were the ones in the “Imagine” series from Ubisoft. The boundaries of what a young girl is supposed to be imagining are starkly delineated by Ubisoft: “Animal Doctor”, “Fashion Designer”, “Figure Skater”, “Master Chef”… and of course, “Babyz”.

Nintendo themselves seem to understand how to produce games that appeal to women (and girls) without actually being incredibly patronizing, and without limiting the appeal only to females. “Nintendogs” was a system-seller, and managed it without pink ribbon and purple butterflies. “Animal Crossing” topped the charts, “Wario Ware” was big too. “Super Princess Peach” is dressed in pink, but the game has her fighting monsters to save poor helpless Mario.

But there’s a new brain imaging study that suggests that it may be a mistake to think that it’s possible to make video games that appeal to women as much as some games appeal to men:

After analyzing the imaging data for the entire group, the researchers found that the participants showed activation in the brain’s mesocorticolimbic center, the region typically associated with reward and addiction. Male brains, however, showed much greater activation, and the amount of activation was correlated with how much territory they gained. (This wasn’t the case with women.)

It makes a certain amount of evolutionary sense that male brains might be wired to get a bigger reward from gaining territory. However, this doesn’t account for games which don’t involve territory gain at all. I don’t think anyone was particularly hard pressed to explain why guys like FPSs and Sid Meier’s Civilization more than women do; but what about 3D platformers? Fighting games? For that matter, what about the first video game to become popular with women, Pac-man?

The imminent death of the Xbox 360

When the Xbox 360 came out, it was portrayed as something everyone wanted, the amazing new console that was selling out everywhere. Yet the next week, when I walked into Costco they had a pallet piled high with the things.

When the Wii was launched, it became the console that was really selling out everywhere. But by then, Microsoft had moved on to their new story, that the Xbox 360 was the biggest selling next-gen console.

Except that it isn’t.

If you read the small print on Microsoft’s announced sales figures, you find that they’re not actually lying; but they count a console as sold as soon as it leaves the factory. Sony and Nintendo do the same, but there’s a big difference in how that figure relates to the number of consoles actually sold to gamers.

If you walk into any electronics store, you’ll probably see several dozen Xbox 360s piled up in the main store. You won’t see anything like as many PS3s, and you probably still won’t see a Wii. Think about that. Also, think about the fact that electronics stores don’t actually like to pile expensive items up in the middle of the store inside their boxes; it usually indicates that they’ve got even more piles of the things in storage out back, and have run out of space and are trying desperately to shift them. Have you ever seen a big pile of digital cameras in their boxes in Best Buy? A stack of dozens of Denon receivers in Circuit City? Nope. But you’ve probably seen a big stack of $30 Chinese DVD players on clearance…

Someone has put these observations together with some hard sales data. It turns out that the channel is absolutely bloated with unwanted Xbox 360s. Not only that, the 360 was almost matched for sales by the PS2, except during Halo release month, which is clearly visible as a statistical anomaly. When the release of a single game skews your sales that much, that can’t be a good thing either, can it?

In fact, Xbox 360 sales peaked in 2006. And with the PS3 now having a solid library of good games, I don’t see it improving. Also interesting is the analysis of how the 360 is actually more expensive than the PS3, once you factor in the add-ons to make it equivalent in capability.

It’s Schadenfreude Friday!

Microsoft’s Xbox division has announced their results for Fiscal Year 2006. Highlights:

  • Total loss of $1.2 billion.
  • Operating losses up 183%.
  • Revenues down 10% YTY in Q4 because of “decreased Xbox 360 console sales”; specifically…
  • Sales dropped from 1.8 million units per quarter to just 700,000 units per quarter, YTY.
  • Revenue from sales of games down 28%.

This is awesome news, making it six years of losses to date.

Microsoft say they expect to make a profit in the upcoming year. O RLY? They couldn’t make a profit during a year in which they basically had no competition, so how do they expect to do better now that the Wii is outselling their console by a factor of 3:1 or more and Wii games are already outselling Xbox games? Nintendo makes a profit on every Wii console, while Microsoft has apparently lost money on every Xbox 360 they’ve sold, even after you factor out the huge losses from replacing broken consoles under warranty.

Added to that, the PS3 is going to see its first “must have” games ship towards the end of this year. Grand Theft Auto IV looks incredible, but the Xbox 360 version is apparently in trouble because it’s hard to cram the game onto a DVD. Demos to date have been the Xbox version, but there’s a good chance the PS3 version is going to end up looking significantly better. Then there’s Ratchet and Clank Future: Tools of Destruction, Heavenly Sword, the new Indiana Jones game, Killzone 2 (with its 2GB levels), LittleBigPlanet, Metal Gear Solid 4, Uncharted: Drake’s Fortune, and so on.

Basically, Microsoft have already been squeezed out of the low end of the market by the Wii, and the hardcore gamers are likely to start getting more interested in the PS3 soon. I suspect Microsoft has much less chance of turning a profit next year than it did this last year.

Wii!

The Wii arrived today. So far we’ve played bowling and tennis. It really is as much fun as I’d hoped; we ended up laughing and bouncing around and breaking a mild sweat. Perhaps later in the week we’ll try Rayman Raving Rabbids and smack some bunnies with rubber plungers.

The whole Wii experience is very slick, from the packaging the console comes in to the user interface of the software itself. Nintendo are the Apple of video games.