Archive for the 'Article' Category

Portable XBox 360

I needed a break in early December so Ben (my temporary combat SAR swimmer roomie) and I went down to the San Diego Car Show. Imagine my surprise when I saw an XBOX 360 customized car – amazing crossover. Amid the muscle cars and hopped up trucks is this little Suzuki packed with gaming hardware and cutting edge display technology. I especially liked the circuit board door paneling.

Obviously this reached out to the car show fans, many of whom were attending with their kids and all were amazed. The big screen in the back allowed the car owner to play with the wireless remote, and a reverse projector controlled all the magic.

Looking past the projector I could see the action was controlled by two Xboxes – that heat issue they have is a show stopper for sure, and who wants the action to stop in a car show!

I was very impressed with the workmanship that put the controllers into recessed compartments, and for a total of four controllers, two Xbox systems could be used for all four occupants to play head to head or co-op.

What I’m waiting for is an Xbox motorcycle.

Charles Jeter

Black Box Flight Recorder

Do you remember a heavy duty black box that used to sit below your TV? It was a games console like any other, without much hope of toppling the mighty PlayStation franchise.

There was nothing special about the Xbox, until one day those beautiful games were released with Xbox Live monicered across the top. Suddenly the Xbox was connected to the entire world, and everyone loved it.

Ah yes, Xbox Live breathed into that ridged dark brick and gave it life. Whole communities appeared as the people threw on headsets and talked to new friends from Sydney to New Orleans. Games became a place to be in their own right.

With Halo 2 a fully functional gaming community blossomed into groups of dedicated gamers, school kids, parents, husbands and wives. The community was full and I loved it. It was like what gaming should always have been, robust and full of real people. Hell yeah – this was good!

Then the new baby arrived. Pristine, white and curved; the 360. Surely this is the machine to set this new community on fire. With it came a new level of games. The community hunted as a pack from one release to the next, buying each title they could afford. My community became spread ever more thinly, and our cohesion of the past became fractured.

So we pinned our hopes on old faith-full, Halo 2. Now emulated, this surely would keep the community backbone strong. But 360 Halo2 still lacked any new ‘player matches’ and with failed loads and map problems, it was soon getting dusty back on the shelf.

The bottom line, my Live experience was watered down. No longer was it a place to find friends evey night, but simply somewhere to see what the next big game had become, and wonder if I could save up in time before the next title hit.

Are we ready for Halo3 in my clan? Damn right, we are shouting for it. We’re hoping that Live can again be somewhere to hang out. That a body of players can grow around a game that keeps them coming back for years not just months, games that last and evoke an ongong following.

We miss what has been lost and yearn for its return; TrUe GaMiNg CoMmUnItY.

Richard Robertson

What Nintendo Did Next

What to do when your portable is ruling the waves, your consoles are selling faster than you can produce them and there is this little Gameboy brand waiting in the wings? These are tough times for Nintendo Corp.

But hang in there Mr Nintendo, for we have seen the future and there is hope! A weary traveller called in not more that 2 days ago, full of news from a distant time. Here is his foretelling of what Nintendo did next.

Wii-bird: He told of the return of the grand-daddy of controllers. This time not only wire free but now is fully packed out with multi-directional rumble.

Not only that, he said, but it also comes with a built in charger that plugs into the USB port on the back of your Wii. So no more scurrying around for batteries.

Wii-player: He whispered of using his DS to play Game Boy Advance (GBA) games on his TV. Simply pop in your old GBA cart into the DS and follow the on screen advice to connect wirelessly to the Wii-player channe, and away you go! You can then play those classic GBA titles using your DS as a controller with the action super large on your TV.

Not only that, he said, but you can play GBA games that used the link cable for mulitplayer, against your friends via the Wii Connect 24.

Wii-board: He spoke of a full querty keyboard for the Wii. Complete with holster for the Wii-mote to provide wireless typing fun!

Not only that, he said, but it also has built in game controls for a quick switch of context between movement and typing, for any major MMO’s that may show up on the Wii sometime soon.

gameboyvc.gifWii-boy: He sang with joy about the original Gameboy Virtual Console. For just 100 points, you can buy a packs of original Gameboy games and play them in all their pixelated green/grey full screen glory.

Not only that, he said, but you can play Gameboy Colour titles too, and take advantage of any Super Gameboy features on the cartridge.

Mii-stats: He talked of a new Mii statistics channel to provide graphs and statistics of your Mii’s progress through the games it has played.

Not only that, he said, but this also enables your Mii’s stats to travel with them to other Wii’s, thus enabling comparisons and competition between your friends.

Phew! Well there you have it, the honest to gospel truth. Well that’s what he said anyhow.

Andy Robertson

Who is Michel Musters

card_andyr_small.gifWe want to apply our people centric focus to what we read as well as what we play. To that end, we have recently launched the new Blogging People set of cards.

The first brave sole to step up was Michel Musters of Moz La Punk. Along with a shiney new Blogger Card (Top Trumps style of course), we interview each new blogger. Here are some choice excerpts from the interview:

MozLaPunk:Moz La Punk can bring you news in a laid back way, without avoiding opinions, as long as they’re placed in a context so people know they are opinions (there is the objectivity again), and a place where lots of editorials and columns could really shine.

AndyR: It is interesting as this comes back to communities and groups. We need to enable visitors to feel like they can hang out and read in surroundings that they identify as their own. You see this in larger record stores that have different areas for different types of music, the people you find in each section are very different.

MozLaPunk: Indeed, and it is funny that you mention that because gaming is so behind in this. Why on earth are stores categorizing games by consoles? There is a Playstation section, a Wii section, a handheld section, Xbox section, PC section. You don’t see this with other types of entertainment products.

AndyR: I guess there is a balance to be struck. What I have been realising at Game People, it is better to establish a handful of quality community dwellers than to have a mass of people who flit in and out.
MozLaPunk: Exactly, I am of the same opinion. At MLP there have always been certain members who seem to never go away even if you’d try, and I’m grateful for that. They are the base you start out with, and the trick is to keep expanding that while you keep that base satisfied.

Like a Wavebird from the Ashes

wavebird.gifcard_andyr_small.gifThe GameCube pad was an instant hit with me. No previous controller fitted as snugly in my hot little mitts. The buttons were where I wanted them, the sticks were responsive and distinctive, and the analogue triggers worked like a dream.

One thing was holding it back however, a little black cable tethered it to the cube. The stage was set for the grand-daddy of Nintendo controllers, the WaveBird. Once held untethered, all else felt cumbersome and tied down. (A similar experience to the first hold of the Wii-mote/nunchuck.)

The WaveBird continued Nintendo’s use of AA, rather than proprietary, batteries and still managed to last a good 100 hours. It supported up to 16 simultaneously players (if you could find a game and enough friends).

But now the Wii has arrived, are its days numbered? Not at all, it is in fact seeing a resurgence of both its popularity and its usefulness. Not only can you use it to play all those classic GameCube games, but it even works with NES, SNES and N64 virtual console titles.

wavebird2.gifOf course, it does have to compete with the Virtual Console (VC) controller. But for me there’s no competition. The WaveBird not only plays more VC titles, but also continues to support GameCube games. And critically, it’s not tethered to a dangling Wii-mote.

The WaveBird has seen great fluctuations in price over its turbulent life. I recently put together the following list that shows the little fella’s popularity reflected in its price (in my local and on-line retailers):

  • GameCube Launch Price £34.99 (Electronics Boutique)
  • Mid GameCube £27.99
  • Late GameCube £22.99 (Game)
  • End of Gamecube life £5.99 (WH Smiths Sale)
  • Wii Launch £17.99 (Play.com)
  • Post Christmas price £24.99 (Amazon.co.uk)

I think we will see this price increase as its popularity goes up, and availability goes down. So it could well be a good time to buy into some of that WaveBird stock.

Let’s end by quoting from the IGN 9.5 review:

Nintendo’s wireless WaveBird controller is my father. It owns me — there is no doubting that. From the moment I first used it, I knew I would have to worship it for the rest of my life. Really, you’ve read our review — you know we love this thing.

— Update (12th March 2007) —

Thanks for all the feedback. That’s made interesting reading. If you are still after a Wavebird, and beat the escalating ebay prices, Amazon now have them for £17.98 and Play have them for £17.99.

Andy Robertson

Cross-Pollenation 1: 8BitHero

In the first of our blog exchange program here is a review of 8BitHero. Their review of us is found here.

8BitHero is an up and coming blog headed up by Kerri Sharp (aspiring games journo/designer/DJ) and Craig Langridge (hopeful video game translator/localizer).
The Brighton based team provide a window on all that is new and happening in the gaming world. In addition key articles pepper the left hand bar, providing in depth opinion to go alongside you helping of news.

Going from strength to strength since October 06, long ay they continue. The question just remains, which one is 8bit and which is the hero.

The Play Biome

card_andyr_small.gifIn 2001, Tim Smit started a country garden project with a difference. Inspired by the fascinating story of plants’ importance to man, he set about creating an environment where people could again explore:

man’s relationship with and dependence upon plants

eden.gifOften acclaimed for its giant conservatory biomes, the Eden Project removed the usual boundaries and borders that kept the public away from the plants. Instead they provided enticing winding paths amoungst the undergrowth.

Art and information encouraged people to touch, smell and experience the plants in their natural habitats. For them, the problems this introduced was worth the results. They believed that a big part of enjoying and preserving something was to be invovled and connected to it.

We don’t have all the answers, we don’t want to tell others what to think; what we do is invite people to explore their world afresh

All very well, but what has this got to do with games? After a recent visit to the Eden Project, it struck me that this vision has much in common with Nintendo’s hopes for the Wii.

The previous boundaries, like complicated controllers and complex games, that kept many people away from games have now been replaced by friendly wii-remote. Games that took hours to learn have given way to games that anyone of any age can pick up and play.

For Nintendo, the cost of compromising on complexity was worth it, if it meant bringing games to a wider audience. Their Wii (we as in us) monicer, highlights their beleif that we best enjoy games when everyone gets invovled. Not only are there more players, but our play interaction and mechanic benefits from the variety of perspectives.

Like the Eden Project, they are helping people explore man’s relationship with games.

Nintendo has created the most inviting, inclusive video game system to date. Thanks to our unique controller, anyone of any age or skill level can pick up and play games on the Wii console.

And as Tim Smit was surprised by the success of his project, Nintendo also look like they might exceed even their own dreams of playing being believing.

digg.gifAndy Robertson

Strap Get!

strap.gifTo save you an 0870 peak rate UK call, you just need to email wiiwriststrap@codestorm.co.uk with your name and address and the number of straps you require.

They will then post them out to you.

–Edit–
I ordered mine on 16th December and they arrived on the 2nd Jan. All free and nicely installed. Safe as houses!
—–

Wii – Poo

poo.gifThe Federal Communications Commission (FCC), those “charged with regulating interstate and international communications by radio, television, wire, satellite and cable”, seem to have gotten into the spirit of the Wii with a jovial FCC id for the Wii-mote. As was picked up by The Inquirer, and now pictured on a UK Wii (right), it reads:

FCC ID:POO-WC45

digg.gifCoincidence or is this a chink in the po-faced armour of the powers that be.

Life After Wii

card_andyr_small.gifThe day arrived, and I meandered into Game to collect the Wii. I was surprised to find a queue of people doing the same. When I collected my DS pre-order the store was empty. Shows how much Nintendo has risen in the UK populace psyches in the last couple of years.

I went for Wii-play, a nun-chuck and Zelda. All in it cost me £272.96, not the cheapest console I’ve brought.

I got it home and unpacked it. The package was top notch, real ‘ipod’ class. It really does seem like they have either hired the people apple use for their branding and packaging. With no reason to rush, the console was out of the box and hooked up in about 30 minutes.

wii.gifIt connected to my netgear wireless router with no problem, and performed some system updates. I only needed to turn to the manual when trying to ‘sync’ my second wii-mote, you need to press a button in the SD slot on the console as well as the button in the battery bay of the remote.

Using the Wii was even better than I had expected. The little buzz each time you hit a button and the audio plings singing from the remote really do make it feel like a new era of gaming.

Wii-sports lived up to the hype and I was quickly playing some tennis with my Jo. And true to form, I also managed to thwak Thom (1) who happened to be in the wrong place for a cross court smash! No broken windows or TV’s yet though!

Creating Mii’s provided more entertainment, and we now have the whole family running around the plaza!

With a create packaging and build quality, great elevator background music, and the awsome packed in wii-sports any fears I had are allayed. I just need for my freinds to get their now (and some proper online games)!

Life Before Wii

clock.gifBetween the wish and the thing life lies waiting. How much of human life is lost in waiting?

I was worried about getting overkill in the run up to the UK launch, but my gamer-tank still seems to have enough fuel in it for a few more days.

My very own Wii-to-be is, this instant, sat in my local Game waiting to be collected on Friday. I even have a little time off work to go collect it.

If you checked my gamer card you would discover my age and appreciate my playing down of the whole collecting console on launch day. But basically I am as excited as a kid before Christmas.

My fears about the wii are:

  • It won’t get my friends and family playing.
  • The control will feel loose and spongy.
  • They won’t release Parasol Stars on the virtual console.

My hopes about the wii are:

  • That it will be graphically cleverer than the Gamecube.
  • That all my friends will get one too.
  • That my kids and wife will like it and spend hours sculpting their Mii’s.
  • That there will be many long evenings and late night game-experience sessions for all.

Numbers Schmumbers

What a pleasant surprise it was when I first found out about Game People. A website with reviewers who actually focus on the actual experience of playing a game. In all of its joys, surprises, and controller throwing mania-there is really only one reason we all play games: for the experience of the game.

psu.gifI recently read a review in a popular video game magazine for a game on the PS2 and Xbox 360 – Phantasy Star Universe. For weeks I had been looking at the screen shots for the game, anxiously anticipating a new online universe to immerse myself in. Then, without warning, one of my favorite video game reviewers brought my world to its knees with a 6.0 out of 10.0 score. Despite my initial excitement, I was discouraged and almost chose not to play it. Thankfully, Game Fly didn’t have my first choice in my queue, and sent my second: Phantasy Star Universe – which turned out to be very entertaining, and an experience like no other.

Now don’t get me wrong, there isn’t anything cutting edge about it. There are no bells and whistles, and the music is comparative to tracks I remember from the Super Nintendo and Sega Genesis eras. But the imaginative art work, graphics, and character design, coupled with a simple gameplay brought me many hours of fun an excitement.

So, gamers of tomorrow, I will leave you with a question: As the “next gen” systems roll out, will we continue our time honored tradition of cutting edge imagination, creativity, fun, and excitement? Or will we sacrifice the experience of gaming for being overly critical of something that is only supposed to bring us a little fun and laughter?

If you’re looking for the experience, you are right where you should be. Consider yourself a Game Person.

Reality Gap

It is a key element of game design to define how best to imerse the player’s experience in the game world. The best interfaces dissapear as the player feels they are just interacting with the game environment. This enables the player to suspend their disbeleif and become emersed in the game.

A willing suspension of disbelief that accompanies a first-person simulation enables the person who participates to feel what it would be like to have greater personal power. – Brena Laurel

This obviously has echoes of the interface that Nintendo are trying to achieve with the wii. How often have we heard about the key turning moment in Metroid, that felt so solid and emersive.

Merely opening doors requires such a wide range of interactions it’s practically thrilling…It feels great. Exactly like opening a door!

It’s almost as if Nintendo have Laurel on staff, as their design echoes her desire to reach my hands right through the screen and do what I want to do.

dsgap1.gifThere is an interesting case we can discuss in relation to user interface in the recent Yoshi’s Island DS. A key aspect of the game is the ability to throw Yoshi’s eggs across the two screens of the DS. The designers have obviously looked at Yoshi Touch and Go on the DS which had a similar play-mechanic. However they have decided to present this interaction differnetly.

Yoshi Touch and Go - No gap.In Yoshi Touch and Go the space between the two screens on the DS did not exist in the game world. This had the benefit of eliminating any dead space that could not be seen bewteen the two screens. However it made it notoriously hard to fire an egg across the screens. You effectively needed to aim a little higher than it appeared to land the shot.

yoshi2.gifyoshi3.gifIn Yoshi’s Island DS the space between the two screens on the DS is preserved. Although this does mean there is some play area that cannot be seen by the player, you can aim an egg normally.

For me this delivers a much more imersive experience, as I am not jarred out of the game world to make my egg go where i tell it. This far outweighs the dead space between screens, as I can still see this space by looking up or down within the game. As put much more concisley by Howard Rheingold:

That part of a computer game that makes the user step outside the game world, that doesn’t help the user to participate in the pleasure of the game, but acts as a tool for talking to the program — that’s where distance comes in.

This approach has now been proven with good sales success of Yoshi’s Island DS:

We’re very pleased with the performance of Yoshi’s Island DS. DS is becoming a real showcase for great platform games.

Down is Up?

‘Wait wait, my controls aren’t inverted, where’s the options’, a refrain commonly heard amongst gamers. The invert check box has become pretty much statutory for any first person shooter of the last five years. This little incongruous setting enables you to press down to look up or vi ca versa.

We can imagine the day that the feature was first discovered by users, possibly in SNES Starfox, and a whole section of the gaming public suddenly raised their game. Once discovered there was no going back for these gamers, it became so engrained in their playing psyche that any game without it became almost unplayable.

Now the debate rages as to which makes more sense “up is down, down is up” or “up is up, down is down”. While much of the rhetoric of these discussions is based on which makes more sense instinctively, we suggest that this is more a question of consciousness and interaction.

The question is where does the player put their consciousness in relation to the controller. What part of their body is the joypad controlling, their arm, their head; and how is this control translated to that body part.

inverse.gifBehind: If the player feels they are controlling movement from behind their head with joypad , they are likely to find an inverted control scheme works best for them. Pulling back on their stick therefore tilts their head up and should move the play field up.

.

regular1.gifIn front: If the player feels they are controlling movement in front of their head, they are likely to find a non-inverted control scheme works best for them. Pulling back on their stick therefore pulls their head down from the front and should move the play field down.

There are many things that can affect where the player subconsciously locates themselves. It could be that an extroverted player is used to interacting in an open and forthright manner may feel they were controlling the game world from in front of themselves. Similarly an introverted player who is more reserved and withdrawn may feel they were controlling the game from a safe distance behind themselves. It could also be that those used to scientific work were used to manipulating theories in their heads and therefore controlling environments from behind themselves. Similarly, those used to artistic work may be more used to working with material in front of themselves.

headcontroller1.gifThese hypotheses are now becoming muddied, or maybe just more complex, by the introduction of different control schemes. Interactions now involve more than a simple thumb movement. Touch and gesture are being introduced to provide players with more imersive experiences. This inevitably affects where the player positions themselves in relation to the action on screen.

Although these control schemes are still in their youthful exuberant stage and will take some time to mature, they seem to have the general affect of pulling the player’s consciousness forward, into the game. If this is true, we would expect to see a trend away from inverted control schemes as the player increasingly considers themselves as part of what is going on in the game environment.