I'm definitely going to finish this gaming history tonight. Getting it done.
So this current generation of home videogame consoles is the eight generation. The uniformity between the latest Sony and Microsoft systems is as great as it has ever been. The costs of entry into the market, and therefore the price of failure, is so high at the moment that both companies have played it extremely safe this cycle, with the PlayStation 4 and Xbox One (nomenclature) sharing similar technical specifications, feature sets, and design language. Both have excellent controllers, sturdy and precise, with the only key difference being that the PlayStation's thumbsticks are, as ever, symmetrically placed, where Microsoft's left stick is pushed northwards, trading places with the D-pad. Meh.
There are exclusives on each console, but most mainstream games come out on both machines, looking and playing virtually identically. With development costs rising exponentially for modern games, and players split equally between the two platforms, publishers are loath to cut out half their audience with an exclusive release.
What I've seen with your eyes
The one major attempt at a shakeup came from Sony's experimentation with virtual reality. With a couple of expensive VR devices coming out recently on PC, and then Google Cardboard and a raft of entry-level alternatives at the bottom end of the spectrum, it looked a year or two ago like virtual reality was finally becoming a, erm, reality. Sony's PSVR was designed to sit somewhere in the middle of the pack, less expensive than the kits on PC, but more involved than the phone-style glasses.
But though everyone who experiences VR comes away impressed, the technology, and the games, aren't quite there yet. The headsets are all clunky, with too many wires. The games are mostly novelties, breathtaking for five minutes, empty after a few hours. The problem with looking through the eyes of a virtual character who leaps and spins through space, as you sit stationary on your chair, is that it induces revolting motion sickness. The most expensive VR kits come with sensors that you set up around a play-space so that you can actually move around with your character - but then your character is limited to only the moves you can pull off, in a metre or so squared arena in your room.
The thrill of doing even this, of course, is still genuine, but the fact is that none of the units have sold enough this generation, PSVR included. Perhaps VR needs a Nintendo to slice away the air of nerdiness and bring out something cheap and accessible to push the tech into the mainstream. Google Cardboard did it with hardware, but there were no killer apps (titles worth buying the platform for) to back it up. VR is still looking for its Wii casing, and its Wii Sports to set the whole thing alight.
Beating yourself
Speaking of Nintendo, while a kind of equilibrium, and even stagnation, has been reached by Sony and Microsoft this generation, the big N have been characteristically unpredictable over the last seven years.
They followed up their Wii with something they were calling a Wii U. Was it an add-on for the Wii? An upgrade? A new system entirely? Consumers weren't sure. Nintendo did a terrible job of explaining the concept, right from its initial announcement, and the thing never took off.
The Wii U was, in fact, a brand new console. It was HD, finally, roughly on par in specs with the PS3 and Xbox 360 (though years too late), and its unique feature was that it came with a gamepad, a big chunky controller that had a second screen built into the middle of it, with touch-controls and a gyroscope. But you could also use your old Wiimotes with the Wii U. And it was backwards-compatible with your old Wii games. And you could buy traditional controllers for it as well.
There was no clear message, no clear concept, when compared to the Wii. You felt that Nintendo had been wrestling with the question of whether to hold onto the Wii brand or move away from it. With whether to continue to court the Wii's casual audience, or attempt to win back the "hardcore" gamer.
The final device saw them grasping backwards with one arm to the safety of the Wii, and reaching forwards with the other for a new gimmick with which to repeat the Wii's success. And in the end they got a firm hold of neither, and fell between the cracks.
The Wii U was the worst selling mainstream Nintendo console since their nascent rise before the NES. After shifting 101.63 million Wii's, the Wii U couldn't even hit a paltry 14 million sales.
Golden age
And yet, while the hardware was tanking, Nintendo's software divisions were quietly putting out some of their best ever work. Not that they've ever exactly had a bad period, but their first-party releases on the Wii U felt like they were coming from a studio at the top of their game. Super Mario 3D World was an absolute riot, mixing elements of the 64 and Galaxy titles with mechanics from the NES and SNES-era games, introducing four-play multiplayer, taking game design cues from Japanese poetry, and generally just bursting with colour and vigour and warmth.
Mario Kart 8 won many "game of year" awards when it was released in 2014. New IP Splatoon was Nintendo's way of taking the ultra-macho first-person shooter and turning it into an approachable yet devious team game. And Mario Maker gave players the opportunity to design their own Mario levels, if nothing else proving how difficult that truly is.
Couple these with some great exclusives from other developers - Yoshi and Donkey Kong games, and best-in-show RPG Xenoblade Chronicles X - and you ended up with a system that, yes, was confusing and somewhat fiddly, but also was markedly cheaper than the competition, and arguably had a handful of games that were better than any handful of games you could take from those rival consoles.
I picked one up second-hand, and never regretted it. I might even have clocked more hours on it than on my PS4.
The wild
Mind you, a lot of that was down to Zelda.
Oh man. Zelda.
So, as I mentioned, Zelda titles had fallen into a slump over the past decade. While Mario had gone from strength to strength, his stablemate was not faring so well. Essentially, the Zelda formula had not evolved since 1998's Ocarina of Time. Majora's Mask, released a year or two after Ocarina, remixed the same art assets into a tale that was darker, more sombre, and rightly adored. Wind Waker then introduced that fresh visual style I talked about. Twilight Princess, four years later, after backlash in some quarters over Wind Waker looking too childish (idiots), retreated into rehashing Ocarina, very much to its detriment. By now what had once been innovative gameplay had ossified into something rigid and constricting. And then Skyward Sword, for the Wii, was filled with motion-control gimmicks, with twee sidekicks, with areas and enemies reused over and over to artificially draw out the play time. It was a small, bitty game, constantly wrenching control away from the player for interminable tutorial cut-scenes explaining game rules, where once the series had thrust a sword in your hand and told you to have at it. The wonder was gone. The mystery was gone. The team behind it - and this I would say was Nintendo at their worst - felt insular, eating out off past glories, refusing to look around at what the wider industry was achieving, and where it was going - namely, into open-world games.
So when the new Zelda was announced, before I got a Wii U, I could barely be bothered to watch the trailer for it. I thought I was done with that rubbish.
But then... hang on. Here was longtime producer Eiji Aonuma discussing how they were throwing out all their templates and starting afresh, with that very first Legend of Zelda for the NES as their guiding light. They wanted to refocus on adventure and exploration, to give players freedom to approach scenarios from any angle, in any order, rather than presenting them with linear sequences to be worked through in the one correct manner. Skyward Sword had been like a fairground ride where you were strapped into a cart; in this new game the team wanted to get you lost in the woods. It would be open-world, huge and expansive. Aonuma showed a clip, and it looked incredible.
Just when you think you're out, eh...?
The game, when it was eventually released, was appositely subtitled Breath of the Wild, and, oh boy, was it good. Really, really good. Like, insanely good. Like, everything I'd ever wanted from a Zelda game good. Like, my dreams as a kid sat staring longingly at the illustrations in the NES Zelda instruction manual now brought vividly to life good. It was good.
Contemporary, invigorating, exhilarating, bizarre, it drew from outside itself, taking tropes and concepts from many other popular games, improving upon them, adding things no one had thought of, lashing it together into a world that felt fully-formed like nothing else I had played.
It was as if this giant beast within the heart of the franchise that had been slumbering for years had finally awoken, finally stretched and pushed outside its safe bounds, finally gone back on the prowl. As if it had looked at what the rest of the industry had been doing while it was sleeping and said, Guys, that is not how you make an open-world game. This is how you make an open-world game.
It also felt specifically designed for me. I do not play games to get lost in stat sheets and upgrade trees. I play to climb mountains and creep through forests, to stand by ponds in the rain, watching frogs leaping, listening to the splash of raindrops, feeling very much there, very much alive, very much at peace.
Breath of the Wild had upgrades, a robust combat system, reams of side quests - but it also had fireflies to collect at dusk, villagers to pester, horses to tame, fields of swaying grass through which to ride, the music swelling, the land rolling endlessly before you, intrigue and adventure and the unknown waiting out there to be seen, to be touched, to be felt.
This Zelda, more than anything else, has reaffirmed that whatever else I move on to, however old I get, there will always be a place in my heart for videogames. Long live Nintendo. Long live Zelda. Long live Link.
And that is why I'm buying myself Nintendo's brand new, and already more successful than Wii U, hybrid console, the Nintendo Switch, tomorrow. I don't plan to do much gaming any more - maybe writing all this nonsense was a way to get it down and out of my head - but when I do game, I'd like to do it on Switch, with a company for whom that magical flame we all hold in childhood has not altogether been extinguished.
My eyes have gone funny now. It's way too late, once again. But I think I'm done with this. Hurrah. See you tomorrow.
Showing posts with label Microsoft. Show all posts
Showing posts with label Microsoft. Show all posts
Thursday, 26 July 2018
Tuesday, 24 July 2018
Day 87: Parity
Sooo let's just plough through this gaming history to the present, because I'd like to spend the following remaining days before the big 90 talking through what I've actually been playing of late.
Yesterday I went into the fifth-generation of videogame consoles, Sega's ill-fated Saturn, the epoch-defining Sony PlayStation, and Nintendo's wonderful, if under-supported, Nintendo 64.
Well the next console cycle would again be dominated by Sony. Their PlayStation 2, bolstered by another huge and classic games library, the popularity of titles such as Grand Theft Auto: San Andreas, and the machine's DVD video playback feature, would end up as the best selling console of all time, shifting a ludicrous 150 million units.
Nintendo, Sega, and newcomers Microsoft, were left with only scraps to fight over.
Purple blocks
Nintendo's new console the Gamecube saw the company finally moving to disc format - although, scared of potential piracy, Nintendo went with smaller proprietary discs, once again more expensive than the competition, once again appearing overly idiosyncratic. And the machine was a cheap-looking purple box, like a Fisher Price toy, next to Sony's sleek black multimedia device.
The Gamecube was, however, more powerful than the PS2, and though third-party support was predictably lacking, the system was home to excellent games like Metroid Prime and Pikmin, and the now obligatory Mario Kart, Mario Party, and Super Smash Bros.
The main-series Mario game was Super Mario Sunshine, a romp across a tropical island idyll with a new mechanic involving cleaning up oily globs of graffiti with a water gun, its world filled with steel drums and sunset beaches and tranquil coral reefs, although fiddling with the gun, and transforming it into a hover pack with which to glide over gaps and correct mistimed jumps, negated some of the precision and elegance that had been Mario's hallmark for so long.
Water was also the theme of The Legend of Zelda: Wind Waker, a sumptuous adventure set on the high seas, told through a stylised, cartoony aesthetic that was a breath of fresh air at the time, and has ensured its look has aged favourably compared to many of its contemporaries.
Bad dreams
Sega's bet was on its Dreamcast, released earlier than competing consoles, desperate as they were to get back into the fight after the failure of the Saturn. But this made the machine an awkward halfway house, not sufficiently more powerful than older consoles to warrant an upgrade, and underpowered next to the hotly anticipated PlayStation 2.
The Dreamcast struggled to build momentum, and come the launch of the PS2 was swept away, despite featuring a snug collection of beloved titles such as Jet Set Radio, Phantasy Star Online, and Crazy Taxi. With the commercial failure of this console, directly after the Saturn, Sega admitted defeat and bowed out of hardware manufacture, recasting themselves as a game studio who would release future titles on consoles belonging to companies that had once been Sega's rivals.
Testing the waters
The gap left by Sega was stepped into enthusiastically by Microsoft. Desperate to break into the lucrative gaming market, and with the essentially bottomless pockets of Bill Gates to fund them, they set about releasing a console that would utilise their programming interface DirectX. The console would thus initially be known as their "DirectX box", before being shortened to the slightly less egregious Xbox.
It was a gargantuan machine, basically a mini PC, strides ahead technologically than the PS2 and even Gamecube. It had a wildly ungainly controller, it was not pretty, and Microsoft lacked Sony's urbane sense of style, or Nintendo's established line of exclusive games.
But the Xbox had too much money and might behind it to fail. And it did have some great games. Halo was the best first-person shooter on console since Goldeneye (the genre had thrived much more on PC, where keyboard and mouse afforded greater control). Splinter Cell: Chaos Theory put the capabilities of the machine to the test with advanced lighting and shadow techniques. PC ports like Star Wars: Knights of the Old Republic, and Elder Scrolls: Morrowind, were well received. And Project Gotham Racing was one of the most stylish racing games of its time.
So while the crown for market share went decidedly to Sony, by the end of the generation Xbox sales had nudged ahead of the Gamecube's, and Microsoft were left with a solid foothold from which to stride into the next cycle.
A close race
The seventh generation would see Sony's PlayStation 3 and Microsoft's Xbox 360 (yes, nomenclature) trading blows, staying neck-and-neck, while Nintendo removed themselves from the arena and went to find a completely different fight.
In terms of sales, the PS3 and Xbox 360 carved up the traditional gamer market fairly equally between them. The PS3 made early mistakes, coming out too late, costing too much, and making it difficult for studios to develop for it. The 360 had stellar exclusives in Gears of War and Halo 3, it had a more robust online service, better support for indie devs, and it came with the best joypad yet made for 3D games, with superior thumbsticks and trigger buttons compared to Sony's design.
But then on the other hand the PS3 played Blu-ray films out of the box, whereas the 360 required an adaptor to allow it to play HD DVDs, which format within a year or two was dead in the water. And the PS3 still had those big-hitting exclusives like Metal Gear Solid, Gran Turismo, Uncharted, Little Big Planet, and The Last of Us. And it had the established brand, and consumer good-will built up over a decade.
In the end, which console you bought often came down to which console most of your friends were playing. And for a lot of the biggest games out there - Grand Theft Auto 4 and 5, Red Dead Redemption, The Elder Scrolls: Skyrim, Fallout 3, all the Call of Duties, all the FIFA footballs - there were versions for each system, and the versions were nigh-on identical.
- - -
Aww maaan, it's almost 3am now, and I reaaaally need sleep. I've written the notes for the next stuff, but I just cannot go on. It's the problem with when I open my brain about gaming, all this knowledge that has been rattling around up there pointlessly for years comes spilling out.
I'll bring this story up to date tomorrow, and go into what I've been playing before I buy myself a Nintendo Switch on Thursday.
Ooosh, so late. Niiiiight x
Yesterday I went into the fifth-generation of videogame consoles, Sega's ill-fated Saturn, the epoch-defining Sony PlayStation, and Nintendo's wonderful, if under-supported, Nintendo 64.
Well the next console cycle would again be dominated by Sony. Their PlayStation 2, bolstered by another huge and classic games library, the popularity of titles such as Grand Theft Auto: San Andreas, and the machine's DVD video playback feature, would end up as the best selling console of all time, shifting a ludicrous 150 million units.
Nintendo, Sega, and newcomers Microsoft, were left with only scraps to fight over.
Purple blocks
Nintendo's new console the Gamecube saw the company finally moving to disc format - although, scared of potential piracy, Nintendo went with smaller proprietary discs, once again more expensive than the competition, once again appearing overly idiosyncratic. And the machine was a cheap-looking purple box, like a Fisher Price toy, next to Sony's sleek black multimedia device.
The Gamecube was, however, more powerful than the PS2, and though third-party support was predictably lacking, the system was home to excellent games like Metroid Prime and Pikmin, and the now obligatory Mario Kart, Mario Party, and Super Smash Bros.
The main-series Mario game was Super Mario Sunshine, a romp across a tropical island idyll with a new mechanic involving cleaning up oily globs of graffiti with a water gun, its world filled with steel drums and sunset beaches and tranquil coral reefs, although fiddling with the gun, and transforming it into a hover pack with which to glide over gaps and correct mistimed jumps, negated some of the precision and elegance that had been Mario's hallmark for so long.
Water was also the theme of The Legend of Zelda: Wind Waker, a sumptuous adventure set on the high seas, told through a stylised, cartoony aesthetic that was a breath of fresh air at the time, and has ensured its look has aged favourably compared to many of its contemporaries.
Bad dreams
Sega's bet was on its Dreamcast, released earlier than competing consoles, desperate as they were to get back into the fight after the failure of the Saturn. But this made the machine an awkward halfway house, not sufficiently more powerful than older consoles to warrant an upgrade, and underpowered next to the hotly anticipated PlayStation 2.
The Dreamcast struggled to build momentum, and come the launch of the PS2 was swept away, despite featuring a snug collection of beloved titles such as Jet Set Radio, Phantasy Star Online, and Crazy Taxi. With the commercial failure of this console, directly after the Saturn, Sega admitted defeat and bowed out of hardware manufacture, recasting themselves as a game studio who would release future titles on consoles belonging to companies that had once been Sega's rivals.
Testing the waters
The gap left by Sega was stepped into enthusiastically by Microsoft. Desperate to break into the lucrative gaming market, and with the essentially bottomless pockets of Bill Gates to fund them, they set about releasing a console that would utilise their programming interface DirectX. The console would thus initially be known as their "DirectX box", before being shortened to the slightly less egregious Xbox.
It was a gargantuan machine, basically a mini PC, strides ahead technologically than the PS2 and even Gamecube. It had a wildly ungainly controller, it was not pretty, and Microsoft lacked Sony's urbane sense of style, or Nintendo's established line of exclusive games.
But the Xbox had too much money and might behind it to fail. And it did have some great games. Halo was the best first-person shooter on console since Goldeneye (the genre had thrived much more on PC, where keyboard and mouse afforded greater control). Splinter Cell: Chaos Theory put the capabilities of the machine to the test with advanced lighting and shadow techniques. PC ports like Star Wars: Knights of the Old Republic, and Elder Scrolls: Morrowind, were well received. And Project Gotham Racing was one of the most stylish racing games of its time.
So while the crown for market share went decidedly to Sony, by the end of the generation Xbox sales had nudged ahead of the Gamecube's, and Microsoft were left with a solid foothold from which to stride into the next cycle.
A close race
The seventh generation would see Sony's PlayStation 3 and Microsoft's Xbox 360 (yes, nomenclature) trading blows, staying neck-and-neck, while Nintendo removed themselves from the arena and went to find a completely different fight.
In terms of sales, the PS3 and Xbox 360 carved up the traditional gamer market fairly equally between them. The PS3 made early mistakes, coming out too late, costing too much, and making it difficult for studios to develop for it. The 360 had stellar exclusives in Gears of War and Halo 3, it had a more robust online service, better support for indie devs, and it came with the best joypad yet made for 3D games, with superior thumbsticks and trigger buttons compared to Sony's design.
But then on the other hand the PS3 played Blu-ray films out of the box, whereas the 360 required an adaptor to allow it to play HD DVDs, which format within a year or two was dead in the water. And the PS3 still had those big-hitting exclusives like Metal Gear Solid, Gran Turismo, Uncharted, Little Big Planet, and The Last of Us. And it had the established brand, and consumer good-will built up over a decade.
In the end, which console you bought often came down to which console most of your friends were playing. And for a lot of the biggest games out there - Grand Theft Auto 4 and 5, Red Dead Redemption, The Elder Scrolls: Skyrim, Fallout 3, all the Call of Duties, all the FIFA footballs - there were versions for each system, and the versions were nigh-on identical.
- - -
Aww maaan, it's almost 3am now, and I reaaaally need sleep. I've written the notes for the next stuff, but I just cannot go on. It's the problem with when I open my brain about gaming, all this knowledge that has been rattling around up there pointlessly for years comes spilling out.
I'll bring this story up to date tomorrow, and go into what I've been playing before I buy myself a Nintendo Switch on Thursday.
Ooosh, so late. Niiiiight x
Labels:
diary,
Gamecube,
Microsoft,
Nintendo,
PlayStation,
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Sony,
videogames,
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