Posts Tagged ‘playstation

What Should a PlayStation Vita Sequel Look Like?

Many people would say that Sony should abandon portable gaming altogether, especially given how much Nintendo has dominated this arena in recent years, and, more importantly, how mobile gaming now dominates both companies’ offerings altogether.  As I’ve waxed on before, I prefer portable to mobile (i.e. handheld console to smartphone), in large part because of the physical controls.  While the analog sticks, face buttons, d-pad, and shoulder buttons are all small on Vita, I will take these any day over using a touchscreen only.  As such, I want Sony to continue working in this admittedly dwindling market; here are my armchair ideas:


While the OLED display on the original Vita is quite rich, Sony was right to switch to an LCD panel in the revised and slimmed down Vita PCH-2000.  Two benefits arose: one, the unit was less expensive to manufacture; two, the battery life was noticeably improved.  A sequel to the Vita should just go ahead and retain this status quo (though a higher PPI and wide-angle IPS would be welcome.)  Size-wise, I would leave the dimensions alone.  In my pie-in-the-sky dreams, I would also like Sony to adopt a Gorilla Glass 3 panel, which will be scratch resistant and light, compared to the existing ones that use scratch-prone plastic.


I believe the best addition the Vita brought to market was a second analog stick, which was lacking on the PlayStation Portable series.  This allowed for true 3D gaming, which greatly paid off in many of Vita’s titles.  But while the handheld attempted to mimic a DualShock 3, it was lacking in a few areas: first, the face buttons could stand to be about 20% larger than they are now.  Same goes for the d-pad and analog sticks.  There is way more bezel on the Vita than there needs to be, so there is room to invade those areas.  Second, the sequel needs to somehow account for L2 and R2, as well as L3 and R3 (i.e. triggers to go with the shoulder buttons, and clickable analog sticks).  As it stands today, those missing input methods are simulated with various touchscreen or rear touchpad taps. Again, we want physical controls.

Additionally, let’s mimic the DualShock 4 and offer Share and Option buttons, instead of Select and Start.  As Vita has today, we’ll retain Sixaxis support as well.


I really can’t justify the inclusion of a rear camera.  Who is using his or her Vita to take snapshots?  I would think the Venn Diagram of Vita owners who also own smartphones overlaps quite a bit.  As for the front camera, I can see some utility in treating it like a PlayStation 4 Camera, though it’s field of view is much tighter than its home-console counterpart.  I would consider that front one optional but probably unnecessary: we don’t need to be video conferencing on this device.  It’s for games.  Dropping these will save a fair amount of cost.

Touch Input

Keeping the touchscreen makes a lot of sense for menu navigation.  Also, it’s a good way to simulate the DualShock 4’s touchpad, so I say leave it in.  The reach touchpad, on the other hand, is useless.  Lose it and save the money.  Doing so will reduce power consumption and save space.  Further, not having this input method will reduce spurious inputs to boot.


This is a big one: something Sony should do is use ARM processors in the next Vita, instead of proprietary ones.  Sony realized the value in switching to an industry-standard x86-64 Intel-compatible processor in the PS4; it should do the same in its handheld by embracing the industry standard in mobile computing.  ARM processors are incredibly powerful now, and better still, they’re incredibly power efficient.  Moreover, adopting such a ubiquitous architecture will simplify development and encourage mobile developers to consider porting their games to this new handheld.


This console needs to adopt at least 802.11n (as should the PS4, by the way), but 802.11ac would be even better, obviously.  High-speed, reliable WiFI will help make it an even better Remote Play device than its forebear.  Secondly, let’s not even bother with cellular networking.  The extra cost from a manufacturing standpoint, as well as to the consumer, is not worth it for the limited functionality it offered in the 3G Vita.  Most people have hotspot access on their smartphone plans now anyway.


Sony’s decision to employ a proprietary memory card in the Vita is simultaneously understandable from a business angle and deeply anti-consumer from a customer’s.  Worse still, these cards were shockingly expensive for their limited storage: the 32GB capacity was a staggering $100, while its SDXC card equivalent was less than $30.  Today, a 64GB Vita card has taken that $100 position, but an SDXC card of that size is $25.  Absurd difference.

Either use SDXC with an industry-standard encryption (perhaps AES 128 or 256) to prevent save-file manipulation and piracy, or only use internal memory and obfuscate the whole thing.  If Sony were to choose the latter, however, this console could not have less than 64GB; ideally, it would be 128GB.  That could get expensive.  I saw Sony should simply employ the SDXC cards.

Game Distribution

The use of game cartridges is woefully dated; let’s drop that altogether and save money on manufacturing and retail distribution.  Further, leaving that out reduces the cost of this console further and frees up more space.  Instead, all games will be digital only, as it is done on mobile now.  Will this alienate people who don’t have reliable access to broadband or maybe have data caps?  Sure.  This would be a good way to loop in retail partners by having “download kiosks” where customers can hook their new Vita sequels to and download them directly.

PlayStation Now

Time will tell if Sony’s investment into Gaikai will pay off in the form of PlayStation Now, but the technology itself appears sound to me.  But to make this Vita sequel a good citizen of this service, the hardware ideas from above will need to be there: one-to-one DualShock mapping is necessary.  Do that, and this console could potentially rule the roost with a subscription service that will hopefully open up to most PS1, PS2, and PS3 games.  Such a library would be incomparable.


Heretofore, I’ve been calling this proposed handheld the Vita sequel.  I actually don’t think it should use that name at all, since the PlayStation Vita has an underserved reputation as an overpriced, under-supported platform (well, kind of).  Instead, let’s embrace the highly successful PlayStation Portable brand and name this next console PSP4 (to align it with the PS4 product cycle).1


This console must, must, must come in under $200, even if that’s $199.99.  Eliminating the cameras and rear touchpad, committing to LCD, dropping the game cartridge slot, and slimming the whole unit down due to the afforded extra space, should go a long way.  From a development standpoint, leaning on well-understood technology like ARM processors, as well avoiding superfluous application development (like an email client, calendar, and other quasi-smartphone apps) should help, too.

Final Thoughts

The console should look and feel like a premium device.  I would adopt the two-tone and matte-like finish of the DualShock 4, reserving the piano-black to a small bezel around the display.  Let’s round the edges like the Vita slim to try to make this thing as comfortable as can be.  (It should go without saying, but I’m going to do so anyway: the PSP4 should employ a common connector, like micro-USB, just as the Vita slim does.  Let’s support 2.4A fast charging at the same time.)

This should be thought of as a hardcore device, but if it’s priced in a competitive way and has strong support for retro-games, I believe it could do well.  It may never sell 100 million units, but if it somehow reached, say, 25 million, that would be worth the effort.

Most PlayStation Vita owners love their handhelds: the game-attachment rate is especially high: last I heard, it was over a dozen gamers on average.  (This exceeds every home console and competing portables.)  Indie developers have realized the value in tapping into so loyal a fanbase, and those companies have flourished there.  My vision for PSP4 should continue to attract those vital creators but also (hopefully) entice interest from developers who have expansive back catalogs, or ones that are interested in mobile development already.

  1.  Sony could justify it as the fourth PSP since it’s the successor to the PSP-1000/2000/3000, PSP Go, and PSP-E1000.  (I know that’s pushing it logically, since all of these are really the same handheld, but compare this to Microsoft’s numbering for Windows, which has not made sense in a long time.  It is what it is.)

Written by Michael

21 September 2015 at 8:00 pm

Platinum Review – Prince of Persia: The Sands of Time (PS3)

Prince of Persia: The Sands of Time is my absolute favorite game from the sixth-generation of consoles, even over the magnificent Eternal Darkness. I fell in love with this on the GameCube back in 2003, and I’ve tried to re-play it in every incarnation it has appeared in, including as an original Xbox game through backwards compatibility on the Xbox 360. (Sadly, it was borderline unplayable.) Fortunately, the good folks at Ubisoft commissioned a well-made, high-definition port to the PlayStation 3 that ran extremely well. The only drawback was that all the cutscenes were still in 4:3 standard definition, a relic of an earlier age in television. Indeed, this irony is not lost on me because I remember thinking that the cutscenes used to look much better than the game itself, but now the reverse is true.

Best Trophy: Prince of Sand (Gold) — you receive this trophy automatically for simply beating the game, but given how great this title is, and how endearing the characters and the voice acting all is, the very privilege of playing it again made this my favorite trophy to earn of them all.

Worst Trophy: Sands of Time (Silver) — sadly, the eponymous trophy is a bit of a nuisance. It requires you to play the game for more than ten hours; but, due to my experience with the title, I could easily beat it in five hours. Thankfully, this timer is cumulative across multiple playthroughs, which is required for other trophies anyway.  It all worked out in the end.

Special Mention Trophy: Secret of Agrabah (Gold) — I mention this trophy because I remembered where each of the ten hidden locations were without the aid of a guide. (Shows you how much I’ve played this game.) Well, all except one of them. Had I not needed another reason to replay the game for other trophies, I would have been furious at missing this one location.

Written by Michael

19 June 2015 at 10:50 pm

Microsoft and Sony Press Conferences, E3 2015

Just like last year, I again had this Monday off to watch all the press conferences from Microsoft, EA, Ubisoft, and Sony, from 10:30am to 8:30pm MDT.  Also like last year, I was pretty pleased with much of what I saw today.  Unlike last year, however, I won’t be summarizing each presentation.  You should just watch them.  Instead, here are my impressions of what I found most important from the big dogs:


Halo 5: Guardians

I’ve never played through any of the Halo games, which I’ll admit is a glaring hole in my gaming experience.  As such, I really don’t have a lot to say about this one because I have no sense of the continuity.  In any case, it looks like it plays well and the graphics are on point.  But even though I’m ignorant of this franchise’s story, it doesn’t feel like a numbered Halo game without starring Master Chief.  Just saying.  (Fun aside, hearing Nathan Fillion’s voice for one of the characters was enough to merit an entry onto this blog.)


This was out of left field for sure, to see a new Keiji Inafune (creator of Mega Man, Onimusha, Lost Planet, and Dead Rising) game debut at a non-Japanese conference, but this title looks wonderful to me.  I don’t yet own an Xbox One, but this would likely be one of my first purchases.  Even though details were light, I gleaned from the presentation that the protagonist’s artificially intelligent sidekick can be transferred from one robot to another, which I would guess needs to happen to traverse various areas of the game.  Here’s hoping this is far more engaging than Knack’s attempt to do something similar.  Looks great.

Xbox 360 Backwards Compatibility

Despite some truly incredible games demonstrated throughout the day, this was perhaps the most significant announcement of them all.  While even Microsoft admitted that only 5% of gamers make use of backwards compatibility on new hardware a couple years back, this was a very clever move and a damaging blow to Sony’s PS Now service.  I do have a couple of quibbles, however.  First, I don’t care what was said, the Xbox One does not “natively” play Xbox 360 games — there is no hidden tri-core Power PC processor hiding in the Xbox One.  The term they were looking for is “locally”, as in it doesn’t require a remote piece of hardware to stream the game to you.  But this is still emulation.  I look forward to hearing how well this works (especially since backwards compatibility was quite uneven, performance-wise, for original Xbox games on Xbox 360), but the list of currently adapted games is light at 22, as of June 15, 2015.  Still, this is a very pro-consumer initiative, even if I don’t think it’s something that really matters to the average gamer.

Elite Wireless Controller

Microsoft demonstrated a highly customizable controller, which will undoubtedly excite certain hardcore players out there.  It’ll also lighten their wallets, as it is priced at a staggering $149.99.  I am curious about how the bumpers feel on this model, as the ones on the original Xbox One pad feel awkward to me.

EA Access

Yawn.  I’m sure there are people out there who love the idea of paying EA $5/month for access to last year’s games, but I have zero interest in this.  I already pay for Playstation Plus, and if I had an Xbox, I’d pay for Live as well.  I don’t need another subscription, especially to play last year’s Madden.  However, I should admit that seeing EA add Titanfall this week (and prepping to add Dragon Age: Inquisition later this year) is pretty cool.  This is only exclusive because Sony refused to allow it on the PS4.  Regrettably, this section of the conference slowed an otherwise breakneck pace.

Forza 6

The coolest part of this demonstration was when they actually lowered a real Ford GT from the ceiling.  Henry Ford III was also there.  I don’t play racing games, really, so that’s all I have to share.  But the spectacle of it was on point.  As always, Microsoft deserves a lot of style points.


While my understanding is that this game is actually cross-platform, it sounds like it is at least a timed exclusive for Microsoft.  From the creator of the critically acclaimed Gone Home, this is a must play for me.  I love story-centric games that have something important to say, so Fullbright has my attention.

Xbox Game Preview

Many are comparing this to Steam Early Access.  This sounds like a great initiative to permit players to become a part of the development process of their games; that said, this has the potential to backfire when (immature, spoiled) players encounter broken alpha code.  That will be a shame.  Even so, I hope to see Sony copy this one day.  The feedback from this sort of thing might steer a game from being mediocre to being good.


From the creator of DayZ comes this intriguing space survival game.  It is described as an emergent-narrative MMO, which is another way of saying that there is no narrative except that which comes from the players, a la many sandbox games.  Very curious about this one.  Amusingly, some on Twitter said that Bohemia Interactive should worry about finishing DayZ first before worrying about something new.  Fair point.  I’m also interested in that game.

Rise of the Tomb Raider

Ugh, this one continues to upset me.  Even though it’s only a timed exclusive, I’ll be bitter about this until it’s finally released on PS4.  (My guess is that this will happen a year after its release on Xbox One.)  I’m still looking forward to it, however, as I really loved the previous entry in the series, so much so that I bought and played it again as a remastered rerelease on PS4.  The environments and acrobatic stunts look even more amazing this time around.  Some have noted that this entry looks like a return to gameplay more reminiscent of classic Tomb Raider, which makes longtime fans of the series happy.  Tomb Raider (2013) had amazing gameplay in both combat and platforming, so I hope that remains the case.

Rare 30th Anniversary Collection

Rare made some special games in its day.  I’m not sure how relevant Perfect Dark, Battletoads, or Banjo-Kazooie are now, but this should make for a hell of a deal since it includes 30 titles and will be priced at $30.  Here’s hoping the whippersnappers of today give it a shot.  But it’s worth noting that this studio is nothing like what it was back when it was a second party to Nintendo.

Sea of Thieves

Rare concludes its presentation with its latest title, described as its most ambitious — the buzz word every developer seems to use these days.  (Perhaps developers should focus their ambitions on making games that aren’t broken.)  In any case, Sea of Thieves looks like a shared multiplayer world of pirates.  Looks cartoony in a good, fun way and includes important things like naval battles and sharks.  Hope this is great for the sake of a long-irrelevant studio.

Fable Legends

A Fable game made by a studio not named Lionhead is either a good thing or a bad, depending on your point-of-view.  I have never found this franchise to be compelling, especially with all the broken promises of the first two games.  I always felt that the designers spent too much time with simulating a living world for the player to exist in rather than the gameplay itself.  Compare this to Bethesda, which also spends a lot of time on the simulation aspect but also finds a way to include engrossing gameplay.  Perhaps this one will be different, but it’s been designated as Free-to-Play, so count me out already on that alone.

Valve VR

Microsoft had already declared a partnership with Oculus Rift, but I guess the folks there wanted to cover all their bases and also sign a deal with Valve’s VR product.  (They’ve also committed to supporting HTC’s foray into this world as well.)  More importantly, Oculus Rift will also ship with an Xbox One controller bundled in, which is quite a coup.  I have some concerns about this technology in general (in any of its incarnations, including Sony’s Project Morpheus), but I’ll have more on that to say later.


While some prognosticated that Microsoft would take this time to declare exclusive Xbox and Windows content for Minecraft, the company took a different tact.  This section of the show was perhaps the most amazing thing I’ve seen in a long while, with the demonstrator playing the game on his table, like it was a hologram.  While doing this, Lydia Winters of Mojang was running around the map in a normal first-person POV.  The demonstrator could see her tiny avatar moving across the zoomed out map on the table live.  He could even zoom in on an area or spin it around.  Simply incredible.  I don’t know if the finished product will actually work this well, but it sure as hell has a better shot at commercial success than VR or motion gaming.  (Which is to say, not likely anyway.  These peripherals will be expensive add-ons and receive limited developer support due to their lower market penetration.)

Gears of War: Ultimate Edition

I actually love this trend of rereleasing games with improved graphics, performance, and features.  There are a number of smaller studios that exist purely to do these ports, which allows developers to hone their skills before moving up to original projects with other developers.  Moreover, this trend allows younger gamers to experience titles they may have missed the first time around.

Now with regard to Gears specifically, I wasn’t in love with this game, but I did have fun with all five hours of it back in 2006.  This franchise is so over-the-top with its machismo and gore that it’s actually funny.  I would play this rerelease again, I think.

Gears of War 4

Like Halo 5 and the lack of Master Chief, there’s something strange about seeing this title without Marcus Fenix headlining.  I have no idea how to take this, but similarly to how Bungie left Halo behind, so Epic Games has left Gears.  With that, change is inevitable.  What was shown was quite pretty, though.


Excepting the section that EA filled, the Microsoft conference was tight, well paced, and filled with high production values.  Xbox One owners can look forward to a strong second half of the year, including Halo 5, Tomb Raider, and Forza 6.  I was surprised that Crackdown, Scalebound, and Quantum Break were all no-shows, but it sounds like Microsoft is holding some things back for Gamescom later this year.  But as great as all the games looked, the backwards compatibility announcement and the HoloLens demonstration both stole the show.  We’re only a year-and-a-half in on this generation, but I’m already ready to see an Xbox One Slim — perhaps that will convince me to finally buy one.


The Last Guardian

Rumors of its cancellation prior to last year’s E3 were greatly exaggerated.  After some eight years of development hell, this much anticipated game from the creators of the critically acclaimed titles Ico and Shadow of the Colossus is finally set to come out in 2016.  Think about this for a second, though: the entire seventh generation of consoles passed without a single release from Team Ico — those aforementioned titles were on PS2 in 2001 and 2005 respectively.  Since then, Bioware’s Mass Effect trilogy was published to much critical and commercial success.  Same for Naughty Dog’s Uncharted trilogy, as well as The Last of Us.  Same for Bethesda’s Fallout 3 and Skyrim.  Same for Rockstar’s Grand Theft Auto IV and V, as well as Red Dead Redemption.  Seriously, Team Ico, what have you been doing all this time?

Last Guardian looks very cool, in any case, though it still looks very much like a PS3 game to me.  That’s not necessarily a bad thing, but if all the drama and delays didn’t result in improved graphics, this game sure as hell better deliver on gameplay and story.

Horizon: Zero Dawn

Holy moly did this game blindside me.  I had heard rumors of Guerrilla Games’s new IP, but I had no idea it was this.  Everything shown in this trailer was amazing.  Simply amazing.  If you haven’t watched it, go look it up on YouTube.  Set it to 1080p.  Wait for it to buffer.  Watch it and bask.  Then come back.

A far, far distant future featuring a post-technological human society, Horizon features a badass heroine who hunts robot dinosaurs for resources to survive.  With a bow.  All of this transpires against the backdrop of long-abandoned and decayed cities, complete with waterfalls running through old office buildings, relics of “The Old Ones”, as the narrator describes us.

It will be mine.  Oh yes.  It will be mine.


Despite the lack of a number or subtitle, this game is supposed to be a continuance of the franchises overarching story (whatever that is).  I’ve never played any of these, though I’ve heard that they do the stealth gameplay genre proud.

Street Fighter V

This is a game that wouldn’t exist except for investment by Sony, I’ve heard.  That’s why it’s a console exclusive for PS4.  Now, I haven’t played a true fighting game since the Super Nintendo days, so this doesn’t speak to me at all.  But I’ve also heard that this is the purist’s series, compared to something like Mortal Kombat.

No Man’s Sky

Now, if we’re going to throw around the buzzword “ambitious”, then this is the game to apply it to.  Once again, Hello Games shows us how impossibly vast the game is, boasting that there are many, many worlds that will never be discovered by gamers in this shared universe.  Rather than use a pre-recorded demo, Sean Murray (the founder of the studio) randomly chose a star to warp to, and in so doing, discovered a new world, which was dynamically and procedurally generated before our eyes.  The technology of this is stunning.  But I still don’t know what the “game” part of this is.  He showed the discovery of a beacon and how it could be used to upload data from what you’ve discovered (animals, etc.), and that there will sometimes being things hostile to this activity that you have to avoid or defeat, but what else is there?  Show me.


Media Molecule, the studio behind LittleBigPlanet and Tearaway, has lost its collective mind.  This game should be called Nightmares instead.  The idea here is that you create your own dream worlds with random, claymation style creepiness, and then share that with the rest of the world.  A player would then bounce from dream to dream surreally, just as it is in real life.  Except that everything shown here was kind of terrifying.  I really have no idea what to make of this.


A console exclusive from Camp Santo, this one looks really compelling.  My research informs me that this game is set in the aftermath of the Yellowstone fires of 1988.  You play a volunteer fire lookout who investigates strange occurrences at his lookout tower in the Shoshone National Forest.  All your communication has been mysteriously cut off save for a walkie-talkie that connects you like a lifeline to your supervisor, whom you connect with on a deeper and deeper way in your increasing sense of isolation.  Looks incredibly suspenseful and well voice acted.  Sign me up.

Destiny: The Taken King

A first-person shooter MMO does very little for me, even if it is from Bungie.  That being said, I’m glad to see a narrative-centric, free DLC for the game, which was roundly criticized for being vacant in the story category.  I might eventually poke my head into this game when the price is right.

Assassin’s Creed: Syndicate

I think I might be one of the only people in the world who actually highly enjoyed the first entry into this series back in 2007.  The novelty of the game spoke to me, even if it was quite uneven gameplay-wise.  Most people are stuck on Assassin’s Creed 2 as being so much better than its predecessor that there’s no comparison, and sure, the voice acting, story, and gameplay are far more refined in the second entrant, especially with regard to the side quests.  But what it also had was a ton of padding, and the overarching story about Desmond and the Animus goes further into nonsense-land.  The novelty of this series wore thin for me by the time I completed that game, and I was mortified that Ubisoft felt compelled to release two huge semi-sequels to it, making Assassin’s Creed 2 its own trilogy.  I had hoped that this franchise would only have three games total, not be gearing up to add its ninth main installment.  (That doesn’t count the thirteen other ones that are a part of the overall AC universe.)

I can’t stress how tired I am of even seeing these games.  Sure, AC4: Black Flag looked cool enough to tempt me to play, but I’m so done now.  I don’t even care what this one is about.  (It’s set the nineteenth-century London Underworld, if you’re curious.  At least the developers keep selecting interesting locations and times.)

But kudos to Ubisoft for figuring out how to “animate” a female assassin and stay under budget this time/sarcasm

World of Final Fantasy

I don’t even know what to make of this one.  Looks sickeningly cute.  But I’m interested because it’s presumably cross-buy with Vita, so there’s that.  Whatever.  I’m only mentioning this because it led into…

Final Fantasy VII: Remake

IT’S HAPPENING.  The sun has risen in the west and set in the east.  Hell has frozen over.  This game came out in 1997 for the original PlayStation, and by the time the PS2 came out in 2000, fans were begging for a remake.  AND IT’S ACTUALLY HAPPENING!

(Quick admission: I’ve only played a small portion of this game, so my excitement is rooted more in the realm of wanting to finally play it rather than relive it.  That being said, I desperately want an Ocarina of Time remake, so I understand this feeling either way.  I would literally buy a Wii U for that.)

The trailer was brief but beautiful.  I actually got chills — seriously.  CHILLS.  This is huge.  My theory is that this one is a ways off, though.  I’m going to predict a holiday 2017 release to celebrate the 20-year anniversary.  I also predict that this game will sell more than any other release that year.

Shenmue III

I never played the first two Sega Dreamcast-era Shenmue games (though I now kind of want to now, judging by the fan reaction to this game’s Kickstarter announcement).  Brilliantly, Sony’s Adam Boyes went up on stage to countdown to the start of the crowd-funded campaign, and it successfully hit its $2-million goal in a mere nine hours.  It’s at 3 million as of the time of writing this blog.

This stunt actually took down the Kickstarter sight due to all the excitement.  Damn.  The last Shenmue game (which did not feel like a definitive end, according to fans) was released in 2001.  That’s a long time to wait.

Someone I follow on Twitter wrote that the trio of announcements for The Last Guardian, Final Fantasy VII: Remake, and Shenmue III was like fan fiction for a game conference.

Batman: Arkham Knight

The Twitter-verse exploded in fury at the spoiler-heavy (for Arkham City’s ending) trailer that was shown at this conference.  In any case, it looks great, as it did a year ago.  Like a lot of people, I’m excited for this one to come out on June 23, but I’ll admit that I usually have to be in the right mood to dive into these games.  I think I had my copy of Arkham City in shrink wrap for a year before I finally got around to playing it.  Nevertheless, Rocksteady’s work on the previous titles has been stellar, and this one looks to closeout that studio’s involvement with the series in style.

PlayStation Vue

Sony Computer Entertainment CEO Andrew House came out and mentioned a bunch of things I didn’t care about, including stats on Spotify.  But what he did say that was very compelling is that Vue, Sony’s IPTV service, will offer individual television channel subscriptions, the first time this has happened in any form.  This news is kind of amazing.  We don’t know what the pricing will be, but I’m paying attention to this one, and I’m hoping it gets copied like crazy by competing companies, like Sling and Apple.

Call of Duty: Black Ops III

Last year, I remarked that new CoD games almost always open Microsoft conferences.  Not so this year.  In a radical shift, Activision has inked a deal with Sony to launch new multiplayer maps on PS4 before Xbox One (in an arrangement identical to what the company used to have with Microsoft).  That’s cool, I guess.  I wonder if this is in some way a reflection of CoD’s waning relevance, as in its sales have been leveling off in recent years.  This series isn’t going anywhere anytime soon, but I think it’s possible that Microsoft felt it had enough shooters from its own studios and didn’t need to incentivize Activision anymore.

Either way, this is quite a coup.  The times they are a changin’.

Disney Infinity 3.0

I’m only mentioning this because it was the lead-in for Battlefront.  But man is it strange to see Disney mix Star Wars with its Skylanders clone.

Star Wars Battlefront

This looks incredible.  Like, this game makes me feel the closest to being in the Star Wars universe as anything ever has.  Just go watch the video, if you haven’t already.  If you have, watch it again.  EA continues to impress with its Frostbite 3 engine, the likely foundation for all of its games for the next several years.  I’m pleased to see that there is a single-player mode for this game, but I’m even willing to give multiplayer a try because it looks so good.

Uncharted 4: A Thief’s End

Oh Naughty Dog, how I love thee.  This developer made four of the finest games of last generation, and I couldn’t be more hyped for this one.  Sadly, ND seems cursed with its live demos lately, as the DualShock 4 was evidently not paired with the PS4 when game director Bruce Straley tried to demonstrate.  Sony was forced reload the demo and use a pre-canned playthrough rather than a live one.  [I had my details wrong, here.  Kotaku has a short write-up on what actually happened.]

All that aside, who cares.  It looks amazing.  Shut up and take my money.  Seriously, this game looks like the full realization of everything I want Uncharted to be.  And while it wasn’t mentioned in any detail here, Naughty Dog has already announced that the PS3-era Uncharted trilogy will be released on PS4 later this year.  I look forward to replaying those before diving into UC4 next year.


Much of the Sony conference was incredible — historically so.  But like all live conferences, there was a bit of unevenness sprinkled throughout.  (No off-script talk about the Powers show this year, at least.)  The biggest takeaway is that PS4 will be home to some incredible games in the future.  Unfortunately, that future is going to be a ways off for much of what was exciting tonight.  At the very least, we can look forward to Everybody’s Gone to the Rapture, Until Dawn, and Persona 5.  These will be critically acclaimed, I predict, but not as commercially successful as Microsoft’s 2015 exclusives.


Like last year, both companies again did well.  And like last year, I remain unconvinced that I should buy an Xbox One just yet, but I feel myself being drawn closer.  ReCore, the Master Chief Collection, and so on are tantalizing.  But I’m going to hang in there and await a slim version of this behemoth.

Purely based on games, Sony had the stronger conference: titles like The Last Guardian, Horizon: Zero Dawn, Firewatch, No Man’s Sky, Final Fantasy VII Remake, etc. bear this out.  But Team Xbox should be quite proud of the progress it has made since the flat feeling surrounding its launch in 2013, and the future should be bright for that platform.  An announcement like backwards compatibility is a huge boon for that fanbase as well, even if that list never grows to encompass most of the Xbox 360 library, or if it’s barely used by Xbox One owners.  There’s a perception victory in its existence, and there’s no doubt in my mind that it’s tied for biggest announcement with Final Fantasy VII Remake.

I’ll be very interested to see if Sony feels its feet held to the fire on this one, and how that might impact PlayStation Now.

Written by Michael

18 June 2015 at 12:06 am

Posted in Games, News

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Platinum Review – L.A. Noire (PS3)

Platinum number six was reminiscent of number four, The Elder Scrolls V: Skyrim, in that it featured a huge overworld with a lot of little errands required to complete it.  That said, I really loved L.A. Noire, and I was happy to go through it again to complete this.  I still feel a great sadness that Team Bondi fell apart after the release of this tour de force, and that their next project, Whore of the Orient, will probably never see the light of day.

Best Trophy: Hollywoodland (Silver) — I normally don’t find collectible quests to be all that thrilling, but this one was special.  Even though I had played the game quite thoroughly before, I never found a single one of the fifty gold film reels required to complete this trophy on my own.  I didn’t even know they existed until I began pursuing this Platinum, in fact.  In addition to being pretty cool in and of themselves (they’re all named after films from that era), they led me to parts of the Los Angeles I hadn’t had cause to explore through the normal course of the game.  One of these, entitled The Body and Soul, was located underneath a bridge at 7th St and Santa Fe, an area I had no idea existed.  When you take the stairs down into this area, there’s a homeless community there, authentically and meticulously detailed — perhaps the only one in the game, which otherwise made L.A. seem idyllic.  This trophy made me appreciate the obvious passion Team Bondi had when making L.A. Noire.

Worst Trophy: Auto Fanatic (Silver) — there are a staggering 95 cars in L.A. Noire, all beautifully modeled.  They all handle differently, and they’re all cool in their own ways.  That said, this trophy requires you to get into and drive every single one of them; let me just say that this was one of the biggest pains in the ass I’ve ever endured for a trophy.  For a Silver, no less!  What makes matters worse is that there are a number of cars that look similar as they speed by (as many come in a variety of colors, no less), and there are parts of the city where certain cars will only appear, and others where they won’t.  This was absolutely miserable, even employing the clever method the folks at playstationtrophies.org came up with to earn this one.

Special Mention Trophy: (Silver) Public Menace — this trophy requires you to rack up $47,000 in damages to public and private property in one single case.  (That’s an astronomical $494,706 in 2015!)  Let’s just say I had a lot of fun wrecking everything in sight to try to reach this amount.

Written by Michael

16 May 2015 at 11:34 pm

Posted in Games, Reviews

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Platinum Review – The Wolf Among Us: Season 1 (PS3)

Platinum number five is similar to number one, The Walking Dead: Season 1.  The difference is that I played this Telltale game on PS3 rather than my Vita, and the experience, while still chippy, was much better.  I also found the story more interesting as well, so that improved my overall enjoyment immensely.

Best Trophy:  A Silver Bullet (Bronze) — most of the trophies in this game are chapter markers, for whatever that’s worth, and this one is no different.  That said, the showdown between Bigby and Bloody Mary was so good, so epic, that it really overshadowed the remaining chapters of this final episode.

Worst Trophy: Master Librarian (Gold) — while I bemoaned that The Walking Dead: Season 1 was an automatic Platinum, this is not the case with The Wolf Among Us: Season 1.  Extra care is needed to unlock the Book of Fables entries for each episode, which you typically do by being thorough in dialogue choices or in searching areas.  (So far, so good.)  However, there are a couple of times that you need to actually make two different, mutually exclusive choices at key moments to see each version of events.  What’s frustrating is that I like how Telltale has tried to make it feel like your playthrough is your definitive version of the story.  (Hence the importing of decisions from chapter to chapter and season to season.)  By requiring you to reload a chapter and play through it again a second time so that you may pick a different option undermines that.  The result is that I now have two versions in my head of how something happened, making the story less mine.

Special Mention Trophy: The Enchanted Land of New York City (Silver) — the trophy marks the first showdown between Bigby and Bloody Mary, but also provides some major resolution to the Tweedle Dee and Tweedle Dum plot thread.  Awesome stuff.  After this, you just know that Bigby and Mary are headed on a collision course.

Written by Michael

9 March 2015 at 12:35 am

Posted in Games, Reviews

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The Way Forward for Nintendo

Despite what is now a relatively healthy library on Wii U (after a pretty bleak launch window), both the Xbox One and the PlayStation 4 have surpassed the Nintendo console’s install base with relative ease. VGChartz lists the Wii U as having sold 9.1M units, compared to the Xbox One with 11.3M and PS4 with 19.1M. Even more troubling is that the Wii U has been out longer a year longer than both Microsoft’s and Sony’s offerings.

I don’t think Nintendo is necessarily trying to sell the most units, as though that were its singular measure of success, but I also don’t think the company wants to be a far distant third at the end of the cycle, as Strategy Analytics now predicts. The firm expects that by 2018, Sony will have sold 80M units, Microsoft 57M units, and Wii U 17M units. That is a mere 11% share for the house of Mario and Zelda. The saving grace for Nintendo is its strong software sales and the seemingly unstoppable 3DS, to say nothing of its enormous war chest funded by huge Wii profits in the previous generation.

There are a lot of articles out there that dissect the mistakes Nintendo has made with Wii U and attempt to explain why the console seems destined to turn in an even poorer performance than the GameCube (which was a cult hit but only sold 21.7M units), but I would summarize my feelings thus:

Underpowered hardware

The Wii U features hardware that’s not too dissimilar from the Xbox 360 and PS3. It is certainly more powerful than those 8-to-9 year-old machines, but it’s nestled somewhere between last generation and its new contemporaries. This is reminiscent of the Sega Dreamcast, which similarly came to market too early. The net result of this is that the Wii U is positioned well to receive game ports from last-generation consoles, but porting a current-generation title would be daunting and require so much downscaling that the investment in man hours would be difficult to justify. As development dwindles for those last-gen consoles, so will third-party titles for Wii U, I fear. A similar fate befell the Wii ultimately, but the long legs of the PS2 (which saw its last game released in September 2013) helped sustain it, so by then, Nintendo had sold north of a hundred million units.

Wii U Gamepad

The Gamepad is certainly a unique idea in gaming: it essentially offers a second screen to allow for a level of multitasking never exploited in console gaming. (GameBoy Advance to GameCube interactivity was interesting but never fully realized.) Problematically, however, is the fact that only one Gamepad packs in with the console, and worse still, the console will never support more than two of those simultaneously — if ever at all. Shigeru Miyamoto admitted last year that adding dual-GamePad functionality wasn’t even a part of Nintendo’s near-term goals. Instead, Nintendo envisioned that one player would operate the GamePad while the others used Wii remotes, which are themselves 9-years old now, presenting developers with the challenges of designing to accommodate asymmetric gameplay. It doesn’t help that the GamePad itself feels more like a toy than high technology. It also does not feature multitouch, an unfortunate oversight in a smartphone and tablet world.

Poor online support

Nintendo’s online multiplayer efforts have always felt timid and begrudging to me. In truth, I think that Nintendo would rather see players interact face-to-face in couch co-op rather than through the Internet — which old-time gamers like me can appreciate, actually. The problem is that some of the biggest third-party titles are designed with online gameplay in mind, so this strategy really only works well for Nintendo as a software developer, not companies like Ubisoft, Activision, or Electronic Arts. The future doesn’t look particularly bright on this front either. After all, we’re talking about a company that has consistently resisted technological progress if it wasn’t invested by itself: optical media in the fifth generation of consoles, full-sized DVDs in the sixth generation, and HD in the seventh generation. Even with Wii U, Nintendo opted for proprietary discs that cannot hold as much data as Blu-ray, which both the PS4 and Xbox One employ.

Poor third-party developer support

All of these things have led to poor support from third-party developers. Nintendo has long alienated these companies through various strong-arm tactics anyway, but these uneasy relationships have really damaged its ability to stay relevant in any generation with actual competition from other hardware manufacturers. New, envelope-pushing games won’t run on the Wii U’s hardware without serious compromise, the GamePad is something that developers are completely ignoring (instead hoping you’ve purchased the Pro Controllers instead — even Nintendo has relented to start focusing on these), and without strong online support, even DLC opportunities are bleak for these developers.

A solution

My idea would probably anger long-time Nintendo stalwarts, especially those loyalists who early-adopted the Wii U, but I don’t see another solution otherwise — reasonably, anyway1. That starts with completely abandoning the Wii U; I know that would be seen a deep betrayal, but there has to come a time when you admit defeat rather than continuing to beat your head against the wall.

What I would do is abandon attempts to embrace unusual input methods or gimmicks of any sort. While the company deserves a lot of credit for hardware innovation over the years (the ability to save progress in a game, the basic layout of the modern controller, triggers, analog sticks, and rumble among them), they’ve whiffed on motion controls and this faux tablet. (Despite Wii’s incredible sales figures, motion gaming never garnered enough hardcore-gamer interest to matter in the long term. Microsoft and Sony’s attempts to answer the Wii, in the form of Kinect and Move, seem pointless in retrospect, don’t they?) Even the 3D technology found in Nintendo’s handheld is mostly superfluous.

I would recommend that Nintendo release a new home console that is largely based on the Xbox One’s specifications. I suggest this because chasing the PS4 would be likely too expensive. Instead, Nintendo could simply match the Xbox One’s hard drive space, processor, GPU, and RAM, and probably price this hypothetical console at $299. By embracing x86-64 based processor architecture and Open-GL graphics standards, developers could easily port current-generation titles to work on Nintendo’s new system. Further, the existing Pro Controller for the Wii U should serve as a model for the next generation’s, as it is largely held in good esteem. I also believe that this generation will last for more than five years, so there is still time to capitalize on it. Further still, omit the media functionality altogether: smart TVs and set-top boxes are obviating the need for this, anyway. This would be a gamer’s machine.

The complaint from Nintendo employees and fans alike will be, “Well, how would this console differentiate itself from the competition?” The answer, of course, is that Nintendo produces some of the best games in the world, and they’re only available on Nintendo hardware. That’s the hallmark. What I want Nintendo to realize is that its contributions to the world of gaming no longer lie in zany sensors or strange peripherals; Nintendo’s most important contribution is its software library. This company shepherds some of the greatest and most historic franchises in history, all of which ooze with clever ideas and fine craftsmanship. For all the problems AAA games have had in the last year or so, with so many broken at launch, Nintendo deserves credit for consistently releasing games that WORK. The few games Nintendo releases each year is the only thing sustaining the Wii U right now, but these titles are keeping the system alive. And let us not forget the incredible breadth the Virtual Console spans.

This hypothetical console (which I would love if Nintendo named something that harkens back to its history, like NES Ultra) would not be the best-selling one by a long shot, but it would appeal to gamers who love Nintendo games but still offer them access to third-party titles. Nintendo’s online efforts would never compare to Xbox Live or PSN, admittedly, but there are enough gamers for whom that wouldn’t be a deal breaker, so long as they could at least play those multi-platform games without having to own multiple consoles.

With some measure of longing, I admit that the last Nintendo console I loved was the GameCube, even with all of its shortcomings and poor sales. I want to love another one — a piece of hardware that is more concerned with fostering amazing game development rather than trying to define itself with gimmicks.

1. The most prominent idea I’ve heard involves focusing all hardware and software efforts on a new handheld that can stream its content to TV.  This would be like an inverse Wii U, where the GamePad holds all the console’s intelligence and streams its content to a TV-attached receiver.  This would be clever, but I feel that handheld consoles are destined to lose to smartphones, especially as time spent playing mobile games continues to increase.  Moreover, the kind of technological miniaturization required to stand toe-to-toe with iOS or Android devices would be challenging to do in terms of engineering as well as in manufacturing scale.

Alternatively, the other idea I’ve heard is that Nintendo should abandon hardware development altogether and create games for PS4 and Xbox One.  This is an intriguing notion to be sure, and one that I would selfishly enjoy given my current investment in console hardware, but I really believe that Nintendo should give one more crack at this.  The home console space was dead and buried after the Video Game Crash of 1983, but the NES single-handledly resurrected it.  Seriously, long live Nintendo — if for nothing else.

Written by Michael

24 February 2015 at 11:51 pm

Posted in Games, Musings

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Platinum Review – Guacamelee! (PS Vita)

My second Platinum was the first one I ever earned on purpose: after realizing that I ended up with The Walking Dead: The Complete First Season one by accident, I decided I should go for one in a game I actually enjoyed playing.  Guacamelee! is quite special, which is why I reviewed it as highly as I did.  In fact, I like it so much that I’m sure I’ll eventually buy it again for the PS4 next time a sale rolls around.

Unlike the unmissable Platinum in The Walking Dead, Guacamelee! demands a lot more attention to complete it.  There are a fair number of collectibles in the game, as well as some challenges that border on crazy.  Thankfully, playstationtrophies.org exists, which has made my Platinum quests a great deal easier.

As before, here are my most noteworthy trophies:

Best Trophy: Licking His Wounds (Bronze) — defeat Jaguar Javier.  I found this fight to be especially rewarding given its toughness (but also its fairness).  This guy will annihilate you if gets his hands on you; there’s a very good strategy you really need to stick to in order to win.

Worst Trophy: El Savior (Gold) — access the alternative ending (collect all orbs).  I found the process of finding all the optional orbs to be grueling and masochistic.  The amount of precision platforming required to reach a couple of these orbs is outrageous, with the constant threat of having to start a long sequence all over again if you make even one mistake.  Also, I do find it regrettable that this trophy dramatically changes the ending for the game; in fact, it’s the better of the two options, so you’re really obligated to go after this one.

Special Mention Trophy: Cock of the Walk (Bronze) — defeat an enemy as a chicken.  The very idea of this is not only hilarious, but it’s also something you would never attempt otherwise.

Rating: A — just as I rated the game.  I found this Platinum to be enjoyable overall, the El Savior trophy notwithstanding.

Written by Michael

24 August 2014 at 11:01 pm

Posted in Games, Reviews

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Platinum Review – The Walking Dead: The Complete First Season (PS Vita)

There was a time that I didn’t think I’d ever earn any Platinum Trophies.  I had largely ignored Achievements on Xbox 360, and I didn’t think there was much reason to handle Trophies any differently.  But then I ended up with this one by accident, for The Walking Dead: The Complete First Season, and I felt a strange sense of accomplishment.

I then learned that this Platinum is in fact completely unmissable.  That is to say, you get it simply by completing the game.  Many trophy purists found this to be quite annoying, since most other games require a great deal more effort — a great deal more care.  After considering this fact, I realized that trophies offered a great measure for comparing just how much you cared about a certain game with your friends, and that I suddenly wanted to start collecting them for my favorite titles, almost out of a respect for the developers.

The Walking Dead was not a favorite of mine, as I’ve written before.  That voice acting and storyline were all very good, but the general controls combined with the astoundingly poor performance of this game on Vita made me severely unhappy to actually play it.  On this level, I’m slightly embarrassed to acknowledge it as my first, but here we are.

For this series of Platinum reviews, I will pick what I think is the best trophy, the worst trophy, a special mention trophy, and my overall rating for how much I enjoyed earning the Platinum itself.

Best Trophy: What Remains (Gold) — complete Episode 5: “No Time Left”.  I selected this because it was the end of the first season, the end of a miserable experience, which is kind of a terrible thing to say, but seriously, the technical issues were that bad.

Worst Trophy: The Walking Dead (Platinum) — earn all trophies in “The Walking Dead”.  As already stated, the idea that you get this one simply by playing through the story is a bit offensive to the idea of what a Platinum should be.

Special Mention Trophy: Lend Me Your Ears (Gold) — complete Episode 3: “The Long Road Ahead”.  This episode was especially powerful, storytelling-wise, featuring a shocking fate for multiple characters as well as a great twist at the end.

Rating: D — I wanted to give this an F for being so ludicrously easy to get, but the story was compelling enough throughout that it still felt like an achievement to complete (read: endure) it.

Written by Michael

15 August 2014 at 12:14 am

Why I Don’t PC Game Anymore

I have a Mac.

I was very tempted to leave this article exactly as that one sentence, but that would have been disingenuous even if it were amusingly trollish.  That said, I haven’t concentrated on very many computer games since switching to Mac OS X, but I have dabbled here and there with such titles as EVE Online, Starcarft 2, Minecraft, and even Skyrim (via Windows in Bootcamp).  I have a number of unplayed Steam games to get to one day, even.  However, for the purposes of this blog, I will transport my mind back to my Windows PCs in college, back when I used to game heavily on them.  Considering this, I remember how the longer I owned a PC, the less valuable it felt to me.  Despite the progress that new programming and graphical techniques inevitably bring, games start to not look as good — not by comparison to other, newer gaming PCs anyway.  Contrast this with my PlayStation 4: I know that a PS4 manufactured five years from now will not outperform my launch unit.  It’ll be smaller and run cooler and be less expensive, but it will still output the very same images to someone else’s TV as my original does to mine.  But in the world of PCs, a five-year gap is like an epoch of computing.  It almost seems like you need to upgrade your video card every other year to keep the games looking just like the launch trailers for them.  That’s before we start getting into the mess of having to download the latest drivers, tweaking everything just so for maximum frames-per-second, and then still learning to be disappointed that such-and-such-game was actually fine-tuned for an nVidia card, not an ATI, so we’ll never experience it exactly in the way the developer wanted.

The opposite is true where my consoles are concerned: the longer I own them, the more valuable they seem to me.  The games look better and better as new ones release, they get more epic in both writing and gameplay, and the overall library of available titles grows so large I could never have any chance of completing them all.  Consoles improve with age by their very nature.

And while it’s true that contemporaneous PC games have better graphics, they need to be more powerful by necessity in order to draw quality images on a higher-resolution display than that of an HDTV, and they also need to hold up at two feet rather than eight.  When taking these distances into account, the differences aren’t so vast.  Moreover, I can’t shake the feeling that sitting at this desk, hands on this keyboard, feels like work to me.  Reclined on the couch with a controller, on the other hand, feels like leisure.  I know there are many out there that feel differently, who don’t mind and are actually enraptured by the idea of constantly tweaking and tinkering with their software and hardware as new games come out.  Or even if they’re not into those things, they don’t mind how each successive year of games requires that they move those graphics sliders further away from Maximum and closer and closer to Low.

Seriously, though, I appreciate that there’s no such thing in the world of consoles.  I also appreciate that abandoning PC gaming has led me to keeping this Late 2009 iMac around longer than I usually keep computers, and that it still doesn’t feel slow to me because I haven’t thrown the latest graphics powerhouse game at its now outdated and underpowered video card.  While PC gamers will often cite that they can build a better game system for the same amount of money that a console costs, it’s often a false economy when considering this.  To stay current is to commit oneself to countless upgrades — more RAM, a faster solid-state drive, a new video card with more pixel pipelines or whatever.  If you’re passionate about this enough, you’re even upgrading your cooling system so you can overclock safely.  It’s truly mind boggling to me.

My disinterest with micromanaging my computer is probably the single most significant reason I switched to the Mac platform, but this realization about the value of PC gaming compared with console gaming is the reason I likely will remain there permanently, even if those Steam Summer Sales are pretty awesome.

Written by Michael

4 August 2014 at 12:08 am

Posted in Games, Musings

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Snap Judgment – Brothers: A Tale of Two Sons (PS3)

Whereas Starbreeze Studios has created longer, more mainstream games like The Darkness, Syndicate, and Payday 2 in the past, with Brothers: A Tale of Two Sons, the developer went for quainter, more intimate story.  At just three hours long, this is a game that begs to be played in one sitting — and you ought to, given its ever compounding sentimentality.  Once enthralled, it’s hard to set down.

In this title, you’re tasked with controlling the two brothers simultaneously, one on either analog stick, and must manipulate the world around you or avoid enemies completely in tandem.  If this sounds difficult (or even tedious), I’ll admit that it can be.  There were a few moments I vocally expressed frustration at some of the controls in the game, especially where the jumping mechanic was concerned, which was strangely mapped to both of the gamepad’s triggers — one for each brother, just like the sticks.

That said, the game itself is never really difficult, and it’s fairly forgiving of mistakes.  This is, like so many other small titles out there, an experience: you won’t be racking up a score, gathering collectibles, or even deviating much from the linear path the writers have laid before you.  And truly, Brothers is beautiful (in art direction, score, and its conceit), from its most light-hearted moments to its most dire.  Given the attention paid to the non-gamey elements of the title, some of those controls do suffer a bit, as I explained, and there are some dropped frames and the occasional glitch, too; thankfully, these do not detract from the overall narrative.  In fact, all of the dialog is rendered in an incomprehensible language, and you are forced to intuit what is going on from context alone.  Amazingly, this works, as does the whole game in its totality.

But the best part is an element of gameplay that is so brilliant towards the end, it forced me to once again appreciate gaming differently than I had before.  But to explain it would be to spoil the plot.  As such, I’ve added those details to the end of this review, past the grade.  I do encourage you to go ahead and spend the $14.99 for it (SEN or Marketplace), as it is worth your time if you enjoy the art of this medium.

Brothers: A Tale of Two Sons is imperfect in some of its execution, but it remains stunning on several levels, from art direction to narrative. What I described in the Spoiler section above was so powerful that I have given this game one higher letter-grade that I otherwise would. A-

Read the rest of this entry »

Written by Michael

14 June 2014 at 12:21 am