Posts Tagged: gaming

Valve’s Gabe Newell on Steam Box, biometrics, and the future of gaming

Valve CEO Gabe Newell:

We’ll come out with our own and we’ll sell it to consumers by ourselves. That’ll be a Linux box, [and] if you want to install Windows you can. We’re not going to make it hard. This is not some locked box by any stretch of the imagination. We also think that a controller that has higher precision and lower latency is another interesting thing to have.

I’m going to take a guess and say an ‘official’ Steam Box should make it ways out by the end of 2013, coinciding nicely with the launch of next-gen consoles by Sony and Microsoft. We could have a potential PC (Steam) vs. console (Sony, Microsoft) vs. mobile (iOS) race ahead of us, fighting for attention in the living room. I think iOS mobile gaming will inevitably stay strong and get stronger, but all bets are off in terms of how consoles and PCs will end up two years from now.

Best iPhone and iPad games of 2012 roundup

2012 was the first year I really started taking iOS games seriously, and the first I found the device a life saver for gaming over long subway rides and vacation trips. A lot of great titles were released, and as usual Touch Arcade has a great handle on what stood out. (I still find Punch Quest and Pinball Arcade monopolizing far more time than I expected.)

Giant Bomb: game of the year day 2 recap

Gaming site Giant Bomb has always distinguished itself with stellar video work, but they have outdone themselves with their game of the year recap videos. Their TV spoofs, especially their dead on 60 Minutes send up (“reporter” Brad Shoemaker has the vocal cadence down cold) linked here, just kills.

Five short stories and a closing thought about the Nintendo Wii U

Garnett Murray writes an epic takedown of the Wii U. His commentary on system load times and are especially damming:

Keep in mind it took 25 seconds on average to return to the Wii U Menu after loading each of these others apps, so if you were to start each app listed above once and return to the Wii U menu afterward, it would take eight and a half minutes, not including initial startup and loading time, to do it. That can only be described as fucking insane.

I’m rooting for Nintendo; more competition only makes Sony, Microsoft and other gaming competition step up their game. But there are way too many ‘what were they thinking?’ moments associated with this Wii U launch.

Face-off: Call of Duty: Black Ops 2 on Wii U

Eurogamer’s Richard Leadbetter:

In every COD game we’ve looked at since Infinity Ward’s groundbreaking work in the original Modern Warfare, we’ve seen an Xbox 360 advantage over the PlayStation 3 versions. Up until now, our supposition has been that the architecture thrives on the more powerful Xenos graphics core in the Microsoft platform. However, in Wii U we now find ourselves looking at a console with what we’re told possesses a significant bump in GPU performance over the old AMD design in the 360, and yet the veteran hardware still commands an easy lead. Lack of experience with the new console and work-in-progress dev tools will play a part in these results, but it could well be that the Wii U’s lackluster CPU is also a contributory factor.

Gaming is a lot more than sheer horsepower and tech stats (just ask Apple), but this is very bad news for the Wii U. How will it compete against new consoles from Microsoft and Sony next year?

Games are art: Rock Band, and its history, prove it

Ben Kuchera writes a compelling argument for why select games should be considered art (though before I read this Rock Band was not necessarily in that list). This was my favorite part:

This is why you can’t argue for or against games as an art form without taking the time to play through the games themselves. I’ve seen clever people at cocktail parties claim that a few shapes on a canvas can’t be art, and this is usually combined with a sneering contempt for what passes for “art” in our modern times… although it seems like that argument has been going on for the past century or so. There is an intense difference between seeing an image of a Jackson Pollock painting in a book and coming upon a Jackson Pollock painting in a gallery.

GamesBeat discusses first-person shooters with a vet

U.S. Army sergeant Dave Mull on what games like Call of Duty don’t get right:

A lot of times it’s simple things like nomenclature, the positioning of equipment, or a feature on the rifle. I remember Counterstrike used to have the M4 eject on the wrong side so there would be more interesting things occurring on the screen when you fired. Also, you have the realism aspects: There’s almost never any calculation for bullet drop or ambient wind, and dropped weapons and magazines are magically full when the player walks over them to pick them up.I happened to notice in the opening [of Call of Duty Black Ops 2], Frank Woods rambling about a C-130, but the plane that was shown had a high tail and a body more like a C-17 Globemaster … just with turboprops.

Donkey Kong vs. the world

Nice reporting and interview work by Wired writer Chris Kohler with Nintendo heads on the eve of the big Wii U launch. More than any other part of the article, this statement by Miyamoto gave me pause:

Nintendo unveiled Wii U at E3 last year. At this year’s show, Microsoft showed off a similar concept called SmartGlass, by which users could interact with their Xbox 360 using a tablet or phone. Miyamoto took the announcement as the sincerest form of flattery. “We’re seeing the emulation [of our ideas] occur very quickly, which if anything tells us they know this is a good idea,” he said.

I think Nintendo is missing the boat here. SmartGlass wasn’t imitation of Wii U, instead more of a reaction to the tablet explosion spearheaded by the iPad. Based on early reactions on how weak the touch screen responsiveness is on the Wii U controller, I’m worried Nintendo will let down a lot of people’s expectations.

Death march: the long, tortured journey of Homefront

I think almost any objective reviewed agreed the THQ first person shooter Homefront was a mess. But why? Polygon reporter Rob Zacny digs deep and uncovers a lot of problems with the game’s AAA development process:

It might have been too late to truly set Homefront apart from Call of Duty, but that didn’t stop upper management from belatedly trying to match it in terms of spectacle….Intimidated by Modern Warfare 2, senior managers started going back over Homefront asking, “How exciting is this moment? How can we dial it up to 11?”

What frustrated directors and producers about the eleventh hour revisions was that they meant misery for the lower-level developers who would have to implement all these changes. If THQ and Kaos’ senior management were going to throw out two years’ worth of preproduction and development, then a long, brutal crunch was all but inevitable.

Games are too damn long

Kill Screen Daily‘s Jamin Warren:

Long games have been presented as a moral imperative on the part of game makers. A game’s worth is determined by cost/hour calculations — a 60 hour game is a better “value” because it offers more enjoyment than a three-hour movie at a $15 movie ticket. This assessment not only reduces an art form to the cold metrics of cash (Is MoMA a better value than the New Museum because it has more paintings?) but it makes wicked use of what economists call “default bias.”

I see where Jamin’s coming from; as I’ve gotten older my tolerance for 30 plus hour games has gotten shorter. I just don’t have the time.