Showing posts with label Release Window. Show all posts
Showing posts with label Release Window. Show all posts

Thursday, May 22, 2014

Finally!


Mojang has finally confirmed the Release Date Month for Minecraft on the Vita, which will be August, the same month that the XBone and PS4 editions will be released on their respective platforms.  It's actually kind of a big deal because of the way that it all works out.  The details of it are as such:

  • Minecraft: Playstation 3 + Vita Edition will be available on the PSN in August.
  • It will include all the features from the most recent Playstation 3 version, including online play on Vita.
  • This means everyone who has bought Minecraft: Playstation 3 Edition from PSN will get it on Vita for free. Those fluent in Sony-speak might refer to the deal as “Cross-buy.”
  • We are working closely with Sony Computer Entertainment to look into ways to enable upgrade from the Blu-ray disc version of Minecraft: Playstation 3 Edition to Minecraft: Playstation 3 and Vita. We’ll have more info on this closer to release.
  • Minecraft: Playstation 3 + Vita Edition will cost $19.99.
  • It doesn’t matter if you buy for PS3 or Vita first, you own the game for both platforms.
  • Saves are transferrable between the Playstation 3 and Vita versions of Minecraft. You will be able to craft at home on your Playstation 3, then continue on the bus/toilet with your Playstation Vita.
  • All of the DLC you’ve purchased for Minecraft: Playstation 3 Edition will work on Playstation 3 + Vita Edition.
So, basically, the Vita version of Minecraft is the PS3 version, except on the Vita.  I personally think they could have based the game on the PS4 version as, yes, I know it's a very technical game technically, but I don't think it's so much that the Vita could not handle the PS4 version.  However, I suppose the PS3+Vita deal is the sweeter end of it, because of the way the PS4 version is set up.
  • Minecraft: Playstation 4 Edition will be released on the PSN in August. It brings significantly bigger worlds and a greater draw distance than Playstation 3 + Vita Edition.
  • It will include all the features from the most recent Playstation 3 version.
  • Minecraft: Playstation 4 Edition will cost $19.99.
  • If you’ve bought Playstation 3 Edition from the Playstation Network you will be able to upgrade for $4.99.
  • You will be able to upgrade for a minimum of a year after the release date.
  • We are working closely with Sony Computer Entertainment to look into ways to enable upgrade from the Blu-ray disc version of Minecraft: Playstation 3 Edition to Minecraft: Playstation 4 Edition. We’ll have more info on this closer to release.
  • Players with Playstation 3 Edition or Playstation 3 + Vita Edition saves will be able to import their worlds to Playstation 4. Unfortunately, you won’t be able to transfer your saves from Playstation 4 to Playstation 3/Vita. There are technical reasons for this; we can make worlds bigger without too much stress, but shrinking them causes all kinds of problems.
  • Cross-platform play will not be possible between Playstation 3 + Vita Edition and Playstation 4 Edition.
  • Many, but not all, of the DLC skins and texture packs you’ve purchased for Playstation 3 Edition will be available for use in Playstation 4 Edition. We’d like to say all your DLC would transfer but some of the items are trapped in licensing deals that are too boring to get into here. We’ll have more on this soon.
So if you buy the PS4 version as an upgrade, you can pull your files over to it, but then they are locked to your PS4 copy of the game since you can't send them back.  Again, I think the Vita version could have been the PS4 version, but then you miss out on the cross-play/Cross-buy with the millions of people (yeah, millions) who have already bought it on PS3.  I'm personally trying to remember if Minecraft has ever been on sale, because if it has and I didn't buy it because I was waiting for the Vita version, I will be momentarily upset with myself, but then recall that "who the hell thought it would be Cross-Buy" was my thinking, and justifiably so.  It's a pretty great move regardless.

In any case, it's goddamn Minecraft on my Vita.  I have literally been waiting for this for years, and it's finally becoming a reality in a scant few months.  I'll finally be able to build shit whenever I want to and enjoy the Lego Box that is the game, when I have completely and totally lacked the ability to do so until now.

Now, here's just hoping that the PS3 version of the game isn't stuck on, like....the Adventure Update.

good lord, that update was a while ago and there's so much more stuff in it and hnnng this is why I'll never be satisfied

Saturday, August 24, 2013

I Guess I Can Talk About the PS4


It amuses me that the PS4 had such a strong showing at Gamescom and I have completely and totally neglected it to talk about the Vita.  I could technically still talk about the Vita tonight, in some of the exclusives that were announced for it, but I will post-pone that because there was some very very important information dropped about the PS4 that deserves mentioning and speaking on.  I think part of my issue with it is that I'm just trying not to think about the PS4 because I can't get one at launch (well, I could but semantics) and I have just so many PS3 games that I want to play first.  So I basically just keep thinking that the PS4 isn't going to come out until some far off date in the future that I don't have to worry about.  Still, I suppose it's close enough that I should....you know, stop doing that.

Anyway, the biggest news, clearly, is that the release date of the Playstation 4 is November 15th in North America, November 29th in Europe, where "Europe" means "PAL Territories" and numbers at 20 countries at least, as well as Latin America for the 29th.  That is, of course at the $399 Price-point that was mentioned beforehand and without any bundles unless you count the ones that Amazon and GameStop are putting together.  However, much like the Vita with Trophy Park, every Playstation 4 will launch with The Playroom pre-installed which is basically like Trophy Park in that the whole point of it is to show off the new features of the Playstation 4 in a fun, cute way.  Of course the one downside with that is the fact that some of the games require the PSEye....which actually isn't bundled in with the PS4.  But it's a free game that most people will probably ignore anyway because they'll grab a shiny new thing with their console and play that instead, so it's likely not a big loss.

They also announced like a metric damn ton of Indie games for not only the PS4, but the Vita and PS3 as well (as some will be releasing on all three, but most seem to be moving forward with PS4/Vita which is A-Okay), and it'll stun you to know that that list right there?  In that Playstation Blog post?  It's incomplete.  There's more games than that that were announced later and not edited in.  Were it that I could find a place that compiles the full list definitively, I'd link it here, and it probably exists but I don't think my poor heart could handle it.  Of course that is also neglecting to mention the -other- games that were announced, the ones that some would call right, proper games (because they're not Indies), like the Shadow of the Beast reboot, Rime from Tequila Works and Everybody's Gone to Rapture from thechineseroom (which may ore may not be Indie?) who are famous for Dear Esther and the up-coming Amnesia:  A Machine for Pigs which is a semi-sequel to Frictional Games' Amnesia: The Dark Descent.  Hell, there's probably other games, but I think you get my point.


One of the things that I personally loved about the PS4 news is not only the Playstation 4's UI, but the way that it was presented.  Shuhei Yoshida showed us the UI in probably the most brilliant way one -could- do such a thing at the start of the show, which is included above.  It is pretty much diametrically opposed to the way they were initially planning to show it off (?) maybe, I don't know, it says leaked and looks legit, but I just don't know anymore.  Technically, they probably -will- run with that commercial eventually, but the point is that we've had a good impression made with Yoshida.  The reasons are two-fold.  First off, Yoshida actually shows us the interface in motion as opposed to carefully selected shots for the trailer with far too much zoom, and secondly, he shows us how it performs under the conditions that we'll likely use it in.  We're far more likely to be reclining in a comfortable chair or couch or bed, lazily flitting through the menus and whatnot than we are to be sitting on the edge of our couch, earbud in place, constantly ready and vigilant and excited to purchase and download a game to assist a friend who is in similar conditions.  It shows that it simply works when all we want to do is relax and play video games which is just....the whole idea, really.  Doesn't really make for an exciting -thing- of course, but it in turn generates excitement -because- it works.

The launch window line-up, as if we haven't talked about games enough, was also more or less pinned down, coming in both Retail and PSN flavors.  It's easiest to just Copy/Paste, thus I shall do so.

Retail:
  • Assassin's Creed 4: Black Flag (Ubisoft)
  • Battlefield 4 (EA)
  • Call of Duty: Ghosts (Activision)
  • Driveclub (SCE)
  • FIFA 14 (EA)
  • Killzone: Shadow Fall (SCE)
  • Knack (SCE)
  • Just Dance 2014 (Ubisoft)
  • LEGO Marvel Superheroes (Warner Bros.)
  • Madden 25 (EA)
  • NBA 2K14 (2K Games)
  • NBA Live (EA)
  • Need for Speed: Rivals (EA)
  • Skylanders: Swap Force (Activision)
  • Watch Dogs (Ubisoft)
PSN:
  • Basement Crawl (Bloober Team)
  • Blacklight: Retribution (Zombie Studio)
  • Contrast (Focus Home Interactive)
  • Counterspy (SCE)
  • Doki-Doki Universe (SCE)
  • DC Universe Online (SOE)
  • Flower (SCE)
  • Hohokum (SCE)
  • Minecraft (Mojang 4J Studios)
  • N++ (Metanet)
  • Pinball Arcade (Farsight Technologies)
  • Planetside 2 (SOE)
  • Pool Nation Extreme (Cherry Pop Games)
  • ResoGun (SCE)
  • Super Motherload (Xgen Studios)
  • Tiny Brains (Spearhead)
  • Warframe (Digital Extremes)
  • War Thunder (Gaijin Entertainment)
Basically, if you're looking for straight-up Playstation First-Party Exclusives to sway your decision one way or the other for whatever silly reason, you're basically looking at Knack, Killzone: Shadow Fall, Driveclub, DC Universe Online, Planetside 2 (both of these are 'kind-of' because they're on PC too) and Hohokum.  Everything else is presumed to be either third-party or third-party exclusive which isn't too bad.  That also isn't taking into account inFamous:  Second Son which hits in February 2014 and The Order: 1886 which will also likely release sometime in the early 2014 window.  You should really care about inFamous: Second Son and there is going to be another post explaining why, and definitely The Order: 1886 as well because it looks awesome.  This is also not taking into account whatever Naughty Dog and Sony's other First and Second Parties have up their sleeves.  Basically I'm saying you're to expect some big things on top of this massive wave of titles as well.

I'm pretty sure that that is a good swath of the Playstation 4 news from Gamescom and am comfortable with the knowledge that even if it's not and I missed some other things, that that is even more of a testament to the size of the event than I could emphasize here.  Because there is a -hell- of a lot of news in this post, and I honestly can't imagine there being a whole lot more.  Because that much awesome would hurt my brain, you see.

I just can't get over that UI video, it's just so simple, but goddamnit if that's not what I want to see

Saturday, May 25, 2013

Hooray for Niche Game Announcements!


There were a few things that have been announced in recent times that I have at least a little bit of interest in, so I figured today was as good a day as any to bring them up and do a little speaking on them.  Mostly since it's a far more interesting topic of conversation than yard work, which is what a good portion of my day was spent doing.  Also because I haven't done a good ol' fashioned news dump in a while (which, I mean, format-wise is what this type of post is) or at least that's what I'm going to tell myself to ensure that it's a good time to go with it.  Just, you know, whatever works.

XSEED (Marvelous isn't changing XSEED's name, Joystiq) is releasing Ragnarok Odyssey Ace sometime this winter for not only the Vita, but the PS3 for this go around.  The game will be, unsurprisingly, a re-release of Ragnarok Odyssey for the Vita, but with all the included DLC that's since come out as well as Cross-Platform play between both versions of the game, as well as a host of other things.  New costume pieces, weapons and items are almost a given, but one of the more interesting things mentioned is that there will be a new "Tower of Yggdrasil" dungeon.  Perhaps because of the explanation of the dungeon, I cannot help but think of Tartarus in that the dungeon creates rooms in a randomized style as you traverse upwards for what I can only assume is a rather long time.  Because Yggdrasil was kind of a big tree, you know.

Most interestingly for me is the mention of an upgraded battle system, because I'm a little confused on what it's going to address.  On the one hand, Ragnarok Odyssey's battle system was rather fast-paced and enjoyable and I don't think it needs retooling, exactly.  For what it is, it works extremely well - you get around fast and you attack monsters with vigor - but there's a rather unfortunate disconnect in what you're actually doing and what the game is doing.  Really, it's not the battle system that poses the problem, but the mechanics themselves that drive it, that crunch the numbers for the uncrunchable exploits you're performing.  This is a hurdle every game must jump, of course, but I can't help but think of Ragnarok Odyssey as grazing that hurdle on the hop over, only barely skirting it.

As an Assassin character, my priority was movement.  Gotta go fast, gotta get up to things, gotta hit fast, gotta get back.  Having tested all the characters, this is the playstyle that fits -me- the best and even though I can technically replicate that with any other class because of the flexibility of the system, the Assassin was built around it, so play to its strength.  Only, I could dash around enemies and slice them in the back four times while they were swinging a paw or a weapon or what have you and dash away before they even started turning around, which you might think would be a lot of damage, all things considered.  But it wasn't.  It was functionally the same as running up to their face and hitting them like that.  And it's because it's not really about -your- character, but your gear and how far into the game you've gotten, since every chapter clear boosts your stats (which are almost superfluous given that's their only boosting time) that determines how 'good' you are at monster-slaying. 

Imagine any game where the gameplay relies on you picking up stronger weapons for stronger enemies.  Yes, I understand there are a lot, that's not the point.  Imagine that instead of being able to pick up those upgraded weapons (since they're all functionally the same), you only upgrade after every few chapters.  You start out with a pistol and your first upgrade is a magnum.  Something along those lines. You can go back to the first chapter after you've upgraded to your shotgun and everything's so much easier, or you can go back to that boss that gave you a hard time in chapter 4 once you unlock the RPG, but what's the point?  You already spent half an hour plinking away at it with a dodgy Assault Rifle because it was the only thing you could work with.  If the game is about forward progress and not getting better things, then there's no reason to go backwards when you're forward and going forward ultimately ends up becoming more and more of a challenge as you face scenarios that are inopportune for your current state.  It's why you can grind in RPGs (most of them) and why you can scavenge for ammo for any gun you can carry in most shooters.  Because there can't just be "This is what you are" at any given time, but rather "this is what you can be", and Odyssey missed that. 

Still, despite that, I'm a bit optimistic, as it can only really improve instead of dial back really.  Or even just sort of maintain, which isn't as -bad- of a thing as I may have made it out to be.  There are, of course, ways around the 'never upgrading until you do far far after you needed to' system that I simply didn't care to put much effort into since they are basically "Switch classes to something more fitting and/or play online and hope the increased difficulty is mitigated by seasoned players and with the game coming to Vita -and- PS3 with Cross-Play, you'll have that much larger of a pool of potential hunting partners to attempt missions with.  I'm not quite sure if I'll be picking up Ace as I still haven't finished Odyssey's base game and I might not anytime soon, but I would still recommend it as a game to watch, if nothing else.


The "Best of Playstation Network, Volume 1" is also something that I sorely overlooked and almost regret doing because of one very important element.  If it's not quite obvious, the Best of Playstation Network, Volume 1 is a disk-based (this is key) collection of some of Playstation's neatest, strangest and most talked about games, both in the recent past and reaching back a ways, though not in as balanced of a way as I would hope, unfortunately.  So if you're worried about a digital future, or you simply find it difficult to find space on your HDD for all of these little games that add up quite fast, then this is certainly an avenue of purchasing to investigate.

My own interest comes from the inclusion of Tokyo Jungle which is a game I have been enthused about in the past, but never got around to purchasing because of the prohibitive 2.4 gig file size the game carries.  Well, that and because I just inherently like bundles because they are amazing things, but really it's mostly the Tokyo Jungle portion of said bundle.  Especially since I already own the Fat Princess and Sound Shapes portion of it.  I mean, how can you just not want to at least -play- a game that lets you run around an area of ruined Tokyo as a baby chick who can actually grow up and fight other animals for dominance in this new, strange world for them?  How can you just not want to at least -play- a game that allows you to put construction hats on your dog character that you are playing as and then pit you against a crocodile in a fight that you can actually win?

Though I will say that I hope this yet-another-inclusion of Fat Princess in something means that they're actually going to revisit that series.  Say what you will about the "controversy" (making such big air quotes here) and what have you, the actual -game- was solid and I still say that if it had come out a year or two later when PSN was much more 'established' as a digital distribution platform as well as a multiplayer one, it would've done much, much better than it did.  It's a simple, fun, challenging multiplayer game that I actually -wanted- to play because of how much fun it was.  That is certainly saying something.  Being as simple as it is, there's really no reason why they couldn't do up a version for the Vita (there's a PSP version, even), which I would hope would be Fat Princess 2 and also on PS3 with Cross-Play.  It's Sony's IP to play with, clearly, but I do think they have to find a studio to make it as the studio that made Fat Princess has been restructured....twice now, I think?  Renamed one or both times, and I really don't know what they do anymore.  Still, it is honestly worth a shot after the PASBR inclusion and now this.


Okay, this last one isn't exactly a niche game, but taking everything into account, it just might as well be one really.  Epic Mickey 2 didn't exactly set the world on fire, nor did it even come close to stoking a modest blaze like the original, so the announcement that it's going to see a late port to the Vita is....a surprise.  We'll go with that.  Because a surprise sounds positive, right?  Right.  Let's....let's try to be positive about this because at least someone is porting a game to the Vita, even if it is a little after the fact.  More Vita games breed more Vita games, and that is the goal, of course.

Obviously, the game is based on the PS3 version of it and in lieu of using a Move ala the PS3 version, it's been tweaked to accept touchscreen (front and rear) inputs which makes so much damn sense it hurts.  (Seriously.  Capcom, pay fucking attention to this:  Okami for Vita.  Look how much fucking sense this makes.)  And really, the game is just going to be seeing all sorts of control tweaks and improvements to fit the unique offerings that the Vita has for that which is a good thing.  The game is being tailored for the system, which is precisely what developers should be doing when they port it to something.  This is something to be celebrated, if nothing else really.  Something else to be celebrated is that it's actually releasing fairly soon for just being announced recently.  June 18th is the date, and $34.99 will be the price, effectively giving that Digital Discount that only certain Vita games actually offer.  Though the game will be Digital-only for Vita which...well, I'm not complaining about five bucks off the expected MSRP.

It's always fun to hear about more games getting released, no matter the destination or the time-frame.  Even if they're re-releases, ports of games that didn't sell well, or a collection of games that seem....a little slapped together from an informed consumer's point of view.  They're all still worth your attention if you're looking at things from a certain point of view and might not get the attention of those people depending on what they get announced around.  Since this was the XBone week, well, perhaps a little extra visibility (I'm not going to pretend I offer much, if anything, really) can't hurt them.

Monday, February 25, 2013

Friend Network is Heading to NA Vitas

(Note:  The trailer is from last month at least and is for the Japanese Release)

Remember when I said that people amaze me in that they can make a game out of literally anything?  Like waking up?  Well, that trend continues with the announcement of the latest couple of apps heading to (non-Japan) Vitas, of which I'm specifically talking about Toro's Friend Network tonight.  Now, the premise of Toro's Friend Network is just as simple as Wake-Up Club - the 'game' is about making friends.  As in, sending off friend requests to other people.  That is the game.  It is not the only facet of the game, but it is the main component of it, as the 'goal' is to try and get 100 friends on your friend list so that Toro possibly could achieve his goal of becoming a human.  That...is kind of Toro's thing.  Trying to be a human, I mean.  Oftentimes through crazy schemes.

As I said, on a basic level, it's a fairly simple premise - Toro wants you to make friends and you're given a venue in which you can easily do so, with lobbies that sort of combs what you play and tries to match you up with others that play similar things.  You can exchange 'business cards' which is the actual friend request, and upon doing so, you are then friends!  As I said, it is literally the friend request process turned into a little game.  It's strange, but oddly, it works quite easily and adds a whole new layer to the process beyond the clinical checking of a profile, compiling a message and sending it off.  It manages to make it all quite charming which is something to be touted, I'd say.

Of course, there's more to it than that, thankfully.  The video shows off your personal living space, which I assume is just sort of your friend hub so you have somewhere to be other than the friend lobbies and social networking lobbies.  But it's not just a hub, so much as it is something that you can customize more and more as your friend list grows and grows.  You get increasingly extravagant locations that I presume has progressively more and more area to work with to customize it.  The video shows that you can put your friends to work improving the appearance of the space which I presume does more than just make it more aesthetically pleasing, though what actual statistical value it might have is a bit lost on me without knowing more of the mechanics.

On top of that, there's something referred to as the "Friend Dungeon" which we'll simply ignore so we can peacefully move along without gigglefits.  With this dungeon, you can apparently select two of your friends to explore said dungeon.  From the video, it appears to have an RPG-lite approach to it, in that you and your friends do battle with somebody else who you can, upon defeating, attempt to befriend as well.  I don't know if there's an actual exploration/dungeon-crawling part to it as well, which would certainly be neat, but I'm not going to get -too- hopeful because, well, who knows how big or small this app is actually going to be.  It certainly looks impressively deep from the presentation, and I would hope that it is, so that it can be a proper time-sink.  Since, well, it looks pretty fun.

The post says that it will be out sometime this spring, which is something that you can choose to believe or not.  The last time we were promised apps, the actual timing of them was off...by quite a bit.  Three apps were supposed to release consecutively - Paint Park, Treasure Park and Wake-Up Club - yet Paint Park preceded the two by more than a couple weeks (months, actually), and then I believe there was a gap between Treasure Park and Wake-Up Club as well.  Whenever it hits the store, however, it's assuredly going to be a freemium title as the rest of the apps have been.  I would imagine there will be exclusive items and decorations that you can only obtain via purchase with real money, as well as being able to buy 'points packs' to give yourself a little bank to spend without doing too much work.  Yet, you'll still be able to get a good experience without spending a dime.  And that's what this looks like - a good experience.

Saturday, November 10, 2012

Grand Theft Auto V is Going to Be Huge


When I say that GTA V is going to be huge, understand that I'm not stating the obvious in that it's going to sell all sorts of copies and such.  What I'm saying is that the game is going to be huge if Rockstar isn't feeding us a line of bullshit which, of all the bits of information that've been put out by GameInformer, I think is the most interesting.  And there's a whole lot of information that's been put out there, most of which I'm using ComputerAndVideoGames to go off of today.  I mean, it's pretty much out there -everywhere- as even like friggin' Forbes is reporting it according to some googling, but CAVG seems to come up a lot or maybe I'm just imagining that, so I'm checking them out for a few things and might end up sourcing from them more often in the future depending.  Regardless, the rather long list of bullet points they've got about GTA V information is tantalizing and does quite a good job of selling it to me which I had previously thought was going to be a bit of a rough job.

The hugeness of the game lies in something that has been laid out flat as almost a challenge for us to anticipate in these months before the game will be available for purchase.  The actual map, the world of Los Santos, in GTA V will be 'bigger than San Andreas, GTA IV and Red Dead Redemption combined'.  That is a very, very tall statement, and I think that's aided by the fact that the ocean floor and mountain ranges will be fully explorable, meaning that every inch of territory within its borders (sans building interiors of course) is accessible through some means.  Not quite sure if that means you can scuba/deep-sea dive or if there's going to be submarines, but the ocean floor is 'fully detailed and can be explored' so take that for what you will.  As someone who thought San Andreas' map was huge, but completely underdeveloped, I am a little wary of course, because a map that takes you an actual hour to traverse one side to the other doesn't automatically make it good it there's nothing interesting in 80% of it because it's being big for the sake of it.

Still, 'scope' seems to be the name of the game here so I'm a little optimistic in assuming that it will be a fairly fleshed out map in its own right.  I say scope because not only is the map huge in scope, but so is the basic premise, the basic mechanic of the game, which is certainly a big departure for the series as a whole.  In GTA V, there will not be one protagonist, but three, all of whom are fully-realized and independent characters in their own right.  Michael, the character most figured was 'the' main character from the trailer, is a man in his 40s who is currently in the witness protection program after getting out of the business in the East Coast.  Now retired on the West Coast, he's stuck with a family that he hates (who hate him too) that is all too willing to spend all the money he made in his former life, leading him to need a new source of income and fast.  Easy come, easy go seems to be how he gets back into the game.

He's joined by the other two protagonists, Trevor and Franklin, who both have their own goals, motivations and backstories that are quite different.  Trevor is another man in his 40s, but where Michael exudes a confidence, perhaps even a bit of class, Trevor lacks that entirely.  He's grown up committing crimes and it's his main source of income.  Income which ends up funding vices - drinking and drugs, mostly - making him the 'seedy' member of the team, as well as the one that's the biggest liability.  Unlike those two, however, Franklin is a 20-something street hustler who's looking to move up into the big leagues.  I'm not quite sure myself just how these three get together to start up a little 'crew' as it were, but as the main characters, you can control any of them at just about any time through means of a quick-swap.  On missions where all three members have a separate job, you can hop into the role of any one of them (and switch part-way through if you so desire) to carry out their task, be it sniper, driver, air support or anything else under the sun.

Not only that, but apparently when you are not controlling two of the characters, they are off doing their own thing, and it is possible that, should you switch to them, you will find them directly in the middle of something, though what that is is unclear.  Doubtful that they take on 'missions', even side ones, on their own volition, but perhaps beating up pedestrians if you jump into the shoes of Trevor or hitting up some hot spots as Franklin.  Regardless of whatever they're into, you take control as soon as they come up from the Google Earth-style swap menu, so they do whatever you desire then on, but it's still interesting to consider leaving Trevor outside of an upscale neighborhood and taking control of him again to find that he's in a dumpy area of town scoring crack money or something of that sort.  Maybe even hopping into Michael's character as he's playing a round of golf to calm the nerves.  The possibilities are astounding, though I'm sure in practice they will be a lot less mind-blowing.

Ambition is the clear name of the game here, and even though it initially will not please everyone for the exact reasons we feared, if it succeeds in half the things it attempts, it'll be successful and quite so at that.  Not being able to buy property (which is slightly understandable, given the three different characters with three different lives thing) is a small price to pay for something a little different and a little more organic in the game, if just to see how it ends up playing out.  And so long as everyone's buddies aren't hitting you up every ten minutes or so to go shoot pool or look at 'giant american titties', I think we'll be juuuust fine.  After all, this stuff, this is all just the tip of the iceberg.  I'm honestly far more invested in the game than I thought I would be on concept alone, as, hey, I have dug multiple-protagonist games in the past and, done right, I'm sure this will offer something quite interesting with that type of scenario.  Even if the melee system isn't going to be focused on and just 'improved' some.  Because I'll always have Sleeping Dogs for that.

Sunday, November 4, 2012

Grand Theft Auto 5 Coming Spring 2013


With every genre out there, there's generally one game or series that can more or less encapsulate what we all consider that genre to 'be' or at least used to be in some cases.  Basically the stand-out series that has steeped itself in the tenets of what that genre -is-, that we tend to associate it with the genre and vice-versa.  For First-Person Shooters it's (currently) Call of Duty (formerly Halo, formerly Doom, etc. etc.), for Role-Playing Games it's somewhat still Final Fantasy though pretty much by default, and for the Sandbox Game Genre, it's basically Grand Theft Auto.  There's competition, surely, but Grand Theft Auto 3, Vice City and San Andreas basically cemented its place as the fore-runner of the genre with nothing else really coming along to seriously challenge the throne.  Saint's Row has come perilously close, thanks to its insistence on sticking to out-of-the-box shenanigans and parodies where Grand Theft Auto 4 strayed off course, earning it some ire, but it never quite made it, and it's hard to say that it -will-, with 3 being a mixed bag and no 4 in sight.

Being the fore-runner of the genre means that whenever a new installment is heading out to the masses, it's kind of a big deal because folks get excited for that thing.  I might count myself among those excited for the announcement of a release window for GTAV, but I'm not quite sure just yet, based on how IV did end up.  The funny thing is that I like IV, and I even have a few stories from it (one from the Multi-Player portion of the game if you can believe that) but it's not a game that can hold your heart or your vigor for long, especially when others come along that do what it does and better.  And it's because of those games that I just have to wonder how V is going to compare, as it's not a matter of simply being uncontested in everything it does.  It's going to come up short in some areas when based against other Sandbox games, simply because it cannot do everything, and it's mostly a matter of how forgivable those short-comings will be.  It'll likely be a matter of how well it does what it does well, really, and that's just something we'll have to see.

As for myself, and this comes as no shocker I'm sure, I'm sure I'll end up basing GTAV against Sleeping Dogs, because I really really like Sleeping Dogs, and it certainly has some interesting takes on the 'formula' that GTA games tend to follow as a basic principle, as well as unquestionably being leaps and bounds above it in quality for some areas.  The melee combat for sure, and I'd argue that it simply covers all close combat things (meaning I'm counting melee weapons as well) better, where the actual gunplay is down to opinion.  (I prefer SD, of course for the slow-mo, but I'm willing to step back and say it's not perfect since it's not a 'focus' as it were)  I'd even venture to say that some of the things it does with driving, namely the action hi-jacks and the ramming are miles ahead of anything GTA IV or even previous games in the series, could hope to meet, and it's not something I look for V to implement.

Depending on what your opinion of IV was, V either has a little or a lot of room for improvement, and I certainly cannot see a future in which people lament that "X was better in IV", so all that remains to be seen is just how -much- of a leap in quality V is over IV.  Going back to the familiar haunt of Southern California (though not necessarily to San Andreas, Los Venturas or San Fierro) is a start in the right direction, but a tricky one as well, as that means it's going to get a lot of allusions drawn to GTA:  San Andreas, which some consider to be the best game in the series.  If you don't manage to fit in that amount of stuff that SA had, you're gonna get complaints probably even moreso than IV which is a troubling thought for sure, and based on IV's rather sparse (in comparison) landscape of things, that's going to be a challenge.  Buying property's basically a sticking point if you ask -any- GTA fan, so I would certainly hope that Rockstar is smart enough to include that, and in a way that's satisfying.  It'll need an overall economic re-shift for the mechanics, of course, since you're likely going to be making money off these properties, thus you'll need things to buy with said money and in consideration of how much you're likely going to get around a certain point in the game, but that's for forward-thinkers and balancers to worry about; just get it in the game and we'll be happy.

That's honestly really all I'm expecting out of GTAV in all honesty.  I know it's going to be a cinematic game, bordering on 'experience', and I'm sure Rockstar is planning on sneaking a little more parody into this one than the last, but other than that, it's really kind of a blank slate.  And that, more than anything, I think, is really exciting, since we've seen what they can do with the tools they have.  To see what returns from IV, what -doesn't- return from IV like the man-dates and to see what just comes in 'new' (like property ownership, and if I'm wishing, then customization) and to see what level of polish it all has is what's going to really have me looking forward to it, more than anything else.  Say what you will about the mechanics of any game they release - the recent ones generally have a level of polish on them that a lot of other studios really can't afford to have, and that goes quite a long way on its own.