L.A. Noire Is Pulling Faces At Me, And I Like It

14 04 2011

It’s been a while since I was properly excited about some new gaming technology or advancement. Motion control à la Kinect and the PlayStation Move was solid stuff, but nothing we hadn’t already seen – the Eyetoy and the Wii had been doing it years before.

‘Real’ 3D gaming hasn’t particularly gripped me either. There’s no way I would buy a 3D TV (at least, not until it drops heavily in price) and I really don’t see why I’d want to sit wearing silly-looking glasses and trying to focus on phantom 3D images. Even the Nintendo 3DS’s stereoscopic images aren’t a huge selling point for me – I just wanted a new Nintendo handheld!

So it’s a big deal for me to say that my ‘Next Big Thing’ is the MotionScan technology used in upcoming Rockstar title L.A. Noire. I’ve always had a huge problem with faces in video games – visually the industry has been pushing the boundaries over and over for many years, but facial expressions have always been a little crappy.

I remember thinking that the expressions in Mafia were the most impressive I had ever seen, and honestly, we haven’t come very far since then. Characters still don’t look like they’re actually saying the words coming out of their mouths, and it’s long been an issue that I’d completely given up hope on, naively deciding that it must just be one area that is out-of-reach.

I was already interested in L.A. Noire before I saw the videos. It’s Rockstar. It’s like a cross between Phoenix Wright and Mafia. Why wouldn’t I like it! Then I caught a glimpse of those facial expressions, and immediately pondered ‘why has this not been done before?’. It’s bloody gorgeous, and gives a real movie feel.

There are plenty of reasons that I’m looking forward to L.A. Noire, but that MotionScan technology is the main selling point for me. Hopefully in a few years time, every studio will be using it. Give this short Gamasutra interview a read if you’re interested.





Nintendo still doesn’t understand social gaming

7 06 2010

[This opinion piece was originally posted on Pocket Gamer.]

WarioWare DIY has been nuzzled firmly in my Nintendo DS since release; its combination of mini-game madness and development tools drawing me back time and time again.

Yet while this is another successful WarioWare release for Nintendo, it further drives home the point that the company seems to have no idea how to cater to the new generation of social gamers.

Online chaos

The online sharing features in WarioWare DIY sound so promising – I had hoped for a mini-game version of the PlayStation 3′s LittleBigPlanet.

Unfortunately, Nintendo has stayed true to past form by severely limiting player-to-player capabilities.

Whereas in LittleBigPlanet players can download any uploaded level available and share their own levels with rest of the world, WarioWare features a much more controlled system.

To download your friends’ games, players must first add the other person’s friend code to their database. The friend then has to do the same for your code.

While this isn’t a huge problem for sharing with actual friends (outside of being overly tedious, of course), it does mean that sharing your creations with the rest of the world is next to impossible.

This system makes it difficult to share games with anyone you don’t know. Even if another player leaves their code on a forum or comments thread, plugging their code into your game isn’t enough.

You’ll need to add your code to the same thread and hope that person checks back again and adds your code too.

It’s like the dual trigger system used to stop nuclear weapons being accidentally launched.

Think of the children

Of course, there is a method to the madness – or so Nintendo would argue, anyway.

Online features in Nintendo games have always been limited, in an attempt to keep the atmosphere child-friendly.

The majority of online Nintendo games do not support chat, with some instead including set phrases which players can say to competitors (see: Smash Bros Brawl, Clubhouse Games).

But most DS and Wii online games have no social method of interacting with other players at all. Take Mario Kart for example – other than driving, there is no chat or interaction features to speak of (literally).

In fact, if players didn’t have names floating above their heads, you could quite easily mistake it for an offline race.

Unlock the door

Nintendo needs to step up its game and start offering players a proper online experience.

Both the Wii and DS have parental controls built into them, so there’s no reason why Nintendo can’t offer full online facilities to gamers who want them, and cut-down features for younger players.

In the case of WarioWare DIY, if it was possible to connect and download any uploaded mini-game, this would make the game massively more playable. And massively more successful too.

Instead, we’re given a handful of officially selected games each week. Thanks uncle Nintendo.

All the company’s competitors – including Apple, which Nintendo recently stated is a handheld threat – are firmly rooted in the online gaming world.

Nintendo must leave behind the perception that its gamers need protecting from the big, bad world. If it doesn’t, it could even end up being a case of self presentation, because if it doesn’t change, Nintendo will end up losing its audience, not protecting it.





Tales of Monkey Island: Launch of the Screaming Narwhal Review

7 07 2009

MI1

There can only be one of two reasons why you’ve come to hunt out opinion on the first episode of Tales of Monkey Island. Either you’re worried that one of your favourite adventure gaming series is about to be dug up from its beautiful grave and repeatedly pummeled by a relatively new point-and-click studio, or you’ve heard stories of the great Guybrush Threepwood but never ventured into his world, and with this new title you’ve decided hey, why not start here?

I mean, it’s not feasible that you’ve never heard of the Monkey Island series.

Either way, let me begin by putting your mind at rest. I too was a little worried about how Telltale Games would handle Guybrush, LeChuck et al, so it gives me great relief to be able to praise their work and say straight out that Tales of Monkey Island: Launch of the Screaming Narwhal is a lovingly nostalgic affair simply brimming with everything we came to love about the MI series.

MI3
It shouldn’t really be at all surprising, considering that the development was headed by Dave Grossman, who worked on the original two Monkey Island games. Ron Gilbert, again a designer on the original games, was also involved and you can really feel it. The jokes are witty, sometimes even laugh-out-loudable and the situations are ridiculously brilliant. They’ve even dragged back the voice actors from The Curse of Monkey Island! It’s a Monkey Island lover’s dream come true.

The story is set a while after the conclusion of Escape From Monkey Island, but has been written in a way that it is freely accessible by both veteran and pirate-wannabe alike. All you need to know is this – Guybrush and Elaine are married, LeChuck is still trying to take Elaine as his wife, and both LeChuck and Guybrush are still as incompetent as ever.

Gameplay-wise, it plays out a lot like the fourth in the series. The transition to 3D in the fourth title received mixed opinions, but overall it seemed to work pretty well. Telltale have taken that original system and stuck their own tried-and-tested method in for good measure. Control of Guybrush is achieved either through the directional keys on your keyboard, or by grabbing him with the mouse and pulling in the direction you want him to go. The state of interaction, however, is solely the work of Telltale and is carried out simply with a click of the mouse. Guybrush will automatically decide whether to examine, pick up, talk or eat something.

MI2
Another new idea comes from the inventory screen. Combining two items is nothing new, but now players must select the two items and put them into some sort of fusing implement. Not exactly breakthrough, but it seems like an odd addition to a seemingly simple idea. Still, knowing that Guybrush keeps everything he collects in his pants is sure to spark some reminiscent smiles.

I’ve really warmed to the idea of having separate episodes, too. Initially, like many others I’m sure, I simply didn’t see the point. Were Telltale releasing Guybrush’s next adventure in pieces just because that’s what they’ve done with all their past titles? If that was the case, I hated the idea. Having now played through the first chapter, I am still no closer to knowing exactly why they did it, but I can honestly say that it works like a charm. Any Monkey Island fan will know that each game is split into chapters with a title and the famous ditty to accompany each. All Telltale have done is split these chapters up and sell them individually. It’s actually pretty clever when you think about it. I mean, I definitely want to play the next one, so the job is done on me.

This method of releasing each chapter separately works in a different way too. In this first chapter, Guybrush meets a few past faces, but not many. This in turn makes me look forward to the characters I could potentially be meeting within the future releases. Here’s hoping Murray features in the next one – and let’s not forget Stan. Just imagining Telltale’s take on these characters is enough to make me long for the rest of the story.

MI4
Graphically it’s all very much on a par with the rest of Telltale’s past work. They definitely have an art style which sears through all their work – not exactly what you’d call next generation, but at the same time no-one would venture so far as to say it’s ugly looking. Sure, they stuck a goatee on Guybrush and in areas there are more edges than are needed, but the world of Monkey Island really feels at home with the comic look and bright colours.

Now, one of the main concerns about Escape from Monkey Island was how some of the puzzles were extremely random and left you wondering ‘How on EARTH was I meant to work that out?’. Launch of the Screaming Narwhal’s puzzles feel like the love-child of all four titles combined. There’s bits from all of them in there, from Escape’s ‘getting lost in a maze unless you follow the right path’ to the second title’s learning a passcode to enter a door. All this mixed with the numerous references to past games makes for an extremely nostalgic journey which isn’t at all too vague to cut out the newbies. In general, however, the puzzles are a lot easier to figure out than the rest of the series. As long as you’ve grabbed every item and held every conversation possible, the answer is usually just a click away.

MI5

But you know what? That didn’t seem to matter. I completed the first chapter over the course of one evening and, while shorter than I’m accustomed too from a MI title, I enjoyed every moment of it. Tales of Monkey Island feels like a series which has got it’s mojo back. It’s clever, witty, charming and, most importantly, an answer to the critics. As long as Telltale keep this up for the next four releases, this series is exactly what they needed to launch their little company into the mainstream.

Tales of Monkey Island: Launch of the Screaming Narwhal is available July 7th 2009 from the Telltale Games site.

[This review can also be found over on Steamfriends].








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