Wednesday, May 27, 2015

Graphics don't matter; Honesty does

picture source: CD Projekt Red


Now that I got the chance to play Witcher 3 on my cousins Playstation, I think it's time to talk about the whole controversy surrounding this game and the implications created by the whole thing.

Nowadays it's pretty common for Games to be presented as vertical slices first. This means that a specific part of the game is shown to the public. A part that is specially designed to be as exciting and jaw dropping as possible. Often this specific slice isn't even in the finale game, but that doesn't matter. It's only created to build up Hype and get Pre-Orders. This, however, also leads to some pretty unreal expectations, which can never be fulfilled. Watch Dogs suffered from this fate. It looked good when it released, but nowhere near the level of the 2012 presentation. Also it failed to deliver on the hacking aspect that was heavily advertised. And for that no one but the developers and publishers are to blame. If you build unrealistic expectations, then don't blame the customer for calling you out on your bullshit if you fail to deliver.

But now back to the Witcher 3. It is a great looking game, no matter what some may say. It's a lot of fun. But it's also far from what was promised.
Here is a good comparison by Digital Foundry:



Now like I said, the game still looks stunning. One of the Best that is currently available on gaming platforms, and any rational person would agree. But fans often don't act rational. And I don't blame them in this case.

As a publisher you can't just continuously lie and then expect your customers to forgive you. And no matter why this happened, I'd blame the developer. Either the showed something that never existed to sell the game, or they overestimated the power of the hardware they're working on. That in itself is nothing bad of course, but the handling of this is. Coming out and telling your customers the truth is always favorable. Or at least it should be. It would stop the Shitstorm before it could develop.

Sadly this won't happen for a while. In todays AAA market graphic is pretty much the only thing to stick out. To be honest it's generally the case. Flashy graphics or an unusual artstyle are a sure way to garner a first interest in the game. Gameplay, as important as it is, comes second, because it can't be presented very well without actual hands on time.

And so the industry is in a pinch. They maneuvered themselves into a position, where they can't create the attention they need with simple demos or trailers. They need this vertical slices to create the Hype needed to sustain their business. But by doing this they slowly erode the thrust of the customer in this industry.

After all it was the industry that made graphics and resolution matter. And now it comes back to bite them in the tail.

In the end graphics don't matter, but honesty does. Nobody likes to be ripped of and by creating this unachievable image in our minds, the developers not necessarily do that, but they make us feel like it's the case. Honestly the Witcher is worth 60 bucks. It looks great and plays great. But all the trailers and ''demos'' showed a product, which, in that form, didn't exist. And we only found this out on release day. Of course the customer would feel ripped of, no matter how good the game still was. It's like ordering a hamburger and in the end you get served a slightly smaller burger than advertised. It may still taste great. It may even still allay your hunger. But you'll feel cheated no matter what. And rightfully so.
In the End companies should stop just showing us visions of what they want to do, or vertical slices, but instead show what they actually can do. Maybe stop announcing games 2-3 years before their release. Just be honest with your customers and I'm sure they will repay you.

Instead of creating a flash Hype with vertical slices and CGI Trailers, that can never be sustained, do the opposite. Create a slowly building hype, where people know exactly what to expect. Show them actual gameplay from the actual game. Over the course of its development time the game will (hopefully) grow better. The graphics will evolve and so will the expectations of the customer. But they will never outgrow, what actually exists. And if you have to cut back on some things, then be honest about it. This way you won't create a rift between you and your community.

If this continuous we may reach a time, where no one will Pre-Order something any more and buy games on Day One, because they can't be sure that the game advertised is the product they'll actually receive. And with industry being so reliant on Pre-Orders and firs week sales... What then?

And as always

thanks for reading

Wednesday, May 20, 2015

Majoras Mask

First let me tell you a dark secret. Before the 3DS release I hadn't played Majoras Mask. And now after I completed my 100% run I can say that this was truly a shame. It's not only one of the best Zelda games I've played, but one of the best games overall.
This post will be a short talk about why. So if any of you haven't played this game then be warned, because Spoilers are ahead. And seriously, play it!

Now I don't think I have to recap the story, but just in case, I'll do it anyway. After the events of Ocarina of Time Link has been sent back into his childhood and he and Navi parted ways. He then grabbed Epona and rode into the forgotten woods to find his lost companion. There he is ambushed by a Horror Kid wearing a strange mask. The horror kid is accompanied by two fairies, and after surviving a long fall and being turned into a Deku Scrub Link teams up with one of them to find the Horror Kid. Link then arrives in Clocktown at the center of Termina. How he got there remains a mystery, but he is directly greeted by a familiar face. The Happy Mask Salesman from Hyrule has also traveled to this strange country. He tells Link that he has to return Majoras Mask, the Mask the Horror Kid was wearing, to him, or something horrible will happen. After some small adventures Link manages to meet the Horror Kid at the top of the Clocktower. It has used the power of the Mask to make the Moon fall. Unable to stop it, Link uses the Song of Time and travels back to the beginning of the three days cycle. The Happy Mask Salesman teaches you the procedure to turn back into a human, and sends you out on your quest. You then have to bring peace to the four regions of Termina, before you can face the Horror Kid. And because you can't avert the end of the world yet, you have to travel back in time when the Moon dares to fall.

This mechanic is, to this day, unique in the video game world. And it creates a unique atmosphere which is unlike any other game I have played so far.

People often call this game the darkest Zelda and I would certainly agree. While Twilight Princess deals with dark tones and has some pretty dark imaginary, it does this in a ''In your face'' kind of way, which devalues it a little bit for me. Majoras Mask on the other way does this more naturally. The sense of dread slowly creeping into the people, while the moon descends and they slowly start to realize their fate, and then their reactions at the end, are some of the most memorable moments in gaming I had in the last few years. Especially the day. Seeing Cremia talking to Romani in the ranch at the last evening, or the pure dread of the swordsmaster and the helplessness of the postman. This is some pretty strong stuff for a Zelda game, or any game in the matter. The atmosphere created shows this deep hopelessness, but that only makes the light shine so much brighter. I'll get to what I mean later on.

Also Majoras Mask has probably the Zelda World which felt most alive to me. During the three days every NPC has his own daily routines. Anju, for example, doesn't always wait behind the counter at the inn. You can find her bringing food to her grandmother, or taking a walk to the little pond in southern clocktown. There are countless small and big scenes during these three days that help filling the game with life. This is one of the reasons why the NPCs in the game, over the course of your playthrough, grow into more than just that. You actually get a short glimpse into their lives.


And what impressed me the most, was that this game truly shows the consequences of your acts or non-acts. What I mean with this, is that in a normal videogame you maybe get a short cutscene showing you fail, before the retry screen pops up. But because this game is built on the foundation of redoing, it doesn't have to do this. For example if you don't help Romani defending the cows in the first night, you'll find the once cheerful girl completely unresponsive afterward. Something you can't fix till the next time you reset the 3 days cycle. Seeing the direct result of the player failing at something creates an incredible feeling during play. After seeing Romani in that state, saving her felt even more rewarding. Seeing the consequences of me not helping this people, increased my desire to do so. In fact on the final three days cycle before I went to the Moon for the final showdown, I did all I could to help as many people as possible. I defeated all four bosses once more, saved the Romani ranch, helped the Deku Princess, found all Zora eggs, united Kafei and Anju, released the postman, ended the endless discussion and many more.

In games like Skyrim sidequests, and even the main quest, often seem irrelevant to me, because they wait for you. No matter how much the people tell me that Alduins return is at hand, it won't happen as long as I don't progress in the quest. Some farmer may tell me that his child is dying and needs medicine quickly, but after doing a couple of other missions and wasting hours upon hours, it still hangs in there. When I don't give Kafeis pendant to Anju in time, she won't wait for him and the sidequest is impossible.

The three days cycle is ingenious because it allows the player to fail, without failing. Majoras Mask allowed us to glimpse into the world of a video game for three days, while other games often seem frozen in time. Even in some of the biggest RPGs nothing happens without the Heros incentive, which always reminds me that this is just a videogame, no matter how alive the word is otherwise. I would love to see the Majoras Mask worlddesign return someday, because as it stands Majoras Mask 3D was one of the most memorable experiences I had in a long time.

And as always
thanks for reading

source of all images: Nintendo

Monday, May 11, 2015

Splatoon release model

picture source: Nintendo

Last Thursday we didn't only get the yearly numbers from Nintendo, but also a dedicated Spatoon direct. And after extensively playing the Demo this Saturday I'm allowing myself to draw an early conclusion on the planned release model of the game.

For all of you, who didn't watch the direct, let me recap quickly. Splatoon will release on May, 28th for 40 bucks in retail. It will feature the full single player campaign, tons of weapons and gear for customization, the Amiibo-challenges, the local 2-player battle Dojo mode and the online mode turf wars. The Splat Zones online mode will be unlocked after a number of players reached level 10. However the game will also launch with only 5 online Maps. This is the basic package of Splatoon.

But they also announced their plans to support the game long time. Over the course of the summer we continually get new maps, weapons and apparel and in august a huge update, containing two new multiplayer modes, will launch. All of these updates will be completely free, which is an important factor, because otherwise I wouldn't defend this game.

Many of the people I spoke to, were satisfied with the direct and happy with Nintendos dedication to long time support of the game, but others criticized the game for being incomplete at launch. While no one can say for sure if this is the case (we don't know anything about the length of the campaign) only 5 maps seem a little bit low for a game with such a strong online focus. So let look at this issue from two sides.

First let me say that everything discussed is based on the additional content remaining free. If the new maps and such will be offered as only paid dlc then there is absolutely no way to look at this from a positive angle.

But now lets start with the positive outlook on the release plans. Long term support is secure. For a new IP we are looking at a massive wave of post-launch support. From the commercials to the presentations, everything shows that Nintendo intends to make Splatoon big. This is great news for anyone planning on buying the game. There will be always something new to try out an play. New maps to explore. New gear to combine. And in August two new modes. This secures a long lasting motivation and helps in building a strong community. It's not companies, which make a game big, but the community. Nintendo seems to have realized this and support the process of building a strong community with all their might. By staggering the release of new content across the whole summer they won't allow the game to disappear into the fabled summer hole. They create the motivation to always come back and try the new content. And from what I've seen of the game during the stress test, I'm pretty sure that many people will love to do that, because Splatoon is build on an addictive and fun foundation.

Now let's talk about the dangers of this release model. Yes they outlook of future content looks rather rosy, but what does it help if the initial content is lacking. Only 5 multiplayer maps doesn't sound like much and if you played the stress test, in fact, it isn't. Matches are action packed but short and even with the playable maps only rotating every 2 hours you'll soon have seen everything. If you play a new game extensively there won't be too much content at the beginning. At least in multiplayer. The maps are an important factor in Splatoon and the low number could severely limit the potential of the game.

In the end it all depends on the after releas schedule of Nintendo. If the manage to support the game with a stream of new content continuously over the summer I don't think this model will fail. If they take to long to provide additional maps, then it could definitively turn ugly pretty quickly. If the campaign is entertaining and not to short and the first new maps launch alongside the Splat Zones mode one or two weeks after launch, Splatoon is looking at a bright future.

What you think of this release model really boils down to the simple question of trust. Do you trust Nintendo or are you skeptic? I personally trust them, but if the screw this up, it has probably been the last time. So far I see no indicators for this, but it's not like Nintendo is immune to such things *cough* Xenoblade DLC *cough* Smahs Bros. Mii-Fighter Costumes *cough*

What are you thoughts about Splatoons release mode? Have you played the demo? Did you like it?

And as always

thanks for reading

Friday, May 1, 2015

The game the Wii-U deserved, but not the one it needed


Mario 3D World is a great game. It plays perfectly, has great leveldesign, looks awesome and is simply a blast from start to finish. Next to Wonderful 101 and A Link between worlds it was the best game I played int 2013. I just wanted to make this clear, before talking about how it was not the game the Wii-U needed.

It sold great. There is no denying that. And it received critical praise all over the globe. But it also felt quite safe. There is nothing wrong with that of course, but 3D World was not the game the Wii-U needed. I just think that most people expected more than a 3D Land sequel for Marios first HD adventure, no matter how good the final game actually was. From start to finish 3D World played it mostly safe. It was a more grounded adventure after the grandness of Mario Galaxy, but this isn't what brings the people to your console. It lacked the WOW factor to do that. While Super Mario Galaxy was a grand undertaking aimed to bring many people to the Wii, Mario 3D World felt more like an adventure to maintain. It would have been a better fit for a successful console, later in its lifecycle. Of course Nintendo couldn't know that when they launched the Wii-U. 3D World was probably well in development at that time, but, like so many things from the Wii-U, it can serve as a lesson for the future.

I think many expected more from Nintendos first HD console in it's first year and I can't blame them. While New Super Mario Bros. U was the best in the series it released to closely to New Super Mario Bros. 2 and didn't offer anything truly new. And 3D World is still a 3D Land sequel. Bigger and better in every aspect, but many people just shrugged it off because they can already play a similar game on their 3DS. Of course it sold well, but it was mostly the hardcore Nintendo Fans, who had already bought the Wii-U. To put it simply 3D World wasn't a game that sold Wii-Us but a game that sold to already existing Wii-U owners.

Then what kind of game should the next Mario be? I think they should go back to the style of Mario 64 and Sunshine. Galaxy is a great game, but I don't want a Super Mario Galaxy 3. I would prefer them to go back to the world design of the first two 3D Marios instead of the more obstacle course oriented approach in Galaxy. What I mean with that, is that Galaxy, if you look at it from a neutral standpoint, has very little exploration. Every Star is pretty much self confined and at the end of a specific obstacle course. While in Mario 64 or Sunshine you could find Stars other than the one you selected at the beginning. In Super Mario Galaxy the scenery was grand, but not the levels themselves. And I think Mario has great potential in that direction. They only need to use it.

Let's give an example of what I would love to see in a Mario Game. And for that I want you to take a look at a game that overflows with details, imagination and variety. Mario Kart 8




How awesome would this course be as a level in a 3D Mario. The power of the Wii-U (and following consoles) allows for such imaginative level design. This level could play with Mario starting at the base of the great tree and slowly advancing upwards till he reaches the Shy Guy village up top.(And then slides back down with the huge waterslide^^) With different tasks and branches on his way upwards. Also they should fully embrace the concept of adventure and wonder with the game. When entering a level there shouldn't be a specific star to select, but you should just get thrown into the world. Let the players awaken their inner adventurer. Let them explore the worlds at their own pace and find their own way. Of course the level design would need to be adjusted to such a new playstyle, but I trust Nintendo to pull this off. Also this would open up a lot of possibilities. For example one star in the hypothetical Wild Woods stage could involve the Toads trying to repair their elevator to the treetops. After you helped them you would have swift access to the Shy Guy village. Or you could find another way towards the treetops and maybe discover one or two Stars along that path. This way every player would find their own, unique way of approaching the worlds and completing them. Like I said this would be challenging to design, but it would definitely be worth the effort.


Also I hope they leave the boring, well-trod paths of the standard Mario Worlds. I said this once, and the DLC only strengthened this opinion, but I think that Mario Kart 8 shows what could be possible in 3D Marios. Wild Woods blows every standard wood themed level in past Mario Games out of the water with it's design and imagination. Mount Wario would make for a grand stage with lots of variety. Why not have a stage taking place in Mushroom City from Double Dash or in the Water Park? It would open up a lot of new possibilities to gain stars. 3D World did something like that with the Circus and Japanese Theme and it was great. I would love Nintendo to embrace this concept fully with their next Mario game. Mario Kart 8 shows that it is possible to have levels like Super Bell Subway or Sunshine Airport, which are ''Outside the Box'', but still retain the distinctive Mario feel.

So the cornerstones for the next Mario game should be:

  • Exploration
  • Big Levels to support this playstyle
  • Imaginative Level design and themes outside the standard Mario palette



Just imagine that instead of the 3D World trailer E3 2013 showed Mario in Wild Woods. First he masters challenging platform
ing to climb to the top. Then a panning shot of the Shy Guy village inside the tree tops. We see him completing a task and gaining a Power Star... and the level continues directly because there still is much to explore. At the end of the trailer we can see Mario Jump down the tree in an awesome panorama shot.
This would certainly be a trailer to WOW people.

The Wii-U would have needed such a game. While the offering of titles on the console is great, many of them play it very safe. Nothing offered something completely new and exciting. To once more pull out the overused Batman quote from the title: Super Mario 3D World was the game the Wii-U deserved, but not the game it needed.

Oh and sorry for the constant Wild Woods talk, but I adore this track.

What are your thoughts on Super Mario 3D World, the future of 3D Mario and the offering of the Wii-U in general? Would you like Nintendo to show us something completely new for their franchises or are you happy the way it is?

And as always

thanks for reading

Source of all pictures: Nintendo