PSP: Make way for the Minis

Sony and its indie friends talk up their upcoming "snackables".

Announced at this year's gamescom event, Sony's new Minis programme is a brand new attempt to bring the PSP platform into line with Apple's iPhone and iPod Touch by offering a new range of what the company calls "snackable" small-scale games, designed by some of the leading lights in mobile game development. At a specially convened conference during the show, we met up and talked with Sony and a quartet of mobile game-makers about the new initiative, saw some of the games currently in development, and got some idea of the level of commitment given by the platform holder to the venture.

Described by SCEE head of developer relations Zeno Colaço as a plan barely eight months old, this "accelerated programme" is all about attracting smaller, independent game-makers to the PSP in a similar way - they hope - to the enormously successful iTunes App Store. Just like Apple's offering, the initial costs to the developers are low - "just north of €1200" for a full-on PSP development kit according to Colaço. Also to Sony's credit is the fact that there are no additional "hidden" costs - product QA costs and the like are entirely taken care of by the platform holder all the way through to the game's online debut on the PlayStation Store. After that Sony takes a cut of the game's PSN ticket price - a figure which Colaço refuses to divulge, saying that the business model had yet to be finalised.

'PSP: Make way for the Minis' Screenshot 1

The PSPgo kicks back and waits.

However, one of the major points of his pitch is that while PSPgo is the "trigger" for this new line, the existing userbase will not be ignored. "Whilst this programme is going to kick off with PSPgo, it is actually addressing our entire consumer PlayStation Portable audience," Colaço says at the conference. "Globally we have over 54 million units, 17 million in the territories that SCEE looks after... We're digitally distributing to all PSPs, not just PSPgo, which is primarily a network-only device."

Content creators are given limitations in what they can produce, but the restrictions are remarkably slight, and Sony is keen to foster a creative environment from the Minis that teases out the best from developers large and small. "We're not putting any limits of what type of games can be produced," Colaço continues. "We're actually leaving that very open."

The only restrictions on game content come down to a set of common-sense standards that set about keeping gratuitous graphic violence, racism, and other unsavoury elements out of the games. Additionally, a 100MB download limit has been placed on the Minis. Otherwise Sony is hoping to bring out the best from its developer partners, with SCEE's Minis evangelist John Booth saying that we can expect many smaller, more concept-driven games that aren't typically "game-like", citing the firm's previous history with games like Flower on PS3.

'PSP: Make way for the Minis' Screenshot 2

Kahoots - coming to PSP Minis, and hopefully retaining Pegbeast and his song.

Booth himself was instrumental in bringing both smaller, indie developers and larger firms like EA into the Minis programme, and there was no barrier to entry. While some game-makers were handpicked and approached directly, others got wind of what Sony was up to and contacted them directly.

"We knew someone who had a contact at Sony - we emailed them, and they came to visit the office the following week," Honeyslug's Ricky Hagget says. "We spent an excitable 90 minutes showing all of our existing and prototype games, after which point they were suitably impressed to ask us if we'd like to make a game for the PSP download service. We said 'of course!' and had a dev-kit the following week. It was all refreshingly easy and straightforward, although we'd put a lot of work into the games we showed."

Honeyslug is the epitome of the small independent developer, consisting of just three people, remnants of Eidos's old casual games division. It has developed for the Flash gaming domain, and also has a brace of iPhone/iPod Touch games to its credit. Kahoots is the name of its debut PSP offering, an intriguing platform puzzler that sees you guiding the eponymous creatures past a range of hazards, collecting treasures and moving on to the next level. Those who've played Lemmings will have no issue quickly getting to grips with the gameplay. The PSP version looks set to be very close indeed to the game's Flash roots - you can have a go yourself at a playable sampler and aside from boasting more levels, the new game for the Sony platform should be very similar.

Honeyslug reckons that transitioning from existing mobile platforms to PSP was no bother at all. "We have extensive experience in mobile, as well as PC casual download, Flash and Nintendo DS, so PSP wasn't hugely surprising, and we were able to use a whole load of our existing code," Ricky Hagett says. "The PSP code samples are extensive and mostly very good, and the level of support we received from the dev team was excellent - with really quick, helpful responses. With Kahoots, we went from zero to alpha in 10 weeks, which is an indication both of the ease of developing for PSP, and our suitability for it."

Another small-scale mobile studio that has been welcomed into the PSP Minis fold is the almost legendary Subatomic Studios, responsible for one of the most successful and indeed brilliant games on the iPhone: Fieldrunners. "Coming to the new Minis channel has been a great, great pleasure for us," says Subatomic CEO Ash Monif. "We've had immense support from Sony - they've been great, great partners in all this. We've been hard at work, heads down, on creating a new enhanced version of Fieldrunners. It has enhanced graphics, enhanced sound and will be featuring new content: two entirely new levels with new strategies, new towers, and new enemies."

'PSP: Make way for the Minis' Screenshot 3

Prepare to lose hours to Fieldrunners...

Fieldrunners is widely considered to be the best tower defence game available on the iPhone. The objective is simply to guard your base from wave upon wave of incoming enemies: hundreds, thousands of them even, depending on the game-type you select. You set up different towers, each equipped with different weaponry that blasts, zaps or blitzes the oncoming foes causing varying levels of damage. Setting up the towers side-by-side also serves to create intricate mazes that the hostiles funnel through as they seek to reach your HQ. Part of Fieldrunners' genius is the way in which the iPhone's touch-screen display has been used for an ultra-intuitive game interface.

"We've paid very special attention to the control system on PSP," Monif says. "We've shown it on the showfloor to the press and fans alike and they've been pretty happy with the controls so far. We're optimistic that you'll be able to get right into the game and have lots of fun. You navigate the field with the d-pad, you place towers with the X button, you select the tower types with the left trigger and the right trigger... The tower upgrades are the same - select the tower and move left or right. Finally, you zoom in and out with the analogue stick." Sounds fine in theory, and fingers crossed that Subatomic can pull this off. A trailer shows that the PSP version has a clear graphical and audio advantage over the iPhone game, but Fieldrunners veterans will know just how crucial that touch-screen is to the gameplay.

The good news is that the developer still aims to support the older version of the game, for those happy with their iPhones and with little interest in joining the PSP renaissance. Indeed, Sony is placing no exclusivity limitations on the Minis developers we speak to. "We're continuing to support our iPhone/iPod Touch version of the game, releasing content across all platforms," Monif states. "However, because we're so small we need to do just one thing at a time."

'PSP: Make way for the Minis' Screenshot 4

Frima Studios' Zombie Tycoon.

Not quite so small is Frima Studios, currently producing Zombie Tycoon as its first release for the PSP Minis line. As its own press releases says, Frima is "an important game developer based in Quebec City, Canada" and boasts over 240 employees. However, the firm specialises in mobile projects with appropriately mini-sized teams. "This project has a team of seven people, working for about four months in development," says Frima's Jean-François "Jeff" Tremblay. "We've got another five or six weeks in development, so we spend anywhere between four to six months in total depending on the energy, the effort... This includes conception, the artwork, the design and all the creative research."

Zombie Tycoon appears to be new version of an older mobile game originally created by Frima's recent mobile-centric acquisition, Humagade, but has been radically transformed into a full 3D game for its transition into the PSP Minis line-up. A smattering of gameplay footage, backed up by extensive concept design work, is shown in a slick trailer - the idea of the game is effectively to take control of your own zombie horde and employ their brain-sucking abilities to achieve the complete and utter destruction of mankind, in a humorous, wacky manner of course. It turns out that that the undead suffer from an attention-deficit disorder, so if you don't take direct, RTS-style control of their lives, they turn on each other with unfortunate flesh-eating consequences.

Tremblay himself joins the assembled ranks of game-makers in paying tribute to Sony's new developer-friendly approach. "Reducing the price is one thing - money is always an object," he says. "I think opening these dev-kits and this distribution platform to indie developers is a great opportunity for us to take our material, take our ideas, take our content, and throw it out there to a pre-existing, massive userbase... It's Minis, but with a massive support group by Sony."

Rounding off the presentation is a brace of EA Mobile games showcased by studio head Chris Gibbs. Demonstrating that the Minis programme is available to all developers and publishers both large and small, Gibbs says that EA Mobile is currently the market leader in terms of portable gaming, and reveals that its initial line-up of PSP Minis consists of two old favourites. The first up is a new iteration of Sudoku, featuring over 200 puzzles "ranging from easy all the way through to insane". A new "newspaper" game mode has been introduced that allows you to copy over puzzles from the printed page and store them in memory on the PSP, the idea being that you can complete these puzzles at your own leisure, whenever and wherever you want.

'PSP: Make way for the Minis' Screenshot 5

Tetris? Never heard of it.

EA's second offering is a new iteration of the game that took handheld gaming into the mainstream all the way back in 1990 - Tetris. Despite the somewhat ancient origins of the game, Gibbs claims that "there's a lot of innovation in this - within EA Mobile we've done a heck of a lot with Tetris over the years," and cites the classic and marathon modes plus a new replay option that allows you to relive your greatest Tetris combos.

With no actual gameplay on show for either title, and little in the way of originality mooted, it has to be said that EA's offerings suggest the company is playing it safe. Gibbs himself reckons these titles were chosen as "truly mass-market games" and says that a further four games are in development for the Minis line. He won't go into any specifics whatsoever on what they are though. I ask about original IP, but get little in the way of feedback. Gibbs invites me check out other titles in the EA Mobile range for an overall idea of what the division's overall ethos is, but the originality question seemingly remains unanswered.

In closing the presentation, SCEE's Zeno Colaço makes it clear that it was the developers and publishers of the games that were the stars of this Minis presentation. And it may well be that this is the reason Sony itself - which has the largest set of first-party development studios out of all the three major platform holders - isn't presenting any Minis on the day. While the programme is still young and embryonic in many ways, Colaço assures me that Sony's game-makers are contributing to the Minis line-up, but there is the very real sense that the primary focus of his efforts is on bringing in brand new talent to the PSP platform.

'PSP: Make way for the Minis' Screenshot 6

The PSPgo - he's getting more excited!

Not only that, but Sony also seems set on carefully stage-managing the show - compare and contrast with the App Store, either impenetrably chaotic or overflowing with new content, depending on how you view it. The Minis programme is set to launch jointly on 1st October with PSPgo, offering 15 titles, and there are 50 currently in development. It seems clear that Sony wants to pace the release of the games, and give them a chance to breathe: music to the ears of iPhone developers worried about the exposure and success their games get on to the iTunes App Store.

In many ways, the Minis project has more in common with Microsoft's Xbox Live Arcade set-up than the Apple set-up. Colaço is quick to point out that the focus is very definitely on games here, as that is where Sony's strengths traditionally are. So those looking for legitimate alternatives to the tools and apps currently only available via PSP custom firmware are being given little motive to turn back from the dark side.

Overall though, Sony's ethos seems sound and laudable, and the notion of bringing keenly priced, creatively-driven mobile games to the PSP is obviously a no-brainer, and long overdue. Just how successful Sony has been in its efforts will only become apparent once the full range of games has been released. We'll be checking them out when they are.

The PSP's Minis programme launches on 1st October.

Comments (39) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Dizzy #1 2 years ago

    1500$ for dev platform????

    /back to iPhone
  • Rev.StuartCampbell #2 2 years ago

    "It seems clear that Sony wants to pace the release of the games, and give them a chance to breathe"

    Uh-oh. Sounds like another DSiWare fiasco waiting to happen - an anorexic store full of overpriced games. If Sony really have the balls to take on the iPod/iPhone with a pricing model offering games for around £1 a time, there's a very outside chance the PSPGo could get interesting. Much more likely is that we'll get a load of cut-down rubbish at £6.99 a pop and the PSP range dying yet another death.
  • Toothball #3 2 years ago

    I guess I'll wait and see how these pan out, but I'm still more interested in PSP games that are suitable for both short and long periods of play. The news about Lumines this morning reminded me about that. Being able to have that installed on my PSP and available to play at any time is quite appealing, and I expect I'll find myself playing that more often than I currently do with the disc left at home.
  • wizlon #4 2 years ago

    I'm currently developing for XNA and iPhone and I'm quite interested in this, but what is the chance of Sony giving a dev kit to a bedroom coder, even if I could scrape up the £1500 for the kit. Might be an idea to see how well the first lot of games sell before jumping on any ideas. Still can't wait for the Minis to launch, I love the idea of smaller games on my PSP.
  • JohnnyWashnGo #5 2 years ago

    The price tag suggests that the 'bedroom coder' will be left out of the equation for the most part. Some people will be able to get together with like minded friends and colleagues to jointly purchase a single dev kit but I think the price point is aiming squarely for smaller existing development shops.

    Which is a shame as plenty of people have great ideas for small games, as evidenced by the iPhone app store, and that source of potential goodness would have been nice to have on tap for the PSPgo.

    That being said, if you want to develop for the iPhone you need Apple hardware don't you? So the price difference isn't that great when you factor that into the equation.
  • wizlon #6 2 years ago

    @JohnnyWashnGo with the iPhone development you need a Mac, so I went out and bought a Mac Mini for £400, then I shelled out for the iPhone development programme which was £60, I already had a iPod Touch, but if I didn't then that would be an extra £200 ish. So really, it isn't super cheap to develop on the iPhone, but still cheaper than the PSP. The good thing is that you've got a better chance of breaking even on the PSP, it's more of a captive audience with regular weekly updates highlighting new releases instead of the "bargain bin" that is the App Store meaning that your new game is less likely to get missed or buried under all the soundboard apps.
  • StooMonster #7 2 years ago

    you've got a better chance of breaking even on the PSP

    You don't know that. No one knows that.
  • SeesThroughAll #8 2 years ago

    The price on the dev kit is definitely not indie-friendly.
  • penhalion #9 2 years ago

    @Dizzy

    The 1500 is for the dev unit. The test unit costs a further 1000 dollars!

    As for the pacing releases nonsense. If you go on the platform all this means is that you have no idea when you'll get your game out to the people. It's going to be a WiiWare nonsense all over again!
  • toy_brain #10 2 years ago

    I do still worry about just how many PSP users either have a PS3 thats online, or have Media Go! installed and bother to check it often enough to make digi downloads truly viable for the machine.
    I suspect that with the launch of the PSP Go these things will be pushed even harder, but educating existing PSP owners to the fact that, yes, they are included in these new services, might take rather a lot of effort.

    Still, nice to hear such positive feedback coming from the dev's (though its not like any of them would dare slag it off anyway), and already some of those games sound interesting. Assuming they are going to try and break away from the iphone style '£1 a pop' model which has resulted in a tidal wave of crap overwhealming genuinely decent games that dare think about charging more, I hope they have some sort of standardised demo system in place. I'm quite happy to pay £4 for a decent timewaster, but I'd need to try it first, and its likely many of the games will slip under the reviews radar so I wont be a ble to rely on metacritic to tell me.

    Also, they need to update the store more than once a week to keep the more casual observer coming back and seeing new stuff each time.
  • mingster #11 2 years ago

    This whole idea is going to bomb harder than a B52.
  • jonsaan #12 2 years ago

    I suspect this intiative is fueled by the movement of lower priced fare on the psp store. Stuff like Super Stardust Portable and Numblast, as well as PS1 'classics'. Bring it on I say. Tetris can't come soon enough.
  • wizlon #13 2 years ago

    I do still worry about just how many PSP users either have a PS3 thats online, or have Media Go! installed and bother to check it often enough

    You can access and buy straight from the store directly from your PSP now, works pretty well too.
  • toy_brain #14 2 years ago

    "You can access and buy straight from the store directly from your PSP now, works pretty well too."

    Yea I know, I might even have used it once myself (as I dont have a wireless network at home its not something I use that often), but again its a case of educating old or lapsed PSP owners that they can now do this. Some have not updated their firmware in a long time, others might just not know what it is.
  • Dizzy #15 2 years ago

    "That being said, if you want to develop for the iPhone you need Apple hardware don't you? So the price difference isn't that great when you factor that into the equation. "

    Errr? About 299 euro for an iPod Touch. You don't need an iPhone.

    "You need a Macbook "

    True... but you will need a PC as well for the PSP.
    Edited by 1 at 26/08/09 @ 13:22
  • skillian #16 2 years ago

    So they are both similar prices to get up and running with , though in both cases developers may have some of the pieces already.

    Which one is slightly cheaper than the other is surely not that big a deal. Presumably your choice of platform would be more about which your game is more suited to, and the potential for making sales and earning money.
  • jonbwfc #17 2 years ago

    @stoo monster
    "you've got a better chance of breaking even on the PSP
    You don't know that. No one knows that."

    Very true. However I'll bet the PSP mini store won't get absolutely pumped with dross the way the iphone app store has. The main problem with the App store is not writing the app itself, it's getting it noticed among the flood of fart apps and 5-minute $1 throwaway tat.

    I reckon you will have more chance of getting good sales on the PSP than the iphone on that basis alone, regardless of the initial outlay. It doesn't matter if the dev system cost buttons if you're struggling to get your app noticed among the 300 other apps released that week. In fact, the best way to sell your iphone app at the moment seems to be do something to get it rejected by Apple then bitch about it publicly to every blogger & web journo you can lay your hands on.

  • migasUK #18 2 years ago

    Okay, here we go again ...

    can sony really do something new? Or it will be like this forever "coping everything", first the Wiimote now the iPhone App Store! What's Next Natal ? LOL
  • Maledictus010 #19 2 years ago

    As a gamer first, i don't like the way Sony is going with all this. I've always felt that consoles should be used to play games, not to pass the time with silly cut-down games or iPhone-like casual games crap. I guess they're first and foremost hoping to get to where the money is these days (which, it seems, is indeed in cut-down crap casual games for the tasteless masses) so they can't be blamed for that, i suppose. But as someone who thought of the PSP as a games platform and not as an all-in-one gadget clone X, all this is disconcerting.
    Edited by 1 at 26/08/09 @ 14:06
  • jefranklin18 #20 2 years ago

    @jonbwfc: Very true. However I'll bet the PSP mini store won't get absolutely pumped with dross the way the iphone app store has.

    And that is why (I suspect) Sony are pricing the dev kits at the level that they are.
  • wizlon #21 2 years ago

    It is true, a barrier for entry will stop a lot of the crap. That was the idea behind the subscription behind Xbox Live Indie Games, saying that £60 is hardly that much a barrier, and it shows.

    As for Maledictus010's comment, I think smaller games are a great idea on the PSP, big budget full games with load times and cut scenes for when you have plenty of down time and smaller, cheaper, bite sized experiences when you fancy a quick bash between bus stops.
  • Goffee #22 2 years ago

    If Sony Europe spent 10% of the time that the Japanese do on the store, it wouldn't be in such a cobwebbed state. The Jap store has loads of themes, movies and a healthy supply of demos (I won't even mention the army of PS1 games).

    The euro store last had a film trailer added in 2008 and (from memory) the last theme was a Worms one. Do Sony really think people will flock to the store if it can't take care of even the free basics?
  • Rev.StuartCampbell #23 2 years ago

    "However I'll bet the PSP mini store won't get absolutely pumped with dross the way the iphone app store has. The main problem with the App store is not writing the app itself, it's getting it noticed among the flood of fart apps and 5-minute $1 throwaway tat. "

    There's a massive and fundamental misconception that far too many people still make about the App Store, (well, there are several, but we'd be here all day), and it's the same one that saw the PSP bomb so badly as a platform for selling games on. It's that people playing games on handhelds WANT what you describe as 5-minute throwaway tat. (Much of which is actually extremely well crafted.) The PSP tried to be a PS2 in your (very large) pocket, with bloated, complex games with long load times which demanded hours of play at a stretch. Meanwhile, the DS provided fast-action bite-sized chunks of entertainment easy to pick up and play for the length of a short bus journey.

    iPod developers learned this lesson big-time. They worked out that if you charge less than the price of a Mars bar, people will happily buy 20 games that only occupy them for an hour each - longer than the typical PSP game, at a total cost of considerably less than half the price. There have been cases of single developers knocking out 30 iPod apps in 30 days, of perfectly respectable quality (see Tumblecaps for an example). If just one is a hit, the developer will be awash in money, and if not he's only wasted a month.

    As far as I can tell, most iPod/iPhone owners check the App Store for new stuff at least once a day, and in those circumstances the flood of new releases is not at all overwhelming. Churning out quick, cheap, fun games is the intelligent approach, both economically and in terms of the market you're trying to serve. Trying to make tedious PS2 games and sell them at inflated prices is not. Long may the App Store continue the way it is, and long may everyone who wants to turn it into a "mature" and "streamlined" borefest - populated by two new games a week, costing seven quid each - fuck off.
  • Erebu #24 2 years ago

    @migasUK
    "...can sony really do something new? Or it will be like this forever "coping everything", first the Wiimote now the iPhone App Store! What's Next Natal ? LOL"

    Natal? Oh they have already copied that... it's called EyeToy and was released in the year 2002.
    You might have noticed... they were using a time travel machine!!! OMG
  • Rev.StuartCampbell #25 2 years ago

    Wow. That'll teach ME to post a considered, reasoned view supported by evidence. Back to calling people stupid cunts!

    :D
  • SeesThroughAll #26 2 years ago

    That'll teach ME to post a considered, reasoned view supported by evidence.

    You're so modest!
  • mk-1601 #27 2 years ago

    Stu: The problem with this argument (apart from the whole not-containing-any-verifiable-numbers-to-back-it-up thing) is that it assumes iPhone users *only* want 5-minute throwaway snacks. I've bought a lot of mobile and handheld games over the years, but the ones that I've kept are those which offer extended playing time. I don't see any reason to believe that there aren't lots of iPhone users out there who would bite your hand off for a game genuinely comparable to Pokemon, Advance Wars, Animal Crossing, FFTA, Geometry Wars, Card Fighters, Puzzle Quest or GTA:CW. But developers (outside of EA and Popcap) are effectively forced to sell at $0.99 in a chaotically structured and poorly web-integrated storefront, so face enormous risk for meagre reward.
  • Ryze #28 2 years ago

    Hmmm... no touchscreen, no accelerometer, no right analogue. Demos?

    Hopefully we'll get some decent classic gameplay through this service.

    This could go anywhere. Let's wait and see...
  • brod #29 2 years ago

    "We're digitally distributing to all PSPs, not just PSPgo, which is primarily a network-only device."

    Glad to hear it. PSP Go looks good for a certain audience (mainly the people that want to carry it in a pocket) but it's not for me so it's good to know older PSP owners won't be left in the dust.
  • Rev.StuartCampbell #30 2 years ago

    "I don't see any reason to believe that there aren't lots of iPhone users out there who would bite your hand off for a game genuinely comparable to Pokemon, Advance Wars, Animal Crossing, FFTA, Geometry Wars, Card Fighters, Puzzle Quest or GTA:CW."

    There are already plenty of such games. The problem is that so many idiots are so busy making absurd, ill-informed statements about the App Store being full of fart apps (which MIGHT have been true a year ago, but certainly isn't now) that they get overlooked in the mainstream media by writers who don't know what they're talking about, exemplified by Edge's hilarious failure to include ANY iPhone games in its "innovation" category for the best games of 2009, while shortlisting a fucking FPS sequel.

    (The "throwaway" thing is a totally false dichotomy anyway. Simplicity and accessibility don't preclude lasting appeal. I've poured tens of hours into each of games like Drop7, Minigore, Kill All Bugs and Flight Control, despite them all being dirt-cheap and having rules you can explain in five seconds flat.)

    As for the games you mention specifically:

    Puzzle Quest IS on the App Store and has been for months, along with dozens and dozens of match-3 variants with interesting twists of their own, and even better grid-based "puzzle" games like Drop7 and Dropsum.

    GTA:CW? There's the similar overhead-view Car Jack Streets - from some of the actual original makers of GTA, no less - and Gangstar, a stunning 3D clone with graphics the equal of either PSP iteration.

    Geometry Wars? Absolutely SCORES of GW-style twin-stick shooters, though it's not a genre particularly well-suited to the format. GeoFighters, Isotope, Nano Fighters, Circuit Strike One, I could go on and on and on.

    Advance Wars? Plenty of those too, such as Mecho Wars and Uni Wars, though tower-defence games are more popular.

    FFTA? No idea what you mean by that.

    There are card-fighting games too, though off the top of my head I can't think of a Pokemon clone.

    And guess what? Lots of these games have done very well selling at 59p. Make a good enough game and (a) people will notice it and (b) it'll make plenty of money. But that's not the real issue. The issue is that lots of people are desperately trying to hammer an incredibly exciting new format with more potential for originality, invention and accessibility than anything since the ZX Spectrum into a hole where it just doesn't fit.

    If you want PSP games, buy a fucking PSP. (Sony have thoughtfully helped make this decision easier by increasing the price of the PSP so much that it's now more than a 16GB iPod Touch, enabling you to feel even MORE hardcore and l33t.) The iPod is easily capable of running such games, as Gangstar proves so elegantly, but MOST of the people who own one don't want it to, and resent either pompous "hardcore" gamers or greedy developers with dollar signs in their eyes trying to destroy its fantastic unique qualities and turn it into yet another platform for generic mainstream tedium just so they can make more money.

    I've bought over 250 iPod games, and - unlike other formats that I own a lot of games for - I really struggle to think of a brilliant one that's been overlooked, because the distribution model makes it very difficult for that to happen. Most of the people whining about not being able to make money actually just mean that they made a boring, generic game that nobody cared about, and overpriced it into the bargain, so they make 59p games a scapegoat.

    Firemint made a fortune out of the superb Flight Control (a game which originally had just ONE level), and used that money to make Real Racing, a serious, stunning-looking and premium-priced Gran Turismo knock-off, which I believe is also doing very nicely. Too many developers want to go straight to Step 2 without earning the right, either because they just can't be bothered, or because they lack the skill and vision to make a game as inventive and appealing as Flight Control in the first place, because they're too stuck in the crippled mainstream mindset that's dominated the last 20 years of gaming. Fuck 'em. Some of us are rather enjoying a gaming space that's largely free of generic formula shit and is open to anyone with an idea, and would like it to stay that way.
  • aliki #31 2 years ago

    iPod Touch/iPhone? Meh. It is slow, runs an unintuitive, unproductive and bloated OS that can't even multitask. But I am glad you are enjoying your yesteryear of a PDA with your rose tinted glasses.
  • Rev.StuartCampbell #32 2 years ago

    I'm not enjoying any sort of PDA, thanks. I have a games machine. Though obviously it does upset me that I can't run fucking Excel at the same time I'm playing GeoDefense.
  • toy_brain #33 2 years ago

    "The PSP tried to be a PS2 in your (very large) pocket, with bloated, complex games with long load times which demanded hours of play at a stretch. Meanwhile, the DS provided fast-action bite-sized chunks of entertainment easy to pick up and play for the length of a short bus journey. "

    So I assume then, that you are in favor of the PSP Minis? As they are an attempt to get away from that bloated and complex style of game you seem so against. Indeed, several of those mentioned in this artice appear to be 'enhanced' ipod touch games anyway.
  • ShinMegami08 #34 2 years ago

    Oh god... Is everybody completely wankers?

    PSP Minis doesn't mean, that the PSP will only have casual games. It's an addition! So you will still be able to play GTA:CW as well as playing some small games.

    Oh and to all you "OMG Teh PSP is so doomed!", well fuck you all. You said the same shit four years ago and the PSP is still here and kicking ass.

    And if somebody can tell me which console/handheld has a better lineup coming, than correct me:
    GTA:Chinatown Wars, MetalGearSolid, Persona 1 and 3, Soul Calibur, Tekken 6, Tenchu, Gran Turismo, LBP, Motorstorm, Kingdom Hearts, FF XIII, FF Dissidia, Parasite Eve, Valkyria Chronicles 2, Assasins Creed 2, Army of Two, Tales of VS, Silent Hill, Resident Evil, Phantasy Star Portable 2,...
  • Rev.StuartCampbell #35 2 years ago

    "So I assume then, that you are in favor of the PSP Minis?"

    Of course. Unless Sony price them at six quid a pop.

    On another note, it really is remarkable and hilarious how bitterly people without iPods/iPhones react to the growth of said devices as gaming platforms. I love EG's new post-rating system, purely for how sharply it shows up people's idiotic fanboy prejudices.
  • Rev.StuartCampbell #36 2 years ago

    "And if somebody can tell me which console/handheld has a wankier, nerdier and more tedious lineup of tired old shovelware sequels coming, than correct me:
    GTA:Chinatown Wars, MetalGearSolid, Persona 1 and 3, Soul Calibur, Tekken 6, Tenchu, Gran Turismo, LBP, Motorstorm, Kingdom Hearts, FF XIII, FF Dissidia, Parasite Eve, Valkyria Chronicles 2, Assasins Creed 2, Army of Two, Tales of VS, Silent Hill, Resident Evil, Phantasy Star Portable 2"


    FYP.
  • ShinMegami08 #37 2 years ago

    very ironic, that the guy who defends the Iphone as a "gaming plattform" says in the same sentence that the PSP is getting "old tired shovelware like FF, MGS, etc.".

    Hey Stuart,
    you like the Iphone, I like my PSP. You don't have to comment each article about the PSP how much you hate it and how it is going to "fail" or fall in a fiasco. If you don't like the PSP, your problem, then go elsewhere. It's that easy. Else one gets the feeling you're just jealous about all the fantastic games which are coming to the PSP.
    And saying the line-up of the PSP would be "old tired shovelware" is totally stupid.
    Calling MGS, GT or Persona "shovelware" should be a crime and severely punished!
  • Rev.StuartCampbell #38 2 years ago

    Er, I have a PSP too. It's my third one, in fact. I've spent hundreds of hours playing on it, though mostly after installing custom firmware so I could play all my old PS1 games without paying Sony for them twice. And what I object to isn't people liking shit PSP games, it's people spouting ignorant, lazy wildly inaccurate bullshit about the abilities of the iPod as a gaming device. MK-1601 complained about there not being "proper" games like Advance Wars and GTA on it. I pointed out that this was entirely incorrect, helpfully named the games which in fact fitted his criteria perfectly, and noted that in fact the App Store is NOT just full of fart apps. Maybe it was a year ago, I don't know. But now it's an absolute goldmine of fantastic games that cost less than a packet of crisps on a train.

    Of course, people who don't have an iPod or iPhone want to convince themselves that they're not missing out, so they attack the format bitterly using any moronic old argument to hand, regardless of whether there's a scintilla of truth in it or not.
    Edited by 1 at 27/08/09 @ 17:20
  • jambo74 #39 2 years ago

    I was told games were evil.