HandOfBeadle Comments

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  • Moving targets: the scattergun politics of Far Cry 4

  • HandOfBeadle 03/12/2014

    @Carpetfluff You're not meant to read a map and drive at the same time. That's how accidents happen.


    That's kind of the point anyway - it wanted you to look at the map intermittently, focussing instead on the world around you. (Incidentally it's one of about 3 games that actually used the PS3's motion controls well, the tilt-to-steer not feeling in any way unresponsive.)

    Whether or not they succeeded, a lot of new things FC2 did (compared to other FPS titles at the time) were intended to try and make you think about that scenario in a new, more engaged way, rather than within the confines of comfortable game tropes. The way soldiers would fan out and form a search party when you'd been spotted running into the woods, for example. Now, in FC4, they chase you for a bit and then give up way too soon.

    Checkpoints were annoying, sure. They should have at least taken a couple of days to respawn. However - and I know the malaria thing wasn't for everyone either - the general intention with these choices was to add extra hostility to the environment, extra urgency to make sure you go through dangerous territory. Granted some of the choices were controversial / misguided, and could have done with some balance. But it had a genuine purpose. Personally I'd far sooner have that sense of danger permeating through a game than a constant slew of armoured honey badgers trying to rip my face off every 30 yards.
    Reply +1
  • HandOfBeadle 02/12/2014

    @Pasco_ Agreed. They might as well have relabelled respawns as 'Rebirth', where you can come back as an eagle or a tapir, or had a power meter that when maxed out (by killing people, obviously) gives you 'Enlightenment' bullet time. Reply +2
  • HandOfBeadle 02/12/2014

    I do miss the pacing of Far Cry 2. Not for everyone, I accept, and there were a lot of other flaws to contend with - checkpoints, the extreme difficulty in sneaking about, weapons jamming, the malaria flare-ups forcing you to find meds - but the game was never so unrelentingly fast-paced that you couldn't take in the set pieces you were creating for yourself.

    It was so hard to be stealthy, which was how I chose to play the game, that every trainyard, every village and even every checkpoint required a lot of planning and observation. It was comparatively easy to find yourself low on ammo and out of first aid kits - and being in this situation was a much bigger deal, with vehicles harder to come by, enemies much more aggressive and accurate, every checkpoint manned (for better or worse) and every road being patrolled by cars. It was also so much harder to avoid being seen, particularly in daylight - vegetation meant next to nothing, and enemy line of sight covered far larger distances. This would mean that, until you found more ammo to defend yourself in a skirmish, you genuinely had to work hard to avoid conflict.

    The greatest moment in any of the recent Far Cry titles came from me being on death's door with no malaria tablets and nothing but a silenced pistol with 2 bullets, left with little option but to infiltrate a small riverside harbour in the dead of night to try and find a vehicle so I could get life saving meds. Using one bullet to smash an oil lamp to draw attention away, my heart leapt out of my chest and through a nearby window as a guard bolted into my path - a head shot with my final bullet being all that separated success from failure. The opening created by the flames, I then sprinted out of cover to steal an airboat, fleeing under fire as the percussive music kicked in, my damaged boat heading round the riverbend, into the sunrise, out of immediate danger.

    The whole thing probably took 10 minutes to play out, so much was riding on it. There were no elephants strapped with C4, no gyrocopters, no trips to Shangri-La, sure. It was actually pretty basic, and I had more outlandish and dramatic moments within Far Cry 2, let alone 3 or 4. But it felt believable. I felt vulnerable, like one man outnumbered trying to use my smarts to survive. It let me soak in every detail of the short survival story with which I was faced, all ultimately of my own making but the result of a natural progression of encounters and decisions culminating in a particular set-piece. The game let me play it, without constantly bleating about how many things there were to see and do. The difficulty meant I was constantly under threat, without the threat always being in my face. I've only been playing Far Cry 4 for something like 5 hours and it feels like I can do what I want with impunity, except be left alone to enjoy my own adventures. There's no 'puzzle' to be solved, as such - you can tackle every outpost using the exact same tactic, without being forced to think.

    The only thing that has felt remotely similar in 4 has been facing the hunters - but them being able to convince wolves / eagles to attack me spoils it for me. Why can't it be stealth vs stealth, the sense of an even match between me and a group of wily enemies? Why does a tiger have to get involved?

    Edit: The game is good, sure. But I felt like Far Cry 2 was the most grown-up title, the hostility of the environment being at its fullest, the attempt to make as much of the game feel as diegetic as possible (maps held by the in-game character, fixing dislocated thumbs, pulling bullets out with pliers etc). I remember little of the story, but I don't really connect with the wacky villains of 3 and 4. There's something far more insidious and disconcerting about a game where the villain is not so clear - every side being in the wrong, without clearly being too psychotic or zany to pass for a regular person warped by the corruption of power and exploitation. To my shame, I've not actually completed Far Cry 2, so I don't know what actually became of the 'Jackal'. But I preferred the moral ambiguity of a world not defined by a clear right vs wrong for me to align myself.
    Reply +17
  • "It's not historically accurate!"

  • HandOfBeadle 07/07/2014

    @chubster2010
    Introducing more female characters - ones who serve more purpose than titillation or a powerless damsel in distress, who have substance and complexity in equal measure to the handful of good examples that do currently exist in gaming - is arguably the best way to do what you ask.

    Broaden the spectrum of gaming to include stories about believable women who don't have to be perposterously proportioned, and you no longer exclude those writers who want us to play through stories about believable people of any combination of genders and sexualities.

    Progress in gaming's coming of age will seem slow because it takes countless small revolutions to get there, and it takes several months/years of learning from those minor breakthroughs for certain paradigms to be seen as outmoded and obsolete.

    But what a breakthrough it would be if publishers could accept the idea of a game starring a realistic, believable woman, wasn't instantly at a huge sales disadvantage. How do you get to that point? By releasing more games starring (or even co-starring) women, where the writers attempt to make her realistic and believable without her having to be beaten and/or raped to make people care about her. Given time and talent and learning from each other's mistakes, eventually it'll happen - and then more will follow. And several years later, people will take for granted that it was so hard to get gaming to that point.
    Reply +5
  • Saturday Soapbox: Whatever Happened to the Working Class Hero?

  • HandOfBeadle 21/07/2012

    Games of yesteryear were ploughing their own furrow. The medium was so abstracted from literature and film, and the risk of financial meltdown if your £1.99 game didn't fly off the shelves was so comparatively minor that there was no real need (or obvious draw) to avoid risks. Nowadays games cost so much more to produce, and the graphics are becoming more and more believable, so there is far more motivation to jump on the same bandwagon as the film industry. Plus, with often 2-300 jobs at stake, someone is far less likely to make a lawnmowing sim on the PS4 at £50 RRP. What once just had to be the solitary coder's idea would never get past the focus group mentality of a team of mediocre writers desperate not to fail. Reply +1
  • PES hits back: Konami accuses FIFA of copying, reveals truth behind licenses and explains Seabass' new role

  • HandOfBeadle 14/06/2012

    @UkHardcore23 Tenuous. Technically yes, but Actua Soccer was pretty much move forwards or turn slowly and move forwards in that new direction. Safe to say EA were not inspired by Gremlin.

    FIFA has clearly copied a lot of things from PES, and PES has copied aspects of FIFA. That's not a bad thing either - both games are copying football, so they're always going to converge as they get closer, and as one team of devs spots something the other doesn't.

    Jon's point is more that, for all its failings, people tend not to give PES credit where it's due. It's amazing how differently the two are treated for the same thing. At least one site said PES copied FIFA's defending system when nobody mentioned that PES 2011 was the first football title to really push the idea of containing vs going in for the tackle. Another site said that defending this year is the same as ever, with double-tap X initiating a lunging tackle - completely missing that this was a new addition.

    Meanwhile nobody mentions that PES has had FIFA improvements like first touch error, personality+, pro passing, close control dribbling, intelligent AI, team styles etc etc, for years - even stretching back to last gen. And when these changes are made, the games press tends to talk about how, somehow, EA have managed to find areas of the game that need improvement - ignoring that a lot of these missing ingredients are part and parcel of real football, have been asked for by fans for several years, AND happen to have already been in PES.
    Reply +1
  • First look at Heavy Rain dev's new tech

  • HandOfBeadle 08/03/2012

    @IkariW She could instantly speak and/or sing in german, french, japanese and english. Presumably then Kara has pre-installed knowledge. Reply 0
  • HandOfBeadle 08/03/2012

    @dadrester I agree, mostly. It's great what David Cage is doing for games, but we all know he wouldn't get far in more established media. Reply +1
  • HandOfBeadle 08/03/2012

    @dfish For people to watch this clip and think that the male character was a robot too speaks volumes for the performance. I don't know how much more obvious they could have made it that the male VO is that of a human being (short of showing him on-screen and bleeding), and yet it still doesn't come across.

    So where is there going to be room for the finesse and nuance associated with great cinema / TV performances?
    Reply +4
  • HandOfBeadle 08/03/2012

    @talideon only if your intention is to make a very badly acted game/film. In the film industry you would never get a performance like that outside of a Steven Seagal straight to DVD movie.

    We have to start holding games that boast about being story-driven or emotive to higher standards.
    Reply +1
  • HandOfBeadle 08/03/2012

    @YenRug She spends the entire video addressing someone off-screen, not the robot arms. Edit: that arm at the end of the clip seems to have a mounted camera, for when she's away from the assembly platform. Also, the premise of the entire video is that she is a robot that can think, and feel. For the factory machinery to already be capable of the same - expressing surprise at her behaviour and then letting her 'live' after she pleads for her life - would defeat the object.

    Again, the male voice acting is weak. But that's to be expected - it's far easier to get a high standard of acting from a minor role in Holby City, let alone The Wire / Mad Men, than it is in any video game (LA Noire excepted, since most of the Mad Men cast offered their services because they thought it was a fun distraction). Sadly that won't change until more games like this, Heavy Rain or LA Noire are made and can lift preconceptions. Hopefully that won't take too long - even TV work had a fairly bad stigma among established movie actors, only seen as a stepping stone onto the silver screen. It's taken up until the past 10-15 years for that to change.
    Reply +3
  • HandOfBeadle 07/03/2012

    Worried about the male voice acting. Ironic really given the sheer amount of effort gone into giving Kara such an emotive performance, that the weak link is a wooden, artificial effort from someone who isn't even on-screen. Heavy Rain was seriously held back by some of the script and dialogue, particularly for bit parts - I'd hate this to suffer the same fate.

    Hopefully I'm just reading too much into things, because Kara herself was great.
    Reply +5
  • Telling Tales: Skyrim and Dark Souls

  • HandOfBeadle 07/12/2011

    I completely agree with the article. I also expect such a topic to be divisive, because different people are enticed by different forms of storytelling.

    I think the Skyrim format is born of a time when games couldn't muster the sophistication to tell a story without a lot of very literal (and hackneyed) exposition. When you still see such old concepts applied now, they stand out quite starkly in contrast to the more artful and nuanced narrative methods that inhabit other games (if not the same game itself - the dragon shouts themselves are far more evocative than every single book and 99% of verbal conversation in Skyrim combined).

    I can't disagree that Dark Souls is pretty far short of perfect in terms of the acting performances. But I do think it's far closer to attempting, let alone achieving, the sort of standard of narrative that could actually make the tired games-as-art debate much more relevant. That's because it doesn't take the Skyrim / MGS4 route of slapping on as many layers of text and story arcs as possible, knowing that certain people will lap any old tripe up. It takes an Ico / SotC route, allowing the environment and the general atmosphere of lore to speak for the game with each and every frame per second, ensuring that everything has a purpose and invites an internal response from the player.

    I actually think the giant ray boss in world 4 of Demon's Souls was closer to what Skyrim's environment and feel should have been than Skyrim itself. Ditch most of Skyrim's pleasant but extremely generic soundtrack and throw in a lot more bleak old Icelandic folk songs, take all American accents out of the game and replace them with far more characterful scandinavian voices than the ones we already have, and you'd have had something absolutely teeming with atmosphere and context. Not just occasionally smacking of it.
    Reply +6
  • Dark Souls dev punishing early birds

  • HandOfBeadle 21/09/2011

    Scatigno - if you don't like being punished then you should can your pre-order immediately. Reply +12
  • PES will never be a "rip-off product"

  • HandOfBeadle 25/08/2011

    geeza



    Please hand your keyboard in at the nearest police station.
    Reply 0
  • Xbox 360 PES demo delayed

  • HandOfBeadle 24/08/2011

    It's actually been out on PC for a couple of days owing to a leak by some beautiful idiot who neglected to remove the link from the press release.



    Darren - if you played PES 2011 and PES 2012 and you're struggling to notice the difference, get a friend to drive you to the hospital ASAP. It sounds like you've had a very serious stroke.



    Absolutely fantastic game. Once they fix the keepers and tighten up a couple of other loose ends they'll have released the finest football game ever. The defending alone is a revelation - more intuitive and more about working as a unit than FIFA 12's. So much more individuality, intelligence and variety on display than any other footy game around. A shame that the level of football insight in 2012 will still go over the heads of a lot of people, but at least PES's gameplay is now so far ahead that Konami can afford to spend a year just working on the things such people measure realism by - animations and presentation.
    Reply 0
  • New Dark Souls footage slices in

  • HandOfBeadle 17/08/2011

    higgins - why would you want a game that is centred around its difficulty to become easier? The learning curve is meant to be more of a straight line directly up.



    Thankfully they've said they're making the game harder.
    Reply +2
  • Arrested Development duo join COD Elite

  • HandOfBeadle 04/08/2011

    The online military FPS that WON'T kidnap and kill you. Reply +6
  • PES global sales shoot past 70 million

  • HandOfBeadle 04/08/2011

    There is a huge difference between CoD and PES. CoD is becoming more and more lowbrow, aiming more and more for the lowest common denominator, overtly and proudly milking the cash cow rather than at least trying to give the impression that it is trying to improve. PES by contrast is very much a hardcore title, working hard even during its darkest hours to add depth and improve the football genre, whether it's by having player traits that make a significant difference, adding manager team talks and post-match analysis for BaL, making sure that dribbling sticks to the laws of physics rather than just being a stick wiggling free-for-all, or the extremely deep formation and tactics setup they currently have. Reply +3
  • PES 2012 release date announced

  • HandOfBeadle 29/07/2011

    Fuck it. Don't know why I bother. If a conversation isn't as simple as someone making stuff up rather than knowing what they're talking about then it's no good to some people. Reply -1
  • HandOfBeadle 28/07/2011

    LetsGoFlames - was just about to post a reply to Ant but realised it was the same as your 2nd paragraph. FIFA gets a kicking from the hardcore because it caters to those who would list cosmetic qualities like animations or graphics when trying to prove something is a stunning representation of football.



    FIFA just doesn't do anything for people who want the depth that player individuality and tactical flexibility provide.
    Reply +4
  • PES 2012: control two players at once

  • HandOfBeadle 21/07/2011

    Having AI that makes that run in the first place is infinitely more important IMO. Apparently that is generally the case, and this feature is unlikely to be used much because (a) the assisted option is too lifeless and unintelligent to beat defences alone, and (b) the manual option is so hard to use that you won't be able to use it to trigger each and every run your team makes, so it is purely a supplemental option that won't really intrude on the experience - the new player AI and the player individuality will still be very much at the core of how the game moves. Reply 0
  • HandOfBeadle 21/07/2011

    Acrid - FIFA added passing error last year (though not really). So that's surely only 14 years behind PES?



    Reply +2
  • HandOfBeadle 21/07/2011

    Ali360 - I wouldn't normally feed the troll, but, you have been paying attention up to now, right? You have seen that PES have actually been fixing the gameplay for a couple of years now? And that this year's actually looks seriously good?



    Anyway.



    I hate these particular videos because the AI difficulty is clearly set to Plankton to show off that players can run, but it doesn't show how these runs work in the context of an actual game where the formation isn't a 2-5-2-1 and the defenders actually track runs. So it makes it look gamebreaking, easy to spam, and FIFA-ish in its complete disregard for player individuality. It's not at all a proper representation of how these run triggers will work.



    jablonski - FIFA run triggers just run forward in a straight line. If the player is just running next to you like you're handcuffed together, then you're just running forward in a straight line too. That's the problem with FIFA - everyone, whether AI or the user, just runs up and down the pitch in straight lines, spamming the L1 run trigger.
    Reply +1
  • Fresh PES 2012 in-game action

  • HandOfBeadle 15/07/2011

    @immaterieux -

    My idea of football is one where 'inaccurate' passes aren't slower but still perfectly directed. Where beating a defender doesn't require tricks in order to beat a man. Where Ryan Giggs doesn't perform tricks with his right foot only. Where players dribbling favour their stronger foot rather than alternating from left to right to left with each touch if you move in a straight line (try it in the arena). Where first touch actually varies based on how hard the ball is to control (as opposed to this from FIFA 11 which is utterly rife). It's not as if PES 2011 isn't flawed, but football is still at the core of it - FIFA is a long way away from asking you to think about how football works.



    PES 2011's AI has plenty of shocking moments, of which I have been a victim, but in terms of variety is still packed with a lot more depth than FIFA 11's. Or 12's for that matter, which I played on Monday and at the end of May - I'm very interested in both games, even though FIFA is still very much the casual option by comparison. As for me saying Konami are focussing on gameplay this year, that's because John Murphy, who narrated the gameplay vids released today, has said exactly this to WENB who recently had a hands-on with 2012 at Konami's UK HQ, and said so in an interview with C&VG (Click me). Yes they have improved the animations, but they aren't the central focus by a long way.



    I'm not going to broach the subject of players in FIFA having more personality than in PES. Nobody in their right mind believes that. Not even EA.



    As for this idea that when you play PES you're gaming and exploiting, whereas with FIFA you're playing football - you are in a minority of two. FIFA is exploit heaven, whether it's the finesse shots to the far post, the lobbed through ball, the silly uncounterable formations, the 1-2's up the pitch, the offside line that features fullbacks running 10-15 yards behind the rest of the defence even if you setup for an offside trap... That's not to say people don't try to exploit the hell out of PES 2011, but it is far more easily countered than in FIFA, and there are changes evident in the PES 2012 gameplay vids that would do a hell of a job removing 90% of 2011's sweetspots (the ball physics and the defensive awareness would put paid to the speed merchant spamming and triple tap cross).
    Reply 0
  • HandOfBeadle 14/07/2011

    The gameplay videos are seriously good, for those of us who actually understand enough about football to know why. Other than the complete lack of player individuality (even when making it one of their biggest 'features' last year), the biggest problem with FIFA is the atrocious AI that doesn't play anything like football.



    It might be boring if you want to be willy slapped about the face with something as OMGWTF as new animations, Pro Impact Engine+, or whatever has just been copy-pasted from Halo / every other game in the EA stable, but dear Christ it's refreshing for football enthusiasts like me to see that at least Konami are making a game for us, when they could instead have just made this year about trying to chase the casual market by shooting their wad on animations.
    Reply +4
  • FIFA 12

  • HandOfBeadle 11/07/2011

    http://www.sweetpatch.tv/index.cfm?artic...


    Having just come from playing FIFA 12 I think the above link is particularly relevant. EG and other mainstream games sites don't know where all these yearly additions come from because they know sod all about the subject matter (football and football games) to begin with.



    I for one will be absolutely gutted if EA don't remove the flair passing in the game at the moment. Hold L2 and you're in FIFA Street mode, even with Tim Howard and Phil Neville.
    Reply +6
  • Deus Ex: Human Revolution's world

  • HandOfBeadle 05/07/2011

    Didn't know Ally Sheedy was working on this. Reply 0
  • Creative Tension

  • HandOfBeadle 27/06/2011

    I didn't buy Enslaved because it didn't appeal to me. Not because it was too 'original' or 'innovative', because if anything I wasn't actually exposed to how it was supposed to meet these criteria. For me it was because the acting in the demo was overblown, Andy Serkis' American accent was cringeworthy, the gameplay seemed fairly stale, and the general aesthetic of the game was not something that appealed to me (not because it was bright and colourful - I thought Heavenly Sword was wonderful to look at). It seemed like a mediocre game to me. I might pick it up at some point but the concept didn't appeal in the way that the pitch for, say, SotC would have, even if I didn't include Ico in my decision making process.



    As someone has said, original and innovative are not enough to warrant purchases, even from people who crave variety and creativity in games, and I worry that the creativity argument is being used as an excuse to mask the failure of certain games. After all there countless original and innovative ways to make something phenomenally shit.
    Reply +1
  • FIFA 12

  • HandOfBeadle 30/05/2011

    We'll find out soon enough and I know it's a wild and silly guess that isn't really based on what info has been put out there (or what people want from CM), but if Fight Night Champion really has influenced CM to the point where it is a story mode, then I bitterly regret that the rapture didn't actually happen. Reply +5
  • FIFA 12 video leaks improvements

  • HandOfBeadle 20/05/2011

    "Shoulder charging...have been increased too".



    This is why uncontrolled leaks are a bad thing. Nobody in their right mind would think FIFA needs more shoulder charging. Which is why they haven't added more shoulder charging.



    Trent - Rage quit, as opposed to score three own goals to get free money?



    I used to think that PES had a more mature community, but it really, really doesn't. PES 2011 MLO D1 is the arsecrack of humanity.
    Reply 0
  • Far Cry 3 reveal at E3 2011?

  • HandOfBeadle 04/05/2011

    As a few people have said, Far Cry 2 was seriously flawed, but it was also astonishingly good in certain other areas. If it wasn't for the dodgy aiming controls, the AI being able to see through vegetation, or occasionally detecting me for no apparent reason when I'm stealthing it, then this would probably have ended up being my favourite game of all time. The stories you'd concoct for yourself as you play were incredible, whether trying to stealthily attack a checkpoint after dark or trying to steal a boat from a mooring when you're out of bullets and in desperate need of malaria pills.



    I even loved the Sixaxis controls for steering the cars and boats etc - the cars in particular had just the right level of inertia and heft that it matched the slight lagginess of the tilt movements.
    Reply +2
  • Sony denies PSN details offered for sale

  • HandOfBeadle 02/05/2011

    Just to echo the sentiments of people here - you can't have a two page article lambasting Sony for storing the passwords as plain text - panicking everyone affected, whipping people into even more of a frenzy than before, and having them worry about whether they need to change their password across any/all other online services they use - and then only report that this actually isn't the case as a casual aside in a little news snippet to one side of the site.



    It feels as if game sites have been happy to churn out huge opinion pieces based on inferences and interpretations, and then report the facts in the same way you'd mention that a game was getting a minor patch in the coming weeks. I'm not that fussed from the perspective of bias or any such nonsense - a news site will always be biased towards big news, regardless of brands - but it is a bit irresponsible to make the most of consumer fears and not clarify the situation in detail when your opinion pieces are addressed by the party concerned.
    Reply +25
  • Portal 2

  • HandOfBeadle 19/04/2011

    "So the first game, which is "perfect", didn't get a 10/10. The second game which "is not (perfect)"... 10/10.

    I do believe this is a new low point of nonsense EG reviewing right here. "



    Johnny 5 = not perfect, but ultimately much better than Numbers 1 to 4. Hope this helps.







    Reply +5
  • Anonymous Sony Centre protest flops

  • HandOfBeadle 18/04/2011

    Of course they all pulled out of protesting outside Sony stores. What the hell would Anonymous members be doing in the sun? Reply +4
  • PS3 L.A. Noire cuffs exclusive case

  • HandOfBeadle 13/04/2011

    Sonicyoda: ever played Halo MP? Using nogger and cant in a videogame is as passé as an Amy Winehouse joke, or some 'humorous' reference about cake being a lie.



    edit: Also, initially I misread the 'cutting' in cutting edge.
    Reply +1
  • HandOfBeadle 13/04/2011

    So that's feck, shat, cant, nogger and spuc all added to children's vocab.



    It's a fucking disgrace.
    Reply +10
  • For and Against: Violence in video games

  • HandOfBeadle 01/04/2011

    Isn't the point of voting for one or the other that they have to be mutually exclusive? Because both of these arguments seem to dovetail well. I am absolutely fine with games having violence, but I don't get on with games that use violence for violence's sake. I absolutely love things like Hitman, Assassin's Creed, Red Dead etc, and was one of the few who enjoyed Far Cry 2's respawning checkpoints because it meant I could try to outdo the broken 'stealth' by trying new and imaginative ways to kill everyone. But I don't enjoy completely artless, trashy games that are purely intended to offend, and if anything tries to make a wider point using violence it has to do a far better job of it than No Russian's pathetic efforts. Reply +3
  • Donate to tsunami appeal over PSN

  • HandOfBeadle 19/03/2011

    Amiga_dude: because creating a PS Home area with videos and posters would be extremely cynical practice. Why would it be right for Sony to use a natural disaster and loss of tens of thousands of human lives as leverage for their own product? Because ultimately, even if the area itself is entirely non-profit, it would be Trojan horsing Home on the back of earnest intentions.



    I know you don't necessarily intend for Sony to capitalise on the catastrophe, but in practice that is what your suggestion would be doing, and would be seen to be doing. The way Sony have done it currently is the best way by far - minimal overheads, maximum exposure, and not doing the sort of thing Charlie Brooker picks up on and condemns on a regular basis.
    Reply +2
  • Yakuza 4

  • HandOfBeadle 16/03/2011

    mazk: heartless wazk. Reply +10
  • Console games "dying" - Angry Birds dev

  • HandOfBeadle 14/03/2011

    No we don't call certain movies 'casual'. We call them 'shit', or 'trashy', or 'throwaway', or 'dumb'. At best, 'mindless fun'.



    If he had in any way innovated by making Angry Birds then his words might carry more sway. The only reason he's famous is because the cutesy presentation caught on with the masses, who were suddenly exposed to an old type of gameplay that had already proven itself to be very addictive in the past (in several iPhone games for example).



    Ultimately this is like listening to thoughts on where social media is headed from the guy who filmed Charlie Bit My Finger.



    Reply +2
  • Have videogames lost the plot?

  • HandOfBeadle 08/03/2011

    As others have said, I'm seriously underwhelmed by how this feature has almost completely ignored the problem with the game development world's fundamental writing ability. I only say almost, because it almost seems to tease that it is going to broach the subject, but then swerves away before anything worthwhile is said.



    I fully agree that procedural, unscripted narrative (such as the ArmA example someone gave) is far, far more enjoyable than scripted, on-rails CoD battles. But that doesn't mean that every game should consist purely of unscripted gameplay or freeform storytelling. Killzone 3 doesn't have an embarrassingly bad plot and dialogue because it isn't procedural. It has a bad plot because the people who wrote it are not talented scriptwriters - if they are writers at all. If you give these same people access to procedural scriptwriting tools, then does anyone genuinely believe that they'd do a much better job? Who do you commission to sculpt something inspiring, or at least impressive to behold, from a block of marble - a builder, or an artist?





    It's insufficient to quietly mention in the comments section as a given, but not at least acknowledge in a few sentences in the article itself, that the standard of writing in videogames (which includes the Mass Effect series, Metal Gear Solid, Gears of War, Heavy Rain, Dragon Age etc) is well below par when stacked against all but the dumbest TV or film. Procedural writing is certainly something that should be discussed at length, but to package a feature as discussing why game plots are poor and not actually discuss the reason why game plots are poor is obtuse.



    Reply +8
  • For and Against: Motion Control

  • HandOfBeadle 17/02/2011

    What percentage of the 56% are casual fans who visited a game specific website and bothered to vote on a topic about games, you mean?



    This vote is nothing like representative of the market, nor is it actually based on whether they are the future when most people's voiced opinions are clearly based on the present alone.
    Reply 0
  • HandOfBeadle 16/02/2011

    The other point to make is that for a motion control setup (be it the Wiimote, Move or Kinect) to succeed, it needs to gain traction in a number of different genres - to be seen as genuinely useful in various guises and to be versatile enough to offer new experiences across the board.



    If it remains one dimensional and only offers fitness or dance games alongside one or two party titles, and devs/publishers in other genres just do not see the benefit in putting funding and resource towards giving their game motion control, then what is the difference between a camera that tracks you/a glowing ball and a Rock Band drum set?



    This is the difference between something being cool and something having potential.
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  • HandOfBeadle 16/02/2011

    This BS about having to flap around is a complete non-point. It's like saying standard pads as a whole are a bad idea because I don't want to have to bash buttons in Track & Field.



    I haven't flapped around in KZ3 once using Move. I've been far too busy getting a 2:1 KDR and capturing/defending targets, such as last night.
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  • HandOfBeadle 15/02/2011

    I can add my name to the KZ3 Move converts. I've played a fair few times (it's been a nightmare connecting to games) but I've found myself at the top of the game rankings or thereabouts on a regular basis, whether playing as a sniper, an engineer (with a light machine-gun) or using a bog standard assault rifle. It takes some tweaking to find the right settings but now I'm there I'm able to handle long and medium range gunfights more effectively than with the normal pad, and generally pretty well in close quarters. The only time I feel disadvantaged is in very close quarters (turning is mostly not a problem but you can still get a bit disorientated if someone gets around you to go up some stairs, and the melée gesture is clumsy compared to pressing a button as it can leave you facing a funny direction) but these are things that would easily be remedied with more experience from the devs.



    KZ3 and RUSE both sold me on the idea of Move taking over from pads in certain contexts. Kinect is flawed as a standalone controller for hardcore titles but has clear potential in the long run. Marking motion controls down based on Wii as some have done here seems unfair because the console itself was never intended to replace the 360/PS3 and the controls were not really intended to replace the standard pad in the eyes of the hardcore.



    I hope this question will be asked again by EG once the Move and Kinect have had a second Xmas to flesh out their catalogue of good, diverse titles.
    Reply +7
  • Warhawk dev talks PlayStation project

  • HandOfBeadle 16/02/2011

    The (undeniably brilliant) idea that it's going to be Starhawk is just based on the fact that it sounds/reads a lot like Warhawk, isn't it? Seems a bit baseless if so. Is there anything more to it than the fact that someone suggested it and everyone now thinks that's what it'll be?



    Why not Morehawk? Barhawk? War Mork? Tourwalk? Whore Pork? Sorewalk? Warspork? (Press triangle to switch between spoon and fork mode etc).



    Awesome game btw, the soundtrack alone makes the sequel a day one for me. Wonder if they'll make a single player mode they're happy with this time.

    Reply 0
  • Shift 2: Unleashed

  • HandOfBeadle 28/01/2011

    So they got rid of the Need For Speed tag. All they need to do now is ditch the rogue f.



    It's amazing how patronising the whole "racing experience" came across. Driving the car is the single biggest racing experience the driver has. By all means build the presentation on top of that, but don't make how the car handles secondary to how shaky the screen is.

    Reply +1
  • Doodle Jump creator backs down

  • HandOfBeadle 14/01/2011

    Who wouldn't look at a game called Doodle whatever and think it was by the same people, not knowing who the actual makers of Doodle Jump are called?



    Any developer would rack up thousands of 59p sales off the back of someone elses work. Nothing like the Edge nonsense.
    Reply +8
  • Why I Hate... Final Fantasy

  • HandOfBeadle 11/01/2011

    Final Fantasy XIII is out now on Xbox 360 and PS3.



    Textbook.



    Reply 0