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Posts Tagged ‘microsoft’

Micro-transactions and Major Concerns

Saturday, November 6th, 2010

Let the voice of the poor and angry gamer rise! Microsoft plans to hike their price for online subscriptions. The monthly fee jumps up two dollars, while the gold subscription jumps up ten dollars. Let me be the first to say that an extra ten bucks a year is chump change. This is coming from a dirt poor college student. Sure, it’s an annoying change, but I think it’s easy to come up with an extra ten bucks a year. However, I’m not saying gamers don’t have something to grumble about. Price hikes and micro-transactions are more and more common in the industry now. When purchasing a popular title, players are almost guaranteed to pay a little more then they expect. Some gamers think of these as a few bells and whistles, while others get a lot more out of their experience from these updates. Micro-transactions can give more items, maps, or quests that give the audience more things to do in their favorite games. However, is a map pack really worth fifteen bucks a pop? Should players be able to earn this new content through playing rather than their wallets?

With the Xbox update there were some good improvements and some decent additions. Some of the things that were added are as follows:

–ESPN on Xbox Live (includes out-of-market games, predict a winner, voice chat with others watching the game, etc.) (more…)

The Motion Control Gimmick War: Which One has the Most Promise?

Thursday, July 8th, 2010

I’ve been reading articles left and right about Kinect’s “shortcomings.” While I feel that it has shortcomings I’m not going to harp on it because I see it for what it was meant to be: a gimmick to top that of the Wii, or in other words a business plan to increase sales. The life-cyle of the Xbox 360 is on the decline and this is an attempt to bring in a bigger audience and garner fresh sales. Now all the buzz it got only a year ago has turned to skepticism: It only supports 2 players, it showed some lag on Jimmy Kimmel, and now a report that analyzes all of the shortcomings before the product even hits shelves and predicts it flopping.

None of these new motion control systems are without fault. In fact the ones we have now aren’t all that great. What we will have by the end of 2010 is a gimmick war that doesn’t show a whole lot of promise for the game industry.

The Wii- It’s far from new, but it deserves mention first because it birthed this whole notion of needing some kind of motion controller to play games. The Wii’s controls were under-utilized though. How many games have you played for the Wii that really seemed to utilize the control method effectively? One of the best examples I can think of is Metroid Prime 3: Corruption, and it worked brilliantly in that. Then it gradually turned into an exercise machine and it seemed like motion controls were just turned into a point and click deal.

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The Best of E3-My Top 5

Sunday, June 20th, 2010

Since E3 is over I was left wondering what the best things I saw on the floor were. Everyone had impressive showings and I enjoyed them immensely, but some stood out way more than others. Here are my top 5 picks for the best of E3.

5.Child of Eden

This was a game that was both trippy and amazingly fun to watch.  Manipulating shapes, sounds, and colors with merely a flick of the wrist was one of the most appealing things about the game. This game showed what could happen when a rail shooter comes in contact with the Kinect technology. It was a thrill ride for the senses that was engaging from start to finish. What else would you expect from the people that brought us Rez?

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E3 Microsoft Press Conference 2010

Monday, June 14th, 2010

Microsoft Press Conference

I’m sitting here at the Microsoft Press Conference waiting for it to start. This is going to be a point-by-point blog of the updates and information as we discover it here at E3. I’ll post all of my impressions as the conference starts and goes, and we’ll see where it takes us! (- Dave)

2010, baby

Read on for the entire story!
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Project Natal and Milo: Why do you insist on lying Peter Molyneux?

Tuesday, August 18th, 2009

Let me start this by saying that I like Lionshead studios. I have played and enjoyed Black&White, Fable, and Fable II and even enjoyed playing other games that Molyneux has designed. He is, without a doubt, the best creator of “God” games, and other such simulations.
However the reason I’ve mostly enjoyed Lionsheads games is this; I never read the press releases or heard anything about the game before I play it. There in lays the secret to enjoying a Peter Molyneux game, not listening to damn lying word that comes out of that man’s mouth.
Basically it goes like this; Lionshead games are like a superbly marinated sirloin steak with a loaded baked potato and top shelf beverage of choice by your side. Which would be fantastic if your waiter hadn’t told you that is was in fact Kobe beef stuffed with Maine lobster with side of Fried Golden Apples of Atlas, served with wine made from grapes in the Garden of Eden, and hand fed to you by 72 stunningly hot virgins. Now your still going to eat and enjoy your sirloin when it comes, but all the while you’ll feel a little cheated, and slightly angry you didn’t get to deflower a virgin or two.
And that’s what Peter does, he makes promises that either never see the light of day or are not nearly as cool as promised. So no mater how good the game is, and the always are, you play it with a nagging sense of disappointment, and a feeling of being ripped off.
I’ve seen the Milo and the Natal demo. There’s a really nice video of it on Game Trailers (http://www.gametrailers.com/video/e3-09-lionhead-milo/50016#comments_top). The project and the game sound interesting from advancing the technology of gaming, but not much from there. We’ve influenced the life of another person before (The Sims), we’ve created relationships with virtual characters (Nintendogs for one, and it counts. I love my virtual dog), and we have motion control (the Wii anyone). Gameplay wise, I see it as a novelty item. Ok, so we’re helping a child grow up. More than a few of us out there are parents or uncles, we do this on a daily basis, and none of us would call it fun. So I think that Milo is an extremely interesting concept, one that would wow me for an hour, but not several months.
Then again, it is fairly early in development. Changes could be made, more content added, more fun to be had. But now I’m wondering how does this game end? Do we follow the kid through his childhood, or do we venture off into adult life and hang around till the bastard dies? Again, interesting but I don’t see it as being lasting fun.
And I won’t even go into how this game will probably be a Pedophile’s dream. The rest of the internet has already beaten me to that punch, and will sit back and allow them to continue.
By: John Quick

Project Natal and Milo: My nervousness about Natal not being pushed far enough.

Tuesday, August 18th, 2009

So I, along with just about everyone at E3, was psyched when Microsoft Unveiled Project Natal. I mean christ, we’re now only a few steps away from Holodeck Gaming. One major project being developed for Natal was Milo, a sim of a young boy that you befriend and hang out with. It’s being developed by Peter “Fable” Molyneux, and allows you to talk to this child, help him grow, raise him and be a lifelong friend to him. Yeah, it really is that creepy.

At first I was pumped and couldn’t believe how incredible this technology was. I mean, Milo can recognize your face, call you by name, read your facial expression and ask about your emotions, and compliment you on the color of your shirt. That is pretty damn impressive and I am pumped to see how it develops.

That said, the AI of Milo was very simple. I’ve seen some highly developed AI, from Australian artist Stelarc and his prosthetic head (http://www.stelarc.va.com.au/prosthetichead/). They came to IU in the fall of 2007 and I got to meet the AI and talk to it. The prosthetic head has been around for quite a while, and seems to be more intelligent than Milo. That said, Milo is only supposed to be a small boy, and it sounds as though players will be able to help Milo grow up. I’m hoping that he grows mentally as well as physically. Stelarc’s prosthetic head has visual recognition abilities as well, so Molyneux’s claim of Milo being groundbreaking isn’t quite so true. Granted it’s fantastic to see this finally implemented into a video game, but it’s not as though the technology is brand new.

Another bit about Milo is that you interact with him as though he were a person and explore his world with him. I’m a bit confused what this means for the game. Does this mean that Milo is the main character? Or that you’re the main character, and Milo is your best friend? Either way, and I guess it was inevitable, but I’m not thrilled that the possibilities that Natal opens to us are going to be confined by a method of story-telling that was built around a now outdated model of gaming: the controller.

For me, the most interesting thing about Milo is the connection that the player feels to him. I’m not interested at all in developing Milo as a person, because I’ve done that in every other RPG. Designing a character and having his characteristics change based on what kind of a person I make him to be? That’s nothing new at all. What’s interesting about Milo is that I have a physical relationship with a NPC. When he threw me the goggles, I reached for them and caught them. It was no different than if a real person had tossed me an object.

But if I’m going to have such an intricate relationship with a computer, then I would want for the AI to be far superior than the level that Milo is currently at. I might suggest Molyneux contact Stelarc for advice, because I was more impressed with the AI I saw here two years ago. And currently, from my experience with Milo, I have doubts Milo’s ability. In our demo with Milo, he said the same things and made the same suggestions to every member of my team who approached. And when we tried to offer new routes of discussion, Milo’s eyes drifted away from the screen and he quit paying attention. In my opinion, a lame cop-out.

Don’t get me wrong. I am definitely pumped for Project Natal and I will definitely purchase whatever Milo is at that point. He’s still one of the most fascinating and advanced announcements in video game history. I just would like to see the technology pushed as far as I know it can go. Perhaps I’m too optimistic. I think that this new technology of Natal can be used in such a massive variety of ways that video gaming will never be the same. And Natal isn’t just great for games. Televisions no longer need remotes and computers no longer need keyboards. This technology of Natal could potentially change the face of home media altogether. I believe it can and I want it to go as far as it possibly can. For that reason I am nervous that we will limit ourselves by confining the technology to something as traditional as building a character in an RPG, unless this character building is breakthrough. And at the moment, I don’t believe Milo is that breakthrough. But it’s still early and there’s a lot of work to be done. I’m nervously confident, or cautiously optimistic, about the possibilities and can’t wait to see what Natal has to offer in the future.

By: Sam Sher