Archive for the ‘Portal 2’ Tag

This week in gaming   Leave a comment

* Valve Corporation have released beta authoring tools for Portal 2.

* Chris Taylor of Gas Powered Games argues that the free-to-play model is the future of PC gaming.

* Cthulhu Saves the World has been approved for Steam release, the creators are hoping for a May release.

* GoG.com have announced a weekend long sale on Activision-themed RPGs, including the Vampire: the Masquerade games.

* Opponents of piracy are pushing a new US Bill to combat piracy. It won’t work, I’m sure.

* The US Navy have taken the fight against Somali pirates online in an MMO, something it’s been building since 2009.

* Valve announced that it has no plans for a Source Engine 2, preferring incremental changes in patches to massive engine shifts.

* Brink has vanished from the UK Steam storm, but Bethesda have been fairly tight-lipped beyond that they are looking into the issue.

* Ars Technica’s Opposable Thumbs looks at the future of the Halo franchise after the release of the Defiant maps.

* After the devastation of the PSN and SOE, Sony Online’s downtime should be only a few more days.

* Also in MMO news, NCSoft has announced that Lineage’s Western servers will be shut down on the 29th June. No new accounts can be created and remaining time will be refunded.

Portal 2 (PC review)   Leave a comment

Developed by: Valve Corporation
Published by: Electronic Arts
Out now
Reviewed on: 5th May, 2011.

Presentation: Graphically, it’s been fairly polished since the days of the original Portal, but the visual style remains true to what the first game gave us.

Atmosphere: Again, as with Portal, the atmosphere follows its predecessor and remains true to its spirit. This isn’t, in the least, a bad thing as it allows the game to take the thematic content of the original and expand on the storyline and puzzles.

Control and Mechanics: Compared to Portal, the controls aren’t much different and the mechanics are pretty much what you’d expect from the original. In an age of overly complex controls for FPS games, it is refreshing to see something more basic.

Who should buy this: Those who are fans of innovative physics-based puzzle games, those who really loved the original, those who don’t mind a lack of replay value.

Who should avoid it: Those who expect it to be a better experience than Portal, those who can wait for a drop from the somewhat steep release price, those who don’t like the fact that Valve seem to want to milk whatever extra cash they can.

If I have to give a score: The first Portal was a 4 and while this is a great game, and a worthy successor with new content and tasty future DLC, the game isn’t a Portal beater, but it never needs to be and it is a great game 3/4.

Review

Portal 2 is a great game with which I can only find two faults. One of those is relatively minor and the other is something beyond the gaming experience itself. First, as with Team Fortress 2, there is a system of microtransactions (for the co-op game) that one normally finds in F2P games. Secondly, while this should in no way detract from the fact that Portal 2 is a great game, it really doesn’t compare to the effect the original had upon its release and bears the burden of comparison.

Let me expand on one of these points first before I write about what makes the game worth playing. The microtransaction system here is fairly trivial compared to TF2. Team Fortress 2 has in-game chests you can open with real money to get, potentially, items that have in-game effects like a gun that fires faster (albeit normally with a trade-off). This means that not only are people with cash to burn getting edges via paying extra cash, but that the game has microtransaction elements within the game itself that make themselves overt when I’m just trying to play the game.

Portal 2 avoids this extreme by making the available items aesthetic-only, there are no super-powered portal guns or extra-high jump boots, just things like hats, extra gestures, and so on. What it also does is restrict the acquisition and advertisement of these items to the item shop. There are no in-game chests that you’ll come across or anything like that, though it should be noted that there were not in Team Fortress 2 originally.

Call me cynical, but this effort to keep a paying customer paying also finds its way into design changes in elements returning from the first game: logos, cubes, the beloved companion cube and even the two main characters themselves undergo design changes that will no doubt trickle their way into merchandise. It’s an unhealthy obsession Valve have there and I really wish they would seek professional help, it’s not as if they need the extra cash all that much.

But that brief rant aside, the game is great. First of all, it takes the tried and tested formula of the first game and builds upon that solid foundation. A lot of the same old tricks are there at first, but the game blossoms with new features like liquefied moon rock that allows you to make a portal on an otherwise unusable surface or a bridges made of hard light that can travel through portals. These features are really what expands and adds depth to the  game, making it move beyond the first game.

Besides that, there is the expanded plot and that takes a more prominent role here. One of the original game’s endearing features was the vast amounts of discussion about what the game’s plot hinted at, whether Chell was a clone, what of the things GlaDOS said were true or false, whether the companion cube was sentient or not. This game expands that effect by allowing a much greater access to information about the origins and nature of GlaDOS or Aperture Science and its insane founder. Like the first game though, it leaves enough gaps for player speculation to fill.

With a nicely expanded setting and interesting new quirks to the puzzles, the single-player does a good service to the original, but the game also sports the co-op mode. This involves a sort of story-mode progression that takes place after the single-player playthrough (though can be accessed from the start, albeit with potential spoilers). Two bots are each equipped with a portal gun and forced to work out a variety of puzzles together.

This is where a lot of the fun of the game lies, but the very nature of the game means that the puzzles aren’t going to repeatedly offer you a challenge, once you’ve worked them out you can’t just run through them again for the same challenge. What this also means is you cannot really play this through with someone who has already beaten the game entirely as you won’t be able to work out the game by yourself, just watch as they direct you in what to do.

Which leads me to my last point of criticism, one thing that added replay value to the first game was the challenge mode. This curiously missing from the second game and it would be interesting to see how the game would implement a two-player challenge mode. Further, it would be great to see expanded multiplayer games with the portal concept, like a team-based game perhaps based on getting and taking the companion cube to a certain spot or setting up traps for enemy team members. The first (free) DLC for this game promises new replay value and a return of the challenge maps (and, hopefully, advanced maps). This is something the first game had and is noticeably lacking from the second game.

All-in-all, it depends what expectations you take to the game. It’s great, there’s no denying that though I could easily see a few people thinking the price tag is a bit steep and the item shop is a bit of a silly move that strikes me as pointless. Making me pay extra for minor content in a game whose price tag is already a little on the high side isn’t going to work, Valve. If you are not an early adopter type and can hold off for a better price, do so and this game will not disappoint you. It’s just that it always ends up compared to its predecessor, which came out of nowhere and hit like a thunderbolt. It isn’t going to wow most of you like Portal did, but do not let that spoil a great game.

Portal 2 is out now and available via Steam or boxed retail. Price is £29.99 on Steam.

This week in gaming   Leave a comment

I’m abandoning main news in order to push for more separate news articles, leaving more room for quick-cap news here.

* Opposable Thumbs talked about the story and aftermath of the controversial Potato Sack promotion for Portal 2.

* One of the iconic Abe games (Oddysee or Exoddus) is getting a new HD remake sometime in the future, it has been confirmed. We can hope this’ll find its way to the PC.

* THQ’s Red Faction: Armageddon has been delayed by a week, no explanation has been given but last minute bug fixing is suspected.

* After disaster after disaster, F.E.A.R. 3 has been pushed back again from its already amended release date to later in June.

* EA’s latest Need for Speed entry, The Run, has been detailed and dated for a November release.

* Players will be able to download the Brink server software via Steam before the game’s release. Bethesda have also offered an FAQ about the configuration of the server.

* With their recent woes, JoWood have received a helping hand from GoG.com who are selling JoWood titles with up to 75% off this weekend. With a little luck, this’ll help keep the wolf from JoWood’s doors.

* John Romero has started work on a new Facebook game. The game, Cloudforest Expedition, will be the second game that Romero makes on Facebook and is expected this Summer.

* Lord of the Rings Online creators Turbine are merging their US and EU LOTRO servers, relieving Codemasters Online of their duties maintaining the EU servers on the 1st June.

* After a bumpy ride with Alpha Protocol, but success with Fallout: New Vegas and preparations to ship the new Dungeon Siege game, Obsidian Entertainment have apparently gone through a round of layoffs.

* Mojang have released details about the modding plans to be implemented in Minecraft Beta 1.6.

* Bethesda have released details of the changes from Oblivion to Skyrim. Looking at some of the changes (especially to attributes), I don’t think this’ll be the breaker in my downward preference for Elder Scrolls games (from Daggerfall onwards, anyway).

That’s all for this week. See you after the weekend.

Piracy’s effects and the F2P model.   Leave a comment

I wrote an article a few weeks back on the conflicting claims about the effects of piracy on the PC games market. A friend then recommended to me a very interesting article by Tadhg Kelly in GameSetWatch, arguing that piracy itself can be a beneficial marketing technique and that building relationships with gamers is more profitable in the long term than viewing games development as what he calls a “content business” where the game’s content has value.

My intent here is to show several reasons to view his arguments with suspicion. I think that a certain model of game does lend itself to his view of piracy and that this model (the free-to-play model) has produced some excellent games (League of Legends and Bloodline Champions are two shining examples), some enjoyable, but ultimately more average, games (Champions Online or Dreamlords: Resurrection) as well as some really bland stuff that is often fairly ruthless in getting your money (a lot of Facebook games belong here). While I believe that the gems that this model produced has clearly justifies its existence (the majority of the non-World of Warcraft MMO market runs on this model), it should not ever become the sole gaming market model and that’s one part of what Kelly seems to be saying.

Before he talks about this though, he makes several assumptions to which I take objection and are contentious. He writes:

“[Most game developers are] seeing their business as a content business, where the content is the thing that has value. This is not the case.

The games industry, like all the arts, is about finding and interacting with fans, so that value comes from a relationship. As we slowly move into the post-platform, single-franchise future, understanding the difference between the two is crucial.”

His emphasis on content business and relationship are the crux here. He describes most developers as belonging to the former view, that they create a certain piece of content that has value and attempt to sell it whereas the ideal is the latter. I think there is both an overt and a tacit assumption here that I want to knock out.

First, the overt assumption is that games development is like creating a piece of art. While a lot of ardent games are art types will treat this idea as sacrosanct and often not even debate any of its critics properly, their belief extends exactly zero metres beyond the borders of people already keeping the faith. I would not defend the idea of games as art, even as I ardently defend their value and worth, because even if games could be art (which, in their thousands of years of existence, they still fail to be even as younger things like cinema and photography take up the mantle of art uncontroversially), I don’t want aesthetic concerns to ever override what I want from games: to be entertained and enjoy myself.

The more subtle assumption is that this view between games as a content business and games as creating relationships is presented as a dichotomy, that there is no ability to view games as a content business while building relationships with customers. I spoke in my last article on piracy of games like Gratuitous Space Battles and The Void where the designers did create an outreach to customers, but did not ever assume piracy to be a good thing. They did view their content as being stolen, but seized an opportunity to build relationships and encourage sales.

It’s clearly not the case that you need to abandon the view, as Kelly recommends, that there is value to your content. I find it borderline offensive, even, that a man whose work seems to consist largely in basic microtransaction-based Facebook games like Soccer Hero has the audacity to tell Ice-Pick Lodge or Positech Games that their work has no value.

Kelly goes on to make an analogy between the circulation and sale of Thomas Paine’s Rights of Man and sale of sequels in gaming. Piracy of originals, he argues, could raise awareness of potential sequels in which people are more likely to invest. He compares this to the higher success of the second part of Paine’s Rights of Man in terms of sales than the first part despite the necessity of familiarity with the first in order to understand the more successful second.

The problem I have with this analogy is that it simply doesn’t require piracy in the equation. Borrowing games, watching friends play games, playing them with your friends, these are what are needed and there is another strong argument against DRM within this, but not piracy. Paine’s first book was not widely known because of piracy of the text, but because people shared the physical medium of the text. Piracy never came into it.

Beyond this, he moves into another suspect analysis of the industry. He writes that the industry commits the “one shot fallacy” which is that developers seem to think of games in an atomistic sense. They don’t talk of games with sequel potential unless the game has been successful enough to merit sequels. My only response to this at what game industry is Kelly actually looking? Has he not looked at one of the overriding criticisms of Activision? Activision has long been criticised for only seeing games in terms of long-term exploitable intellectual property, it effectively tried to bury Brutal Legend because it didn’t think it would produce sequels, just compete with its own IP. This view of games in terms of sequel potential is simply not a healthy approach and Activision is the proof one needs of that.

Furthermore, let’s look at the sort of model he suggests, building social features into a game that requires purchasing features (such as support or extra content) after the game is already in the hands of the gamers. This is effectively the F2P model and that’s all well and good except the fact I don’t want every game having this model and neither do the majority of gamers. One of the key criticisms on Metacritic from users of Portal 2 was that it had an in-game store for a game that required a base payment.

I can take this further, one criticism a friend made of recent versions of Team Fortress 2 was that it now has boxes that contains items which you need to pay to unlock and get the contents. This is, in an otherwise great game, a rather awful feature. Even if this was a game where there was no initial payment, is that what we would would be happy with in every game?

Would we be happy where every game is freely distributed only to then get its money from you via social features and in-game quirks like the locked box idea of games such as Team Fortress 2 or Allods Online? It’s nice that the F2P model exists, but it occupies a niche, I simply don’t want every game to work on this model because the F2P model has produced a few gems and mounds of rubbish Facebook apps that I have to keep blocking.

Of course, the other part of this is that copying the raw install files for League of Legends or Bloodline Champions for a friend is not piracy, it’s legitimate distribution (unless I messed with the files somehow). What he describes as piracy is in fact, perfectly legal under the F2P model and not piracy in any sense of the word. Where it would be piracy is if I gave a friend an unlocked version of either game with all the characters unlocked already (apparently, with League of Legends, unlocking extra skins illegally was once possible). Something tells me that if I distributed genuinely pirated copies of Tadhg Kelly’s game, all the social features and extra content promised after the gamer started playing already unlocked, he might have a bit more of a problem with what I was doing than his article would suggest. That is piracy.

This week in gaming   Leave a comment

Sorry it’s a day late. Holidays created the delay.

Quick cap news

* South Korea has enacted a gaming curfew preventing gamers aged 15 or under from playing online games from midnight to 6AM. The curfew was passed unanimously.

* Gearbox has announced that any talk about Borderlands 2 not from them should be dismissed. It has stopped it popping up.

* Telltale has announced a release date for the remake of Hector: Badge of Carnage.

* An “ultra edition” of Super Meat Boy for the PC has been announced for release in the UK between and September.

* With its UK release, Mortal Kombat creator Ed Boon recalls the original game’s controversy nearly 20 years ago.

* THQ reports boosted sales for Dawn of War II Retribution after switching the platform from Games for Window Live to Steam.

* Ubisoft are offering free games with every purchase this weekend. It wouldn’t be too hard to purchase all the Ubisoft games worth having with such an offer.

* Fallout: New Vegas has little in the way of extra DLC so far, but that has not stopped a GOTY edition being prepared, it seems.

* An internal memo from Activision revealed a very strong optimism on the future strength of the Call of Duty series, good news for Call of Duty fans.

* Fans protested against certain aspects of Portal 2 on Metacritic. Personally, I agree that the in-game store is a bit of a low blow from Valve, but finds the criticism beside quite off the mark.

Main news

Lack of time means there’s no main news this week, but the upcoming week promises a full return to schedule and a review of Portal 2.

Portal 2 “turret” trailer (PC preview)   Leave a comment

I know I have my pre-order, do you?

Posted 06/04/2011 by expandingfrontier in News, Trailer

Tagged with , , , , ,

This week in gaming   Leave a comment

The quick cap news

* Introversion say that it’s unlikely they’ll work with Microsoft again after porting Darwinia and Multiwinia to XBLA.

* Microsoft admits that the mimicry of the console model in Games For Windows was flawed, but promises future improvement.

* A new GTA game is in the works under the codename of “RUSH.”

* Blizzard’s next MMO is already playable; at least, according to the company’s co-founder, Frank Pearce.

* Bungie is now claiming that its MMO reveal at GDC was a joke in response to rumours. Of course, it could simply be damage control.

* Valve’s new security technology, Steam Guard, is showcased with Gabe Newell revealing his Steam password as a show of confidence. The consensus is that this will turn out to be a silly move.

* On the Valve note, PC gamers may have to endure the pain of playing co-op Portal 2 with someone who doesn’t use a keyboard and mouse in FPS games.

* EA announce that they may focus more on the PC gaming market as increased PC revenue via digital distribution and the free-to-play model makes the platform more and more attractive.

* Call of Duty: Black Ops has become the best-selling game in US history, selling over 13.7 million units according to retail tracking firm NPD.

* A huge dichotomy has occurred between reviewer and user scores on Metacritic for Dragon Age II. Users have been complaining about a dumbing down of the game and the game has, at the time of writing, 278 negative reviews to 18 neutral and 84 positive.

Main news

So, great news for indie gaming fans. Serious Sam is being outsourced to create a series of indie titles set around the character. While I am no huge fan of the Serious Sam games, it’s always interesting to see what indie developers and fresh minds can make of larger IP. Warner Bros. is picking up action-RPG Bastion, the first game from indie studio Supergiant and one that features a dynamic narrative. Finally, there’s Hawken, a mech-based FPS indie title with extremely impressive graphics that will surely help ease the pain of Mechwarrior 5′s slip into vapourware. It will most likely be a downloadable title, according to developers.

Besides that, it seems indie smash hit, Angry Birds might be coming to Facebook in a “Collaborative” form, according to developers. This comes alongside news that the game made a profit in excess of $70m from a small budget of $140k. The move to Facebook is not unusual given other news that Rebellion have started a new social games division after the success of Facebook-based Evil Genius.

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