Consoleation 2.0: Unlimited Continues
One man's take on console gaming, with a decidedly opinionated spin…

Nov
10

I’ve been talking about this a bit, but now the hour is almost at hand.

On Thursday morning, I will be departing for my new home in Chandler, AZ. I’ll be driving out there, so I’m anticipating a 7-10 day trip… which is going to include a few sightseeing stops since I’ve rarely traveled out of New England. My current itinerary has stops at Hershey, PA and the Grand Canyon… but may also include Graceland in Tennessee if I make good enough time. This is my long-awaited vacation from everything, as I’ve not had a real vacation (with no work or writing responsibilities) since 2001.

As a result, there might be another lapse in entries here at Consoleation. I plan to use Twitter liberally, and may be able to sneak in some brief updates on my DSi-playing progress as I’ll be playing all three Castlevania games during the course of the trip. If I do update here, it will be via my Blackberry Storm, so the entries won’t be as detailed as I’m used to publishing… but since I’ve rediscovered my love for writing and have a goal of getting permanently re-established within gaming press circles once I’m settled into my new address (which makes travel to E3 a real possibility for the first time ever for me), I would like to continue sharing my thoughts and observations when I can.

Unfortunately, I won’t be in a position to hook up any consoles while on the road, so I won’t be on Xbox Live or playing Wii during the move. Once the move is completed, I have my eyes set on two major game releases: Modern Warfare 2 for the 360 and New Super Mario Bros. for the Wii. Aside from those games, my purchasing habits are going to be severely curtailed until I get situated with a job and start generating income again. Perhaps that will be a good thing, since I have a propensity to impulsively spend money on some games that I really don’t wind up wanting or liking. Having to budget money tighter than normal will hope me in the long run.

Before I go, though, here are some quick thoughts on Nintendo’s latest retro revival:

Excitebike: World Rally (WiiWare, 1000 Wii Points / $10) is a lot of fun. Nintendo has basically taken the tracks from the NES original and set them in more varied locations around the world… but the play control from the 1987 classic is carried forward here with few changes and feels as tight as ever. I would’ve liked to have seen updated leaderboards with the best times from each track, but there is online play here which works quite well. Playing online or with friends is what really extends the replay value of Excitebike: World Rally, but there’s plenty for solo players to do, as well. I really recommend this one, especially if you’re the nostalgic type.

With that, it’s time to retire for the night. Next stop: Arizona!

 

Nov
09

There probably won’t be a game this year that will outsell Modern Warfare 2. Sure, I’ve talked a bit here about some of the game’s controversy before, but one man’s opinion likely won’t dissuade scores of people wanting to see if Infinity Ward can top its huge hit from two years ago. The hype is at a fever pitch, and the release date is oh-so-close…

… but there are plenty of people playing the game already. In fact, gaming social networking site Raptr is showing that over 4,000 hours of gameplay have been logged by users so far. That’s over 24 hours in advance of the game’s alleged street date.

Yes, it’s another broken street date. Like Borderlands and Tekken 6 before it, Modern Warfare 2 is an example of how the street date system is impossible to enforce… and further evidence that street dates must end. It’s not even a suggestion or a gripe anymore– it’s almost mandatory, with the Pandora’s Box that a game like this has opened. Nothing’s definite, of course, but I wouldn’t be surprised if a lawsuit of some sort was coming involving either Activision, Infinity Ward, GameStop, and/or any other retailer that sold Modern Warfare 2 early. Why? Well…

Any players who purchased a legit retail copy will not be reset or banned. Only modded / pirate versions will be.

That quote, from the Twitter feed of Robert Bowling from Infinity Ward, indicates that there will be no statistic, rank, or leaderboard reset when Modern Warfare 2 officially launches on November 10th. That means that, arguably, the players who were wrongly sold copies of the game early will be at an advantage in terms of rank, leaderboard standings, perks, and so on. That’s unfair in a competitive multiplayer game, especially with a head start of several days over those who are forced to wait.

A potentially even bigger issue is GameStop’s decision to break street date in this instance. What’s peculiar about this situation is that GameStop only cleared certain locations to break the date, allegedly due to competition doing the same. Here’s GameStop’s explanation from its Vice President of Corporate Communications, Chris Olivera:

This past weekend, GameStop made the decision to break street date and sell reserved copies of Call of Duty: Modern Warfare 2 in select markets where other retailers had broken street date. Our decision followed many conversations with Activision and was an effort to protect our customer base.

There are some problems with this explanation:

  • Earlier on Sunday, Activision commented to Kotaku that the company had not given any retailer the green light to break the date, which would presumably include GameStop. Robert Bowling also mentioned the same thing via Twitter. Someone’s either lying here or withholding some facts about the situation that we’ll probably never learn. Either way, it’s not a good thing.
  • Picking and choosing markets to break street date doesn’t make the decision any more ethical. GameStop is going to look worse in markets that it’s holding fast with, because consumers do not care about an agreement with a publisher that has no bearing on them. Where’s GameStop’s proof that just those markets have instances of broken street dates?
  • Lastly, the decision to break the street date at all is a marginal one, at best. How much potential revenue was GameStop set to lose if they’d waited the extra few days like most other retailers? Couldn’t they just cite the distribution agreement in lawsuits against other businesses who broke the date? 

It’s understandable that publishers want to try and appease all of their retail clients. The street date system was designed to try and ensure that all retailers would have equal ground when a significant title launches, but the success of this system was predicated on retailers cooperating and enforcing street dates. Despite the threats of hefty fines, it makes no sense for retailers to follow street dates. If Activision decided to fine GameStop, GameStop would likely file a lawsuit claiming that they broke the street date because others did the same. Other retailers would possibly sue to make the street date distribution agreement null and void. Activision could try to withhold product, but how would it get sold?

It’s all a vicious cycle that can easily be avoided by simply ending the street date policy. Send product to retailers in an orderly fashion and allow retailers to sell games as they arrive, like we see in most cases during the year. There isn’t a good enough reason for stores to sit on games that can be sold immediately. It’s time for publishers to rethink their shipping strategies. If they want high-profile releases in stores on a certain date, make a deal with a shipping company (of which there are plenty) and send them all overnight directly to each retail store. It would be up to each retail chain to alert publishers to the stores that product must be sent to. The responsibility of getting games to retail in a timely fashion for merchandising and sale lies as much with the game’s publisher as it does the retailer.

Enough is enough.

 

Nov
03

Carnival King (WiiWare, 700 Wii Points) is an easy game to overlook thanks to the avalanche of games that we’ve seen over the past few weeks. Some Wii owners may also have reservations about a game with the word “Carnival” in the title after some pretty disastrous Wii games that have used that theme already, such as 2K Games’ Carnival Games. Thankfully, Carnival King is not nearly the awful experience that Carnival Games was; in fact, it’s a solid port of a lesser-known coin-operated light gun game from Incredible Technologies– the same company responsible for money-munching favorites like Golden Tee Golf and Silver Strike Bowling. Carnival King is not the deepest game around, nor is it the longest; however, it’s an affordable arcade game that takes advantage of the Wii’s unique controller and supports Nintendo’s Wi-Fi Connection for constantly updated leaderboards and bragging rights.

Carnival King plays like many shooting games that you’ve probably either seen or heard about at fairs or carnivals. The game has three different venues, each with four unique levels and a bonus stage for those good enough to unlock them. Some of the games are based on more familiar carnival games, like shooting red stars or furry cat targets. Others in this game are more complex visions of shooting galleries, such as Lagoon Park’s Bullseye Canyon stage. Points are awarded for pointing at on-screen targets and shooting them as quickly and accurately as possible. Extra time and extra point bonuses randomly appear, too, so players must be quick on the draw to score maximum points.

Animal Matching

Match the animals!

As Carnival King is an arcade port, there isn’t much to unlock here and the game’s replay value revolves around beating existing high scores or playing against friends. There aren’t any achievements or awards to be found here; however, unlike Incredible Technologies’ previous WiiWare arcade title, Target Toss Pro Bags, the high score leaderboards here include both local and worldwide entries, with the latter being powered by Nintendo’s Wi-Fi Connection. It would have been nice for the game to receive a little something extra for the home audience, such as additional levels, but Carnival King stays true to its coin-op self.

High Score!

Look who's #1? It's-a ME!

Aiming with the Wii remote in Carnival King is as accurate as it is in most other games of this ilk, which is quite good. There is the option to calibrate your aim, should you need to. Shooting is done with either the A or B buttons, so players are free to use whichever button is more comfortable. The menus are generally easy to navigate, although the option of perusing leaderboards initially isn’t the most intuitive. The game does have an autosave option, which means that high scores are automatically stored so that they can be eclipsed in future playthroughs.

The visuals in Carnival King aren’t going to win any accolades, but they stay true to the arcade game’s roots. The graphics appear to be a bit grainy, especially on a high-definition monitor, but this doesn’t hurt the game at all. There’s no slowdown to speak of, and the game runs at a solid 30 frames per second. The game’s sound is pulled right from the carnival setting, from the ding of shooting targets to the mildly annoying and overly dramatic carnival worker who provides running commentary. The music is appropriately upbeat as well, and adds to the atmosphere.

Dunk Tank

Dunk the dummy!

With arcade games becoming less and less prevalent in the video gaming landscape, titles like Carnival King don’t come around all that often. For 700 Wii Points, Carnival King offers a fun shooting gallery experience that can be enjoyed in short gameplay sessions and certainly invites the challenge of toppling scores from other players at home and around the world. More extended time with the game may magnify its flaws as there’s a lot of repetition involved with little payoff, but it might just be worth the investment if you’re looking for a game to pick up and play quickly that does exactly what it’s intended to do.

Nov
01

It’s been a long time since I played a Tekken game with any sort of frequency. I did own and play Tekken 5: Dark Resurrection when I had my PlayStation 3 in 2008, and I played Tekken 5 for review back in 2005. Back then, I developed a hatred for Tekken 5’s boss character, Jinpachi, who I still consider to be one of the cheapest end bosses in gaming history. Despite that complaint, I loved Tekken 5… and I really liked Dark Resurrection, too.

Here we are near the end of 2009 and Tekken 6 has arrived, offering a mixture of new and familiar things.

What’s new? Well, the big news is that a major Tekken release has hit a Microsoft platform for the first time. This continues Namco’s commitment to the Xbox 360 console; we’ve already seen former Sony-exclusive IPs like Ace Combat, Ridge Racer, and Katamari Damacy hit the 360, and now it’s time for the King of Iron Fist Tournament to land on the the 360 as well. There are also new characters, a new mode of play called Scenario Campaign (which is basically Tekken Force mode for a new console generation), and some much-improved visuals which really stand out almost immediately. Lastly, a new wrinkle in the flow of gameplay, called Rage, powers up players who are low on health to make for some truly incredible comebacks at times.

What’s familiar? Many of the characters that we’ve seen gradually added to the Tekken roster have returned for this new installment. As with the other games in the series, success in Tekken 6 may initially come from button-mashing, but there is a need to learn combos and defense in order to avoid consistent beatdowns by many opponents. Character customization also returns in Tekken 6, so players can earn or purchase new outfits and accessories for their on-screen alter egos. Also, like Tekken 5, the final boss here is cheap; in fact, the boss is cheaper than Jinpachi. Seriously.

The Arcade mode is pretty self-explanatory, as you select one of over 40 characters and fight a chain of opponents leading up to the inevitable showdown with Azazel, the formidable final boss. Each character has its own move set and combos to master, although there are only six new characters to become familiar with if you’re Tekken-savvy. Continuing the tradition of cheap final bosses in fighting games, Azazel can be as frustrating– if not more so– than Tekken 5’s Jinpachi to beat. Azazel is huge and moves pretty well, plus has teleport moves and ground projectiles which are difficult to predict and/or avoid. As with Tekken 5, players can advance in rank. I’m not sure that this “level system” is as effective as it felt in Tekken 5, or in Virtua Fighter 4, for that matter. With the arrival of Achievements and Trophies, the need to level up is diminished unless there’s some kind of payoff other than a simple title change.

Online play is sketchy, with lag on more than several occasions. This lag causes all sorts of problems with on-screen slowdown and late registration of controller inputs and button taps. Lag is arguably the biggest issue in online fighting games, but Namco seemed to generally control lag in Soul Calibur IV. Matchmaking seems to be an issue too, so unless you’re at least moderately skilled, your first online fight will most likely be a loss for you. Perhaps Namco will continue to tweak and patch the online experience, but as of now, it’s more frustrating and less enjoyable.

The Scenario Campaign mode is quite flawed, with a nonsensical story (even for the Tekken canon) and quirks that really detract from what this mode of play could have been. The basic idea is that you and another player (who is controlled by the AI in single-player mode) run from Point A to Point B in stage, dispatching anything in your way with each character’s assortment of punches and kicks. Although the stages are supposed to be different from each other, there’s considerable repetition in both the stage environments and the enemies you face. At the end of most stages, you will come across one of the selectable fighters in Tekken 6 and have to defeat that character in a boss battle. Although you’re not alone, a computer-controlled sidekick is sometimes worse to have than taking on enemies alone. The AI character is not adept at healing itself at the right times, and will often claim health powerups right when you need them– and it doesn’t. The one thing that could make players play all the way through the Scenario Campaign mode is the loot that can be gained. Tons of cash can be gained playing this mode, plus special gear for fighters that includes a variety of bonuses. Perhaps my affinity for “loot games” (such as Sacred 2, Baldur’s Gate: Dark Alliance, Champions of Norrath, and even Borderlands, to a certain extent) helped to really propel me through this Campaign almost exclusively; I didn’t care for the story, the poor AI, and the strange opponent targeting really had me close to losing interest altogether many times.

The items that you earn in the Scenario Campaign are enhanced versions of what you can buy when customizing characters for your own use. There are plenty of gear options for each character, and these can be purchased with money earned from playing the different game modes. The gear that you buy, however, does not contain any of the bonuses that the same items may be infused with when found within the Scenario Campaign. Without the bonuses, however, customization really isn’t a big deal aside from the character uniqueness factor. After all, seeing Lars in a cowboy hat is funny, right?

Perhaps the strongest assets in Tekken 6 are the game’s graphics and sound. This is the best-looking Tekken game available, with lots of detail and smooth animation for each character. While Azazel may be cheap, it’s stunning to watch such a behemoth move around so smoothly and without many hitches. Tekken games have usually had strong visuals, and Tekken 6 continues that trend. There are more than a few CG cutscenes within the game, all of which are impressive. The soundtrack is another excellent work, with many styles of music worked in. The sound effects are bass-driven and sound as painful as the action that you’re seeing on your screen.

It’s worth mentioning that Tekken 6 has noticeable issues with loading time, irrgardless of whether the game is running from the disc or is installed to the hard drive. Loading is required for almost everything outside of the actual fights, which doesn’t usually last too long. There’s loading time for customization, loading time to display characters on screen for selection, loading time in between levels or stages, loading time for online synching, and more. Too much loading time, especially when it comes to fighting games, can really disrupt the flow of the game. When you finish a fight, you’re ready for the next pretty quickly. It’s understandable that loading time and/or disc access is necessary, but at this stage of development in this console generation, it’s hard to ignore loading times like the ones in this game.

The flaws in Tekken 6 are disappointing, but the game is still very playable. As long as you’re aware of what you’re buying into and are willing to either overlook or accept the game’s imperfect online play and irksome loading times, Tekken 6 is worth at least a look for any fighting game fan… just don’t try to understand the story.

Trust me.

Oct
29

This entry was one of two that I was thinking about writing before the whole Modern Warfare 2 leak became a topic on Tuesday.

I bought the Limited Edition of Forza Motorsport 3 from GameStop for $85. This was a pretty big purchase for someone who doesn’t usually play sim-style racers. My racing game preferences are Namco’s Ridge Racer series and Criterion’s Burnout series, and neither one of those is a simulation. Still, there was something about Forza 3 that struck a nerve with me, especially after playing the demo. The visuals ran at 60 frames per second, which was not the case in Forza 2. The gameplay felt accessible, even to a sim novice like myself. Once I saw the Limited Edition and the stuff that came with it, I thought that was the way to go.

Forza 3 Limited Edition

Game + Goodies = Limited Edition

Aside from the goodies shown above (taken via my Blackberry), there are some nice downloads included in the package, including download codes redeemable for some added cars and tracks, as well as a VIP membership (which gives you a “crown” designation within the game along with some exclusive cars). For only $15 more than the standalone game, I think that all of the extras are arguably worth the extra money.

After a slightly confusing installation sequence (Disc 1 to Disc 2 to Disc 1 and NO JUMPING AHEAD in the steps!), getting into the game is easy enough. The Casual setting makes for an experience that’s almost too easy for many players who’ve played racing games before. It takes longer to earn credits and experience points for leveling up both yourself and your cars, but it makes for the easiest way to experience what Forza 3 has to offer… and then gradually you can start removing some of the assists and safeties to allow for a more realistic driving experience as your comfort level grows. I spent about 2 1/2 hours with Forza 3 and came away from the experience feeling like I can definitely play the game more without getting overly tired of the “same old thing”. There was no feeling of anger or frustration at all, but I did rely on my arcade racing sensibilities as I rammed my opposition to get by them… which really isn’t the point of games like this.

Speaking of crashes and damage, one of the peculiarities of Forza 3 is the damage modeling– or, should I say, damage texturing. There wasn’t any real time vehicle damage or deterioration when I would come into contact with other cars; instead, a layer of scuffs would magically appear on the affected car. Granted, I’ve not yet been in a situation with a high-speed crash (which is hard to do in a Honda Fit) to see more accurate damage modeling, but these damage layers instinctively come across to me as rather cheap-looking.

For car enthusiasts, Forza 3 offers a ton. There are plenty of customization and tuning options, an armada of cars to pick from, and more. I’m looking forward to spending more time with Forza 3, especially after my move to Arizona in two weeks. It’s definitely different than most of the racers that I’ve played on the Xbox 360, but in a good way. Having to plan ahead for turns and follow sensible lines instead of blindly roaring through a track makes for an interesting and enjoyable experience.

 

Oct
28

WARNING: This entry pertains to footage of Modern Warfare 2 that was leaked onto the internet recently. This entry may spoil certain aspects of the game for you, so… if you are absolutely insistent on staying spoiler-free, please close this browser window now.

OK, then. For those of you who are left, you either knew about this footage already or you’re pretty laid back about spoilers. Either way, thanks for staying on to read the rest of this.

Let’s set the scene. The leaked footage shows the player walk into an airport from an elevator after a lengthy briefing (which is in French in the video). The airport, as with many others, is bustling with people. As the game character and his party walk into the airport terminal and approach the crowd, the party (and the player) opens fire on the innocent people, slaughtering dozens in a hail of bullets and leaving pools of blood everywhere. Screams echo through the gunfire and chaos prevails as the party picks its way through the airport, continuing the killing spree as they proceed.

I don’t really need to spoil any more for you. There’s a lot of things about the footage that are unclear, such as what the player’s role is in this level. Theories are circulating mentioning that the player is either a terrorist or an undercover agent working under a terrorist guise, but nothing has been confirmed. We’re left to draw on our conclusions and theories. Is this level setting the stage for some sort of revenge by fostering sincere hatred for the terrorists and what they did? We won’t really know until we play the game next month.

What is clear, however, is that– especially if you’ve seen the footage– it’s some of the most chilling and disturbing footage that I’ve ever seen in a video game. It’s terrifying that a game can create such a plausible scenario like an airport massacre, complete with the aural and visual setting to heighten the experience. What’s worse (to me, anyway) is that the player can actively participate in the bloodshed. The footage clearly shows the player picking off innocents. Is actively participating in terrorism something that we want video games to offer, especially considering the fear of terrorism affects our daily lives?

I understand that it’s “only a game” and that most people in their right minds wouldn’t dream of attempting to breach airport security, let alone start pumping bullets into scores of innocent travelers. Video games have navigated through charges of being “murder simulators” before, despite the negative press that the Grand Theft Auto series attracted. I don’t think that anyone should have to tell a developer or designer what’s appropriate and what isn’t.

Here’s what really scares me, though:

If the mainstream media gets wind of this footage, Activision and Infinity Ward could be in for a very rough time of things. No matter how the footage ties into the game’s story, what cannot be ignored is that the player and his party are engaged in the terroristic act of killing innocent people in a realistically portrayed scenario. Since the continued (though false) perception is that video games are for kids, I can almost see the supersensationalism in the press at work here. Questions like “How can a game like this be made?” and “What if children get their hands on this game like they did Grand Theft Auto?” may pop up. Politicians and even the White House may have some sort of reaction. Retailers may come under fire for stocking the game, and the ESRB could possibly be forced to reconsider its rating. The possibility of a major overreaction is very real, and for what? Exposition? Controversy?

For now, we wait. There’s no doubt that Modern Warfare 2 is poised to be one of the biggest-selling games of 2009, so it will be interesting to see if there is indeed and media backlash to this footage and how Activision and Infinity Ward choose to respond to any criticism. I have a feeling that this topic is going to heat up sooner rather than later, so we’ll revisit it then.

In the meantime, look for impressions of Forza 3 and Tekken 6 tomorrow or Friday.

Oct
27

If you’ve seen college basketball games on television, you’ve probably been witness to each team going on a “run” of sorts, when they score consecutive points while the defense shuts down the opposing team. It’s a fascinating aspect of that sport, and part of what makes an event like March Madness so popular every year. All teams go on a run at some point, usually making for exciting outcomes in games.

In the “game” between Microsoft and Sony, it’s pretty clear right now which team is on a run of its own. Sony has seen new life for the PlayStation 3 platform after a long-awaited price cut to $300 and with the runaway success of Uncharted 2, which seems by many accounts to be in the running for overall Game of the Year honors. The latest points scored in Sony’s run have been thanks to Netflix, which announced that online streaming of their Instant Queue library will be coming to the PlayStation 3 in November. This is significant because, aside from the Netflix subscription fee, there will be no additional charge for PlayStation Network users. Compare that with having to pay Microsoft’s yearly subscription fee (which I’m still bullish on seeing an increase in for 2010), and there’s one less advantage for the current HD platform leader.

Granted, there is a small caveat for PS3 owners in that they will have to use what is essentially a boot disc in order to use the streaming Netflix service, but that’s a minor inconvenience when you’re only paying as low as $9 per month and no other fees. Microsoft has gone on the record to say that the Netflix service will continue to be offered only to Gold-level Xbox Live members, while also trying to talk up some of the other “perks” that Gold members have.

Let’s stop right here for a moment.

On a personal level, I’ve been largely satisfied with my Xbox 360 experience. I’ve rarely had any connectivity issues on Xbox Live, I’ve really enjoyed what Xbox Live Arcade has had to offer, and the Netflix streaming feature has been a big plus. I’m not out to pick on Microsoft here or grind some sort of axe with them. Unfortunately, it doesn’t take a Michael Pachter to see that Microsoft is spinning its wheels– or even going in reverse in some areas– while Sony clearly has the momentum and seems to be making many of the correct decisions as of late. (At least with the PS3. I refuse to comment on the PSP Go “experiment”.)

What’s Microsoft doing wrong? Let’s recap:

  • To fee or not to fee? While it’s still free to play and download games, demos, and videos on the PlayStation Network, it’s looking likely that Microsoft is gearing up raise its yearly fees for Xbox Live. In order to get the “full” Xbox experience right now– complete with all of the same bells and whistles that PSN users get now– consumers actually are looking at a list price of $350. That’s $300 for a console and $50 for an Xbox Live Gold subscription. (Note: I don’t want to hear about how you can buy Xbox Live sub cards for less than $50 if you look around or about how the Xbox 360 Arcade SKU is still kicking around, either.) If you consider that Microsoft is likely going to raise the yearly fee from $50, then that total cost is also going to go up in 2010, while Sony’s cost remains the same.
  • Where are the big exclusives? Yes, Halo 3: ODST has moved a ton of units so far… but what else is there? Does Microsoft expect that game to have staying power against Uncharted 2 and God of War III? Where’s the big guns? There’s no Gears of War on the horizon, and Halo: Reach isn’t due for another 12 months or so. Microsoft is basically relying on Left 4 Dead 2 and Modern Warfare 2 (which is a multiplatform title) to be the big movers this holiday season. Mass Effect 2 is coming in late January, and Alan Wake and Crackdown 2 are due next spring. There’s no Microsoft answer to Sony’s new Ratchet & Clank title, or to Nintendo’s New Super Mario Bros. for the Wii. There just seems to be a lot of stagnation on Microsoft’s part, or “Wait ’til next year.”
  • Features? Yeah, so? While I’ll admit that it’s something of a novelty to have Twitter and Facebook integration for Xbox Live, neither application is earth-shattering. Without a web browser, the Twitter app is half-broken because so many links are shared. The Facebook app run sluggishly and pictures show up in weird resolutions. I will say that the Last.fm application is great, but certainly doesn’t help to justify paying a yearly fee for Xbox Live Gold membership status… and now that Sony’s getting Netflix streaming, that’s a former exclusive that’s now cheaper on the other side of the fence.
  • Perception is everything. Despite Microsoft’s best efforts to handle the well-documented hardware failures that Xbox 360 owners constantly deal with, I can almost guarantee that a strong majority of these owners still feel their pulse race a little bit when they turn on their consoles, wondering how much time is left before the seemingly inevitable Red Rings of Death appear. Even with extended warranties and generally painless procedures to replace faulty consoles, it’s still a pretty depressing experience to have to go through and console exchanges usually do not happen overnight… leaving consumers without a console to play their games on. This perception will haunt Microsoft for the rest of the console’s life cycle. On the other side of the fence, Sony’s hardware issues with the PS3 seem minor in comparison. Sure, there is a seemingly endless parade of firmware updates that can possibly wreak havoc with the console, but it’s generally a pretty stable platform.

2010 is shaping up to be interesting for Microsoft, though. There are some solid first-party games coming that we know of already, and more are possibly under wraps. Perhaps those games, and few other features, can help Microsoft build and sustain a run of its own and tip the momentum back into its favor in the high-definition console battle. For now, though, Sony is running Microsoft up and down the court with this run they’re on, and it’s very possible that this run will carry them to a surprising showing over Microsoft for this year’s holiday season.

Oct
25

I’m stepping out from behind my normal standards of writing to opine about something that annoys the hell out of me when it comes to gaming retail. I’m not talking about used game sales or stickers or selling opened games as new… but a different situation altogether.

I’m talking about street dates.

In theory, street dating game releases is a good idea. It removes the possibility of shipping delays by allowing retailers to receive the game and deliver it to stores so that everyone can buy it at the same time– sometimes as “early” as midnight. Everyone should have the game by the time the street date hits, so it’s a matter of hitting up your favorite store and picking up the game that’s released.

When retailers are all on the same page with street dates, it’s fine. Unless you’re working as a reviewer and receive an advance copy from the software publisher, there are no advantages here. If a store is having a midnight opening and you want a game bad enough, you can be one of the first to buy it. If not, you can line up at the store when it opens that day and buy the game then. However… when retailers are NOT on the same page, which is becoming a more common occurrence, street dating becomes a hindrance to the consumer. Being told by your retailer of choice that you cannot buy a game, although it’s in stock (even unofficially) and despite other retailers or locations actively selling it. I’ve already seen evidence that notable releases like Borderlands and Tekken 6 have had their street dates broken, some 3-4 days before the actual sell date. That’s ludicrous when I’ve already paid for my game at a certain retailer, and regardless of whether it’s arrived yet or not, I’m not privy to fnding out and it wouldn’t matter anyway since the game won’t be sold to me before its street date.

Frankly, that’s a load of crap.

Believe me, I understand what the potential consequences are for retailers that are caught breaking street dates. There’s usually a fine of some sort to be paid to the publisher. If you think about it, though, might it be worth it for retailers to break street dates knowing full well that consumers want to buy the game in question immediately and that it’s physically in the store just waiting to be sold? Those are potential missed opportunities for retailers, which means potential loss of revenue. If you tell me that I can’t buy a game at your store until the next day, I’m going to leave unsatisified and, unless I pre-paid for the game at that store, will wind up buying it elsewhere.

The bottom line here is that the street date system is broken and either needs to be retooled or discontinued.

If the system is to be kept intact, then more serious consequences for retailers (and employees) must be instituted and enforced. Fines should be raised, or the offending retail chain should see a decrease in priority from publishers and vendors to where they receive new releases up to three days later than other chains. If it’s an independently owned “Mom & Pop” game store, that store should be cut off by its supplier for a period of time (2-3 weeks). Receiving new releases late or not getting them at all will seriously affect the store’s bottom line and should be enough to get retailers to ensure that street dates aren’t broken again.

Preferably, the street date system should simply be eliminated. When a retailer gets a shipment of games, it goes out for sale. Retailers can estimate arrival dates, as they do for most games anyway, but simply not guarantee availability. If a publisher wants to have a “Mortal Monday” or “Rocktober 13th”, then the publisher should coordinate shipping to ensure that the product arrives by noon at retailers. Shipping companies can handle this kind of load, so I really don’t buy any potential excuses regarding logistics.

As much as I’d dead-set against digital distribution as a way to buy my games– unless they’re Xbox Live Arcade games, for example– at least everyone gets a shot to buy the same games at the same time. No clueless employees, greedy managers, or anything else is involved. For now, though, something needs to be done about this kind of retail distribution inconsistency. It’s unnecessary, frustrating, and is easily fixable.

Oct
24

There have been two interesting developments this week that could very well affect Xbox Live subscribers in 2010 and beyond.

The first development comes to us courtesy of everyone’s favorite video game industry analyst, Michael Pachter. In a discussion with GameTrailers TV, Pachter seemed to indicate that the price of Xbox Live could jump to as much as $100 per year. The article that I’ve linked to doesn’t directly state that Pachter said this verbatim, but the inference can certainly be made. While Pachter is quite respected in industry circles, his track record is rather mediocre when it comes to predictions… so this development raised a yellow flag.

The second– and more telling– development comes from Microsoft spokesman David Dennis. Dennis attempted to add some clarity to the Pachter remarks by saying:

I don’t foresee a scenario where we’re going to double the price of Live anytime in the next couple of months.

That is a red flag, ladies and gentlemen.

Spin it any way you want; maybe he was misquoted, or perhaps he was speaking on his own off the cuff instead of delivering prepared remarks. Either way, I don’t buy it. I believe that Dennis is telling the truth… mostly. I do believe that a price increase of some sort is coming for Xbox Live subscribers in 2010. I honestly couldn’t tell you if it’s going to be a $50 increase like Pachter cited, but I tend to think that Microsoft is willing to stake its reputation on that notion that the quality of its online service– along with some nice new features like 1080p high-definition streams and the integration of services like Last.FM, Twitter, and Facebook to go with the Xbox 360 Dashboard– should make any increase worth paying.

This is a big risk for Microsoft, especially at a time when Sony is gaining momentum thanks to a recent price cut and still boasts free online services and gaming. If you were to read reaction across the web, you’d think that Microsoft was crazy and should prepare for mass cancellations from Live subscribers. On the other hand, tons of people are still playing Halo 3 (and ODST) online, and even more still prefer to play multiplatform titles like Modern Warfare and Borderlands over the Xbox Live service. Will tens of thousands of users suddenly drop Xbox Live and even consider going the PlayStation 3 route?

I doubt it.

I know that price increases are a bad idea, especially in a time of economic difficulty. You’d like to think that the recession’s over, but recent spikes in energy costs may put a dent in any recovery and unemployment is still painfully high. As difficult as it may be to come up with extra money to renew Xbox Live from year to year, it’s more difficult to completely drop a console and start fresh on a new platform. Even trading in a 360 and games nets users a significant loss from what everything cost to begin with, and then having to replace favorite games with PS3 versions istead of 360 ones (plus any associated DLC) is rough. The more likely scenario is going to be limited cancellations and lots of griping… but begrudging acceptance, provided that the increase either isn’t too high or is complemented by some decent perks and incentives.

I’d like to think that my prediction is going to be wrong, and if so, I’ll be no worse off than Pachter– except that he gets paid for his predictions, right or wrong. In any event, I’ll be waiting and watching to see what moves Microsoft will make to the Xbox Live structure in 2010.

Oct
23

Welcome back to Consoleation! Heck, welcome back to me! It’s been a long time coming, but I’m almost at the point where I will be able to starting writing and updating again with more consistency. It’s been a long summer on the personal side, as I’ve been working a lot and planning a move to Arizona, which is happening in the middle of November; however, the good news is that I’m getting back into writing, observing, and hopefully even reviewing games once again.

I have lots to share with you:

  • I have observations on Borderlands, which has really taken me by surprise in terms of how fun and addictive the game is.
  • I’ll be picking up both Tekken 6 and Forza Motorsport 3 for the Xbox 360 next week and will be posting (and tweeting) impressions.
  • I’ll be looking to talk up some retro goodness, including observations of Tail Concerto (Atlus for PSX) and the Ace Combat series.

It’s good to be in a position where I’m just about ready to get back to writing again. With real life changing once again– and my moving on from late-night karaoke gigs to what hopefully will be a more realistic career and schedule– I’ve prioritized repositioning myself as a member of the gaming press.

So… that’s where we are. It’s good to be back, even though I know that I’ll be moving in about three weeks. Thanks to my Blackberry, though, I can now update the blog whenever I like. That’s another big plus.

Look for more (and longer) content in the days to come, starting Monday, October 26th.