This week's patch to PlayStation 3 game ModNation Racers was supposed to make load times in that otherwise-delightful, customizable racing game as much as 50 percent shorter. I tested the patch today. It made my load times longer.
I shot five videos of a pre-patched ModNation Racers running on my PS3 today and five videos of similar content after I downloaded and installed that patch. You can watch and time the results too.
Pre-patch ModNation Racers, from Title Screen to ModSpot: 23 seconds
Post-patch ModNation Racers, from Title Screen to ModSpot: 52 seconds
Pre-patch ModNation Racers, from ModSpot to Create Studio: 11 seconds
Post-patch ModNation Racers, from ModSpot to Create Studio: 14 seconds
Pre-patch ModNation Racers, from Create Studio to ModSpot: 23 seconds
Post-patch ModNation Racers, from Create Studio to ModSpot: 34 seconds
Pre-patch ModNation Racers, from ModSpot to Quick Race: 42 seconds
Post-patch ModNation Racers, from ModSpot to Quick Race: 42 seconds
Pre-patch ModNation Racers, from Quick Race to ModSpot: 23 seconds
Post-patch ModNation Racers, from Quick Race to ModSpot: 32 seconds
I'm not sure why load times would be lengthened, which is the exact opposite of what publisher Sony and development studio United Front Games were trying to do. The folks at Joystiq did see their load times shortened. I've checked with Sony to see what's up and whether this is a known issue. I'll update this post when I hear back.
Have you tried the new ModNation Racers patch? Are you experiencing faster or slower load times? Here's hoping I'm the exception...
Street Fighter series producer Yoshinoro Ono and Tekken series director Katsuhiro Harada are due for a rematch, and they'll get their chance during a TEKKEN X Street Fighter tournament at GamesCom. The trash talk is already flying.
Capcom's reveal of Street Fighter X Tekken at Comic-Con might have stolen the show, but it was Tekken's Katsuhiro Harada who triumphed over Street Fighter's Yoshinoro Ono in the first public Street Fighter X Tekken match.
The rivalry continues later this month at GamesCom, where Namco Bandai will be revealing their end of the bargain, Tekken X Street fighter, featuring classic Tekken 3D gameplay with Street Fighter characters added to the mix.
The pair will face off on stage on Thursday, August 19. Once the creators settle their differences, players will be invited on stage to compete against each other, with everyone attending walking away with Tekken X Street Fighter goodies.
And yes, the two creators have already begun taking pot-shots at one another.
"Our gathering of Street Fighter fans at the special occasion of ComiCon in San Diego was marred when Harada pathetically attempted to bribe everyone present with free copies of his games." said Yoshinori Ono, Street Fighter Series Producer, Capcom. "Capcom, however, is an honorable company. We don't just crash other companies' events. So I've properly notified in advance that I will participate in the TEKKEN fan event planned for GamesCom. Since it is by invitation of the TEKKEN team, I expect Harada to have various underhanded surprises planned. Knowing this, I still plan to participate in the event while overcoming any obstacles he may have planned so that I can show them what a real fighting game is all about. I'll also take with me the shaving oil I received from Hakan and the shaving razor from Vega so that I can erase that overgrown beard of Harada's, exposing that baby face to go with his childish actions. It should turn out to be a great party!"
Ouch. Then Harada takes things even further.
"After releasing Street Fighter III: Third Strike in 1999, Ono disappeared from the fighting game scene. Even though there were many requests for a sequel from fighting game fans, and even veteran fighting game developers like myself, Ono, Ryu, Chun Li, and crew failed to show their faces for 10 years". said Katsuhiro Harada, TEKKEN Series Director at Namco Bandai Games Inc. "When they do finally show after a blank of 10 years, they don't even bother to say a few words to the Mishima Zaibatsu, who helped maintain the fighting game scene for the 10 years they were gone. Not only that, they flee Japan to have their little gathering of fanboys at ComiCon in San Diego. So I made a sudden appearance at their little event, handed out a few free games to gain favor, and delivered a challenge to Ono. Unfortunately, we weren't able to settle things at ComiCon but I'll face him again this time in Europe – at Cologne! Blows are exchanged in place of civilities – that's how it's done at the Mishima Zaibatsu. "
Find out how the rivalry plays out two weeks from now, when Kotaku visits Germany for GamesCom 2010.
2D platformers like Limbo and Braid have created deep metaphorical experiences, but can gamers appreciate them? And can their success move game literacy into new genres?
Earlier today (at the time of writing), an interesting Twitter exchange took place between Trent Polack and Manveer Heir regarding Limbo. [Note from Kotaku: This article had been originally published on Monday, July 26th] With an intro like that, I realize this could easily veer into navel-gazing Twitter wankery. But trust me, this is going somewhere. (And hopefully their Twitter conversation can be understood, if you go looking. Twitter is sort of weird in that it's really difficult to reproduce any significant exchange. In that way, I guess it's kind of like chatting in a pub or at a meet-up.)
I'm also probably going to be putting words in both their mouths, so don't take what's below as a real representation of what these guys actually think. I've heard both perspectives more or less echoed elsewhere, they just conveniently brought it up today. Okay, enough prelude.
Trent raises the titular question, "Limbo's presentation and atmosphere and visual style are all remarkable, but haven't I played this game like a dozen times in recent years?" Continuing, "2d platformers are like the lowest common denominator of video game upon which indie devs seem to project their neat artistic ideas & vision."
Manveer responded with, "Design and ideas go through phases and right now this is our "platformer" phase. Like there was a punk rock phase for music." And, "Distilling a well crafted experience that trumps most other AAA games as 'another indie platformer' is a hugely reductive argument."
They're both valid perspectives. But what really interested me was that fundamental question, "Why are so many indie darlings 2D platformers?" I'm not using 'indie darling' pejoratively, and I'm going to sidestep splitting hairs about what is and isn't "indie." Suffice to say, edge cases aside, I think there's a common set of games we can agree on. As for why there are so many 2D platformers, there are at least two significant reasons. One is purely pragmatic, the other more related to the medium itself.
On the pragmatic side, 2D platformers are relatively easy to develop. A great deal of the indie game community is made up of individual creators or very small teams. Shipping any game with a chance of financial viability (whether or not it's a primary objective, bills still have to be paid) is a significant undertaking, let alone doing it by yourself or with a 3 or 4 other people. Opting to creating a 2D platformer removes a significant amount of risk for what almost certainly begins as a very risky proposition.
To do otherwise requires resources that many indies don't have access to. Simply, Narbacular Drop wasn't Portal or to be more timely, Tag: The Power of Paint wasn't Portal 2. Transforming those experiences from things that were merely fun to something more substantive requires the resources and experience of Valve. Shadow of the Colossus takes a single aspect of games, the boss battle, and uses that to create a beautiful, haunting experience. But that required Sony's financial backing and one of the most visionary creators in the entire industry. That Game Company has been achieving similar successes, but they've also got Sony bankrolling their operation.
This is a solvable problem though and it has, and will continue, to get better with time. The larger challenge, I think, is that of game literacy. Few people can "read" games as well as they can film or books. Being literate in different media isn't just a matter of being able to comprehend a simple description/depiction of events, it's being able understand symbolism, metaphor, what a piece is "really about." Tom Armitage talksaboutthis a bit; read/listen to what he says because it's smart.
A big challenge here for games is so many games are merely defined in terms of success or failure that seeing any greater message beyond that is difficult for many players. So many games are built to be "fun" and nothing but, and creating something that's more (and communicating this) is similarly difficult for creators. And of all the types of games out there, 2D platformers may be the type that both players and creators are most literate in.
2D platformers are well understood mechanically. We've had a chance to internalize their structure since Super Mario Bros. There is a formula and a set of rules, and with that, comes the ability to either leverage or disrupt those rules for the purpose of saying something. Many other types of games are still so amorphous that an aesthetic, meaningful rule decision is indistinguishable from just another feature to make the game better/more fun.
In some ways, 2D platformers are as close to a tabula rasa for games (no pun intended) as we can get. As long as a few simple things are in place to make something appear as a platformer, almost anything else can be included without the thing feeling alienating or confusing. Other styles of game have more strict sets of expectations (e.g. think about what makes an arcade fighter or an RTS). If too many of those expected elements are absent, the message becomes harder to read.
2D platformers are also very playable, largely due to the above. This means players of many stripes can play these games and engage with these experiences without requiring specific skills or genre familiarity. Making a game a first-person shooter immediately puts it out of the hands of many. At least for now, the number of people that want more than just fun from their games isn't colossal. It's probably in the tens or hundreds of thousands. Now if someone made a deeply aesthetic flight simulator, the number of people actually interested and able to play that game would be tiny. Almost anyone can play a 2D platformer and we want as many people as we can get thinking about games as more than just "fun."
I don't disagree with Trent, I'd love to see other styles of game have the tone of Limbo
, the richness of metaphor and mechanics of Braid
. But I also realize that while I can get a lot out of Democracy 2
and see some of the interesting things it says, most people see an impossible flurry of graphs and charts. For a lot of people, 2D platformers work. And we can build 2D platformers reliably, leaving more freedom to worry about the mechanics and the message.
I'd be worried if some of the best minds in this scene were getting comfortable, or if new folks were just aping what's already out there, but I don't think it's anywhere close to stagnant yet. Part of the reason why I'm looking forward to Jason Rohrer's Diamond Trust of London is I imagine it will have some interesting things to say about the blood diamond trade, but will do so through a strategy game.
I'm looking forward to seeing how more types of games can present substantive meaning. But we also need as many game literate folks seeking out more than just fun as possible. If the easiest way to get them on side is with a 2D platformer, then I'm more than happy to keep side scrolling. At least for now.
Nels Anderson is a gameplay programmer at Hothead Games. He is probably the only game developer in Vancouver (and maybe all of Canada) that was born and raised in Wyoming. He writes about games and game design at Above 49.
Republished with permission.
Last week Stephen Totilo told us how Heavy Rain played on the PlayStation Move. Now let's see how it looks.
I don't know if I'll be able to play Heavy Rain this way. My favorite characters from the game were Flashing Arrow and Curving Arrow Arching Back On Itself. Without them, the experience just won't me the same. T? Lower-case A? They are nothing but strangers, honing in on someone else's turf.
Heavy Rain Move Edition First Screenshots [PlayStation Blog Europe]
Sega is giving Sonic Colors all sorts of love today, confirming a November release date, showing off the game's box art, and releasing this action-packed trailer featuring exciting gameplay and the worst Sonic theme song since "Seven Rings in Hand."
"I'm gonna reach for the stars, although they look pretty far!" Right. I'm going to reach for my uvula and batter it about like a punching bag until this nausea passes.
Luckily for Sega, this time around the nausea is only over the music, and not the gameplay in Sonic Colors, due out November 16 for the Nintendo DS and Wii. I might actually be feeling slightly excited to get my hands on the game. Perhaps the nifty hat isn't the only reason to preorder?
Sonic Colors Gets a Pack Front, Release Date, and New Trailer [Sega Blog - thanks Cevian!]
I never thought I'd be this excited about a game I've already played on three other platforms. Take a look at news screens and a trailer for Plants Vs. Zombies for Xbox Live Arcade.
I first played Plants Vs. Zombies on the PC, and loved it. Then I played it on the iPhone, and still adored it, despite my big snausage fingers getting in the way. The iPad version controlled perfectly, but the gameplay was starting to get a stale.
Now Popcap is releasing Plants Vs. Zombies for Xbox Live Arcade on September 8, and I couldn't be more excited. The game looks larger and more colorful than ever, packed with new features to keep the rotting corpses fresh. The thought of playing co-op has me salivating. Really. It's disgusting.
I never thought I'd be this excited about a game I've already played on three other platforms. Take a look at news screens and a trailer for Plants Vs. Zombies for Xbox Live Arcade.
I first played Plants Vs. Zombies on the PC, and loved it. Then I played it on the iPhone, and still adored it, despite my big snausage fingers getting in the way. The iPad version controlled perfectly, but the gameplay was starting to get a stale.
Now Popcap is releasing Plants Vs. Zombies for Xbox Live Arcade on September 8, and I couldn't be more excited. The game looks larger and more colorful than ever, packed with new features to keep the rotting corpses fresh. The thought of playing co-op has me salivating. Really. It's disgusting.
Don't have $140 to spend on one of First 4 Figures' Sonic the Hedgehog statues? The collectible creation company is releasing a six-pack of Sonic mini figures next month that might fit your budget a bit better.
First 4 Figures' Classic Sonic Mini Figure Collection contains 2 inch versions of six of our favorite Sonic the Hedgehog characters, including Amy, Tails, Knuckles, Super Sonic, and Metal Sonic. It's sorely missing Big the Cat and Cream the Rabbit, but this is just the first set; I'm sure they'll get to the rest, or face my wrath.
The six figures are due out in September, sold as a group for $29.99, which is incredibly low by First 4 Figures standards. They may not have the presence of a giant Sonic statue, but they make up for it in numbers.
Classic Sonic Mini Figure Collection [First 4 Figures]
Imagine playing popular fighter Tekken on Facebook or competing for a high score in Pac-Man against players on iPhones, computers and consoles.
That's the vision behind Namco Bandai's decision to roll Namco Networks into a single game label this week.
"The key reasons we are uniting these two companies (Namco Bandai and Namco Networks) are: Accessibility, sociability and open development," Carlson Choi, vice president of marketing for Namco Networks told Kotaku.
That means blending the lessons learned by Namco Networks, the arm of Namco responsible for casual PC, mobile and iPhone games, with those learned by Namco Bandai, the publisher and developer responsible for franchises like Pac-Man, SoulCalibur and Tekken.
"We strive to make games accessible to gamers across multiple platforms. Combining the companies' deep pools of talent and resources is the best way for us to achieve our goal of broadening our consumer base," said Kenji Hisatsune, President, CEO and COO of Namco Networks. "I am very excited about uniting these dynamic groups and look forward to delivering top-notch content that's appropriate for multiple gaming platforms and communities."
Choi was quick to point out that in Namco Bandai's view the difference between casual and hardcore gamers isn't about the games they play, but the amount of time they spend playing them.
"About 25 percent of the market are spending 100 hours a month playing games and they will go to any device to get a game," he said. "Then you have 75 percent of the market, which a lot of us would define as casual, who spend 10 hours a month playing games. They won't buy a piece of hardware to get a game."
The best way to capture more of that larger market is to make games that can be played on any platform and that allow gamers to compete with one another across platforms.
It's not a new idea for Namco Networks.
Pool Pro Online 3 allows gamers to play matches of pool with people from around the world and it doesn't care if you're playing on a PC, iPhone or iPad.
"Bill Gates has talked about going from display to display and the content following you," Choi said. "For us, those are the types of visions we are going to try and deliver."
Hisatsune calls Pool Pro Online 3 an example of where the company wants to be heading. And it's not just because the game allows players to compete with one another no matter what platform they're playing on. The game also taps into Namco Bandai's two other tenets: Sociability and open development.
Choi says that a key development for Namco Bandai moving forward will be building communities for games, doing things like adding leaderboards to casual games or, perhaps, having traditionally hardcore games, like Tekken, dip their toe into community sites like Facebook.
Finally, the company is interested in opening up their development resources to other developers, allowing Namco Bandai to build a community and then making it accessible to other game developers.
"This open system is a very unique vision," Choi said.
News that Namco Bandai and Namco Networks are combining to form a single company is a reminder of the growing importance of not only mobile gaming, but digital distribution and online gaming.