From StarTropics to Star Fox Adventures, many a Zelda clone has aimed for the stars. But only one brought the stars to us. Quite literally, in fact.
In Okami's opening moments our canine sun goddess Amaterasu summons a dragon deity in the form of a constellation by filling in the missing star with her 'celestial brush'. This godly device allows players to manipulate the environment and manifest objects. Fancy changing the time? Draw a sun or moon in the sky to switch between day and night. Want to blow up a cracked wall? Paint a cherry bomb beside it. Need to traverse hazardous liquid? Create a lily pad as a makeshift raft, then scribble a gust of wind for a gentle push.
It's impossible to ignore that all of these items and abilities were ripped straight from Nintendo's flagship series, but the difference is in their implementation. The magical effects of Link's ocarina or wind baton bare no sensible correlation to the player's interaction. You'd play a ditty, watch a cutscene, then poof - wind! Drawing with the celestial brush is a more tactile action and the results correspond directly with your input. This is one of those grand ideas, deserving to be as revered as Portal's titular gun.
Using the celestial brush is also much faster than Zelda's alternatives (although Skyward Sword's elegant radial menu pushed Nintendo's series a step in the right direction). Rather than pause, pull up a menu and painstakingly select an object or constantly reassign hotkeys, you tap one shoulder button to transform the scenery into a sepia-toned sheet of rice paper, then draw in the desired object or environmental effect. At face value this cut down time spent in menus. More importantly, it made you feel like an all powerful, rejuvenating goddess.
This is one area where Okami differed from its Hylian inspiration. You're not just saving a world; you're building it. Teasing trees into bloom, instigating gusts of wind and filling in bridges lends to the feeling that you're in control of this universe. It's not as open-ended as something like Scribblenauts, but it's remarkably consistent and functions near perfectly.
Years later Epic Mickey would borrow this concept of altering a painted environment with a magic brush, only it missed one key aspect. In Warren Spector's Disney tribute, areas would revert back to their original state upon being revisited - all of which made your impact on the world feel hollow.
Okami had more permanence. While chopped down trees would inexplicably reappear moments later, your positive influences on the world would remain throughout the entire game. The landscape you navigate at the end of the game is drastically different than the one you first encountered. That visual sense of progression is still lost in most open-world games to this day, wherein you merely trot back and forth through the same static terrain for hours on end.
Outside of the hugely inventive celestial brush, Okami's smooth controls surpass its green-garbed forebear. As much as I love Zelda, I could never entirely get behind Link not being able to manually jump. Pulling himself up a ledge or taking the long way around a ramp was just annoying enough to grate.
Amaterasu, however, does more than jump; she can double jump too. As Kieron Gillen so eloquently put it, "[double jumping] automatically improves anything." In the time since Okami's release Link has transformed into the teen wolf of Hyrule and gained a stamina meter for sprinting, but neither of these compared to Amaterasu lupine athleticism. Where Link's newest incarnation gets winded after a 100-metre dash, Amaterasu's speed only increases as she runs. Okami's rendition of feudal Japan is a large one and warp points are sparse, yet backtracking seldom feels like a chore due to such swift scurrying.
Even more astonishing than Okami's streamlined sensibilities is its striking art-style, a collision of watercolours, pastels and rice paper. For my money, no game since has been able to replicate Okami's pristine beauty, though El Shaddai, helmed by Okami's visual director Takeyasu Sawaki, came close. The splendid visual design isn't just for show either, as it's consistent with the premise of a celestial goddess maintaining control of the earth through art. (It's worth noting that the Wii version of Okami over-saturates the colour palette and downplays the parchment texture filter, making everything look glossier. While its richer colours look good in their own right, the Wii version reminds me of when George Lucas renovated the Star Wars trilogy, and I prefer the PS2 original's washed out look.)
While I'm as sick of anyone of the "are games art?" debate, Okami is clearly a game about art and its importance. In its bizarre logic, painting makes trees bloom, bridges form, and time slow down. The well-developed right-hand side of Okami's brain recognizes the importance of all art, not just painting. In an early scene a wise old man dances to summon the sun. In actuality it's Amaterasu and the player who pull the strings, but the old man thinks it's his dancing and that's what's important.
This difference of perception between the NPCs and the player is crucial. When we look at Amaterasu we see a fantastical being; a wolf adorned with tribal tattoos, spinning rosaries, and a brush in her tail. Every so often we see her from an NPC's point of view revealing her to be just a regular white wolf. By casting the player as an animal it wisely circumvents the silent protagonist conundrum. It's almost comical when Link goes for the silent treatment as his girlfriend bids him farewell at the beginning of Ocarina of Time. Amaterasu's one-sided conversations feel natural in comparison.
Much of this is due to its delightful cast of well-drawn (no pun intended) characters. Over the course of Okami's long and winding campaign, these NPCs develop and grow. Your sidekick Issun, a fairy-like miniature 'wandering artist', starts off an obnoxious chauvinist clown, but he matures significantly throughout the game (even if he still talks too much). Elsewhere, a cowardly drunk descended from a mighty hero is plagued by regret for a grievous mistake. Once his shame is revealed his drinking becomes a lot less comical. A scene where a bamboo salesman bids his granddaughter farewell is as nearly as moving as anything that's come out of Pixar.
So is Okami better than Zelda? I'm not so sure. In terms of control and visuals it leaves Link's adventures in the dust. However, there are some serious issues holding Okami back; chief among them being that 90 per cent of its collectibles are completely and utterly useless. Most are merely treasure that serves no purpose but to be sold off, yet there's seldom anything expensive worth buying. The rest of the items help in battle, but combat is so easy anyway that you'll barely need these. Also, I know Amaterasu's a dog and all, but even they can only play fetch so much before getting tired - and the proliferation of Okami's fetch-quests soon becomes a chore.
In terms of design, Zelda is still tighter and more efficient with sharper puzzles and more tightly conceived dungeons. But Okami succeeds its obvious inspiration in nearly every other way.
If the point of games is to transport us to another world or instill a sense of omnipotence, then Okami is winner. Its painterly aesthetic is more dazzling than the cel-shading employed by Wind Waker or Skyward Sword (despite the latter being half a decade newer on better hardware), the controls more responsive and empowering, and the script more sophisticated. Okami may not get the better of Zelda on the whole, but it shines just as brightly.
Given the task of translating the much-beloved Uncharted franchise to Sony's shiny new portable, Bend Studio - best known for the Syphon Filter games on PSP - has taken on a huge weight of responsibility from the original series creators at Naughty Dog. By entrusting the team with the engine that drives the three console games, alongside a degree of freedom over the back-story of its leading characters, Uncharted: Golden Abyss sets out to be a fully-fledged adventure that is both essential to fans of the series, as well as early Vita adopters looking to showcase their handheld's graphical prowess.
In our recent Digital Foundry vs. PlayStation Vita feature our first impressions of the game were highly favourable, but when it comes down to the finer details, just how comparable is Golden Abyss to the home console entries in the series? Are we truly seeing PS3-quality gaming on a handheld machine, and at launch no less?
From the off, we know that the game needs only to output at a maximum resolution of 960x544, known in abbreviated form as quarter High Definition (qHD). This is an immediate saver on GPU fill-rate when compared to the home console renditions, each running at 1280x720 with various implementations of AA, so this should theoretically lighten the processing burden on the Vita from the start. On close inspection, however, it appears that a great bulk of early titles released for the handheld still settle for sub-qHD native resolutions before being upscaled, with Uncharted being set at 720x408.
"Just how comparable is Golden Abyss to the home console entries in the Uncharted series? Are we truly seeing a PS3-quality gaming experience on a handheld machine, and at launch no less?"
This is lower than we had expected, and although the actual content of the game is often a marvel to behold, it does muddy the overall image quality more than we'd prefer. The pixel-perfect crispness we see in other launch games like Ultimate Marvel vs. Capcom 3, Dynasty Warriors NEXT and Virtua Tennis 4 simply isn't on show here. This basically means that Golden Abyss is one of the go-to games for showcasing raw processing power of the Vita, while the task of demonstrating the clarity of the console's beautiful OLED screen would probably be better served by the other games mentioned, which are all 1:1 with its maximum resolution.
You can see the obvious scaling in the screenshots dotted throughout this feature, but what we should point out straight from the off is that Vita's pixel density is most likely far greater than what you have on your screen. So the upscaling is noticeable on the small screen, but it's far more of an issue when blown up on the average PC display.
Amplified by the sub-optimal resolution, aliasing is an issue in places with long, metallic surfaces, which diminishes the look of an otherwise visually arresting game. Click on any image on this page in order to view the full 960x544 image.
The other byproduct of reducing the internal framebuffer - a decrease to approximately 56 per cent of its full potential capacity - is that aliasing is now more apparent, typically on the high-contrast edges we see on the gold-coloured poles or ledges you're encouraged to climb throughout the game. We have to wonder whether a more effective anti-aliasing solution would have helped here, or if one will become available for future titles should they choose to go this sub-qHD route again.
On the plus side, everything contained within that lower-resolution window looks very impressive, and worth making concessions for. The lighting in particular is outstanding, with a level of global illumination being applied across large jungle environments that adds greatly to the feeling of a living, breathing place of nature.
"The level of environmental detail is eye-popping and although light sources are generally static, the overall quality of illumination in-game is remarkable for a handheld title."
One of the biggest visual highlights of Golden Abyss is seeing light patches pass through onto Drake's back as he runs through these enclosed jungle pathways, and likewise during cave levels, where occasional spots of light shine through crevices. Leaves also reveal a transparent property, which enables you to see on which parts of each individual blade on a tree the lighting and shadows falls on - a very nice touch.
We notice that the lighting doesn't always sit well with characters at times though, usually when object-based lighting sources like the portable torch come into play in darker levels. This may be for design purposes, but Drake and his allies seem slightly lighter - as if contoured by a thin line that divides the logic of the lighting engine - than their environments, which may be to outline their place in the game to make them easier to pick out.
By comparison, the lighting during the brighter jungle levels offers a massive increase in quality in this regard, with characters no longer appearing as "cut out" as before. The way that lighting is handled comes across as downgraded by comparison to Uncharted 2/3's approach overall, with the shadows that are dynamically cast looking noticeably lower in resolution, and prone to visible flickering close up too.
Dynamic shadowing on characters and geometry tends to be quite pixellated, especially when viewed up close. The lighting in open environments is eye-opening, however, with the global illumination in effect adding greatly to the sense of a living jungle environment.
"Bend Studio has nipped and tucked at Uncharted's visuals, reducing resolution, paring back alpha and particle effects and changing the lighting - but the overall look is still very impressive overall."
Another big "wow" moment in Golden Abyss would undoubtedly be the first sight of its water effects, utilising a shader that does seem to be very close to what we've seen in other recent games in the series. Bend Studio has integrated this as much as it can into the gameplay, with several swimming and boat segments included to mix up the formula usually dominated by shootouts, climbing and puzzle-solving. Although these sections can often be as spectacular as they are on PS3, the reflections in rivers appear to be solely focused on light sources, with the reflections of surrounding geometry excluded. Regardless, it's still a high point of the game's visual make-up.
On the less impressive end of the spectrum, there are a few egregious nips and tucks to the way alpha effects and particles are handled. Specifically, the fire effects we see in an early chapter involving a burning prison cell level are no longer transparent, making them seem much flatter by comparison to the licking flames we see in Uncharted 3's burning chateau stage. In this respect we're reminded of the opaque explosions in the original Uncharted: Drake's Fortune. We've published a range of screenshots embedded into the article, but you can find those and a bunch more in an additional Uncharted: Golden Abyss screenshot gallery.
There also seems to be a pixellation surrounding the alpha effect used on waterfalls - for both the water running downwards and the steam rising upward - which are running at an even lower-resolution buffer than the rest of the game. This is easy to spot when positioning Drake directly in front of the waterfall in the earliest jungle stage, creating a distinct separation in fidelity between foreground and background elements. Particle effects, such as bullet ricochets on walls and explosion debris, appear to suffer from this too - although these aren't quite so noticeable due to their relative impermanence in a scene.
Alpha effects run at a lower resolution than the rest of the presentation, which is particularly obvious when placing Drake at their forefront. Meanwhile, particle effects from gunfire also seem downgraded, although this can be difficult to spot in the heat of battle. Fire is also opaque, which does look a little unnatural.
"The same motion-capture techniques and technology that worked so well in the PS3 Uncharted games is just as good on Vita, by and large. These are the most impressively realised in-game characters we've seen in a handheld game."
Perhaps one of the most celebrated achievements of the Uncharted series is its seamless use of motion-capture, which, alongside a clever dynamic animation system used for transitions between ducking, rolling and jumping, breathes life into its cast during both cut-scenes and gameplay. For a portable title, it's great to see Bend Studio go the extra mile to maintain the series' traditional approach to creating these cut-scenes. The motion-captured segments once again fully involve the body and voice acting talents of the ubiquitous Nolan North, alongside a cast of actors both new and old, who enthusiastically flesh out an adventure every bit as long and winding as Uncharted 2 and 3.
The writing and directing talents may have been switched out, but as we see in this recent making-of video (warning: reveals a character who only appears midway through the game, so somewhat spoilerific), the philosophy behind creating these scenes remains quite the same. The facial animation is also spot-on in most cases, although much of the character development that goes on is told through dialogue rather than shown through gesture, and so isn't really used to its fullest effect.
There are also some beats in Golden Abyss' storyboard which haven't been rendered with the same level of care and attention. We notice that in one early stage a jeep comes crashing through a gate, forcing Drake to jump to lower ground where a crude, quick approximation of the movement is used rather than full motion-capture. Although rare, these jarring transitions suggest that the overall polish level of the portable game isn't quite up to the standards of a full Naughty Dog epic.
Several new characters have been introduced to the Uncharted universe, and the whole adventure has been motion-captured to a similar standard as the rest of the series. This kind of technology is a huge leap forward for handheld gaming and looks sensational.
The heavily engineered set-pieces that have come to define the series are practically non-existent in this entry, with the drama for the most part being developed through some ledge-breaking, branch-snapping moments during the climbing sections. The animation system works just as well as ever, with Drake leaning towards the next viable point of purchase, and fumbling whenever a surface crumbles at his fingers. These points of panic are sometimes punctuated by the use of a touch-screen based quick-time event, during which you have to immediately drag your finger up the screen to regain grip. You could describe it as a more economical approach to set-piece design.
"Golden Abyss feels almost like 'Uncharted 1.5' - shorn of the set-pieces of the later games, but highlighting the strengths of the core gunplay and traversal mechanics."
However, after the "experience-driven" action of Uncharted 3, we'd say the difference here is a welcome change of pace. Naughty Dog's angle on the Uncharted series as of late involves putting a heavy priority on constructing gigantic blockbuster moments, such as the capsizing cruise ship in UC3, and then finding a way to work them into the narrative. Bend Studio may not have had the time or experience with the new hardware to pull this off, so it's really much more story-driven here - like the very first Uncharted in many ways. This in a sense means there's less emphasis on overt spectacle, but more coherence as far as pairing the setting with its story. We still miss Naughty Dog's set-pieces, of course, but some may appreciate the different pace Golden Abyss operates at as a result of their removal - and it serves to demonstrate how fundamentally satisfying the core gunplay and traversal mechanics are.
Speaking of animation during shootouts, we do notice that some of Drake's moves don't flow nearly as dynamically as in previous adventures. This is likely to attract the attention of long-time fans of the series, well-versed in the minutiae of its mechanics by this point. In particular, rolling from cover is now a more laboured process, with a press of the circle button only detaching Drake from his position and not allowing you to follow up with another action immediately. This is in stark contrast to the fluid motion system in Uncharted 3, which permits jumping, reloading, rolling and slide-to-cover animations to occur in quick succession if necessary, all elegantly wrapped up in a single sequence. Here, most moves need to be enacted in a stricter order.
So why the change? At the end of the day, Golden Abyss is an exercise in repurposing a game created for a more powerful system onto a handheld and compromises are a necessary evil. Vita's quad-core Cortex-A9 CPU obviously falls short when compared to the 3.2GHz PPU and seven active SPUs on the PS3's Cell. The layered animation system used by the series since the Drake's Fortune days requires these SPUs to decompress and blend 60 or more basic animations together on Drake. It would seem that the rolling and jumping animations in Golden Abyss revolve around a pre-baked approach, explaining the lack of flexibility during each command, as opposed to the more demanding, procedural, real-time method seen in the home console versions.
The smoothness of the gameplay is gravely affected in another way too: namely, in terms of the diminishing standards of performance as you progress through its many chapters. Our early impressions were positive on this point, having played through the first batch of jungle levels and not experiencing much in the way of hits to the frame rate, even during the more intensive shootouts. Similarly, cut-scenes appear to run without a hitch for the entire duration of the game, with almost every single one locked at an unerring 30FPS.
"The general performance level seems to drop somewhat in the game's later stages: frame-rate stutters and control response suffers as a consequence."
Four impressive vistas for your viewing pleasure. The skybox detailing the clouds and valleys that surround the jungle blends in nicely with the colour composition of the geometrical elements. Elsewhere, areas are densely packed with flora and ruinous structures, which in combination with too many enemies can result in poor performance.
Sadly, a similar effort to optimise for performance has not been made to the later levels, and it feels like stuttering becomes a more frequent occurrence as the shootouts get bigger and wilder, resulting in a hit to input response. By the second half of the game, we find that everything runs smoothly enough until three or more enemies begin populating the more ambitious environments, by which point the frame-rate can dip to the 20FPS mark for protracted spells. The problem appears to be related to this level of enemy activity being combined with larger, more complicated geometry used in such environments. It's almost as if these ornate areas were designed to suit the processing budget exactly, without accounting for the additional load that more character models might invoke.
Meanwhile, physics-based action tends to be handled convincingly at no major charge to performance, although it is largely under-emphasised in Golden Abyss. There are only a handful of specific areas where running into crates causes them to roll, but for the most part objects littering indoors environments remain static, while tree branches are typically made inaccessible to you via an invisible wall. We do see some impressive deterioration to scenery during traversal - usually in scripted instances - where rocks and ledges on a wall tumble downwards, but this isn't pushing the boundaries of what might be possible with the engine.
PlayStation Vita offers several new methods of control which sets the style of play apart from the console iterations of the series - specifically through its use of the front and rear touch controls, camera, and the included gyrometer and accelerometer sensors. To the chagrin of traditionalists, many of these input methods are entirely obligatory, with the front touch-screen being the most regularly used. This is for such activities as charcoal rubbing, rotating safety locks through multi-touch, and cleaning off dirt from relics, where the rear touch panel is used to spin the object at different angles while the thumbs do their work.
"Touch-screen controls additions are a mixed bag: melee combat, sniper-scope adjustment and puzzle mini-games work well but the plank-walking balancing act was best left behind in Uncharted 1."
These are entertaining enough to begin with, but activities such as the charcoal rubbing are perhaps a tad overused by the end of the game, where you're expected to do it six times in a row at one point. Puzzles are aided greatly by the touch-screen, however, with the placement of different blocks or torn pieces of a map being much easier to rotate and position than we'd imagine a conventional control method could approximate. Another touch we liked was the ability to use either the front or rear touch-screens for zooming in and out with the sniper scope - an example of how touch can be incorporated seamlessly to improve the interface between the player and the game.
The gyrometer controls are also offered as an optional aiming scheme to be used in tandem with the analogue sticks, and as with Killzone 2, this allows you to make minute tweaks to the reticle if necessary. Given that aiming via the sticks alone can be a little cumbersome at times, using this in conjunction is an entirely viable way to play through the game.
Touch-screen controls are used for most quick-time events and puzzles, with swiping the screen in the direction of a yellow arrow being the usual request. Gyrometer balance sections are included too, although we found this sensor was put to much better use for aiming.
Integral commands such as picking up weapons and grenades, as well as engaging in melee combat, are offered on the touch-screen as alternatives to their dedicated buttons. In the latter case, you're actually required to swipe the screen in a direction to avoid being hit by the enemy by the end of a combo, before swiping again for your riposte. This actually works pretty well, and we found that it was easier to start a melee chain using the touch-screen exclusively to avoid confusing the inputs.
Grenades have no such dedicated physical button to fall back on this time, with the omission of the L2 and R2 shoulder buttons forcing use of the touch-screen. The new controls are intuitive enough, with a grenade's trajectory being drawn by dragging the icon in the corner towards an enemy, and then releasing to lob it across. We're less enthused by the idea of using the gyrometer controls to balance Drake as he walks across thin planks though - an idea that makes an unwelcome return after being ditched in the very first Uncharted, and breaks up the flow of gameplay in a fairly annoying manner.
"As a launch title on brand new hardware, this is the kind of game Vita owners will be compelled to play purely to make an early judgement call on whether the new control methods are an appropriate fit, and to sample the console's graphical potential."
Uncharted: Golden Abyss seems almost akin to an 'Uncharted 1.5' in many ways. Many of the core engine enhancements of the second game are included, such as the permanently engaged v-sync and improved AI for stealth sections, but it does lack the grandiose set-pieces the series has become renowned for. The Vita also struggles to keep the game running at a solid 30FPS, particularly when too many enemies are involved - despite the cutbacks made by way of the decreased internal framebuffer, the pared back animation system, and the lower resolution alpha effects.
Nevertheless, as a launch title on brand new hardware, this is the kind of software Vita owners will be compelled to play purely to make an early judgement call on whether the new control methods are an appropriate fit, and to sample the console's graphical potential. With a long campaign to play through, backed up by fully motion captured cut-scenes and some great action, Golden Abyss is far more than just the tech demo it might have been were a lesser studio involved.
However, if we're putting it side by side with other games in the franchise, it must be said that the performance issues and compromises to image quality issues lessen its appeal a touch. Even respecting that this is for a weaker, portable device, the high standards of optimisation and polish set by each of Naughty Dog's games has not been matched here, and we do wonder if the Bend team simply ran out of time here. Regardless, in the context of mobile gaming in general, the technical accomplishment here is remarkable, and while Drake's latest adventure may not be his greatest, it's clearly one of the best releases in Vita's impressive launch line-up.
Over the next 12 months, social games will continue be successful. That much isn't particularly hard to predict - the phenomenal numbers of players that the likes of Zynga and Playfish can boast show few signs of dropping off, and if anything they'll swell even further throughout 2012. The real story of social gaming over the next year could be something much more compelling, though. This could well be the year that an area often scorned by traditional gamers finally crosses over to the core.
For many, social gaming is still all about Zynga. For millions ensnared by late-night games of Zynga Poker and many more tending to their virtual lots in FarmVille or CityVille, Zynga is gaming.
Those that consider themselves gamers rest their view of social gaming on a sceptical stance on Zynga's output - these are games with the pleasures of play ripped out of them, replaced with slick and cynical economies. They're Sisyphean slogs in which Sisyphus must drag his friends along for the ride and then spam them with reports on every step of his fruitless trundle.
It's a perception that's long tarnished social gaming, and one that even veterans of this fledgling scene have empathy with. "The very early games on Facebook weren't really games," says Playfish's VP of global studios, Jami Laes, "they were more like these viral vehicles."
Henrique Olifiers, a former studio director at Playfish and now head of fellow London outfit Bossa Studios, goes further. "[Social games] have been in a development cycle for the last three years, and nothing particularly special's come out of it just yet," he tells us. "There have been a lot of copycat games, a lot of games with the same mechanics and the same graphical style, without enough gameplay mechanics or depth of storyline or characters.
"The first generation of social games hit well with a new kind of player, which was typically a 40-year-old woman - the kind who'd never played games before. And that became a self-fulfilling prophecy - since there was money to be made from that segment, everyone started making games for that segment. So that's really the main reason that hardcore gamers don't have any interest. So I see why they don't like these games - I don't blame them at all."
But times are changing, and they're changing rapidly. The past 12 months has seen a sharp upturn in quality and a fresh diversity, from Spry Fox's smart strategy/puzzle hybrid Triple Town to the successful arrival of established gaming brands that have finally managed to etch their own place in social gaming, whether that's with Civ World or, most fruitfully, Playfish's The Sims Social.
"The Sims Social has been successful," confirms Jami Laes, "it's overreached all the targets that we had for the game in terms of audience size and revenue. We were kind of caught off guard in its initial success." It's tailed off somewhat - no real surprise when most social games peak around three months into their lives - but the numbers are still there, and it's showing no sign of disappearing any time soon.
"It's been a big effort from a lot of people," says Laes, admitting that the transposition's been eased as the Sims series comes with a design ethos that already sits comfortably with the unique demands of social gaming.
"It made sense with the brand - it was very suitable to social gaming, and very suitable to Facebook gaming. And when you play the game, I'm sure you'll see that it's one of the only real social games out there, in many ways. Because the relationships really matter in a social context in a more meaningful way than any generic farming or restaurant game or anything like that."
It's not the first of EA's brands to make it across to Facebook, but to date it's been the most successful - and it's paving the way for a fresh wave of games that move further away from the click-farming of old and towards a more traditional gameplay experience. Risk: Factions - a spin on the classic strategic board game that's also made an appearance on console - has already set a strong foundation for EA and Playfish's attack on social gaming in 2012.
"Risk, that we launched a couple of weeks ago, has opened the floodgates," says Laes. "That's a very social game, as it was originally a board game, and board games are social by their very nature. Those games that people traditionally play together lend themselves very well to social gaming. I think Risk is a good example of better execution on social through Playfish and EA on EA's brands, on their core game brands. It's a more hardcore game than The Sims Social is."
Being more hardcore than The Sims is, of course, no real feat, but Risk: Factions is one more step along a path that social gaming looks set to stick to over the next 12 months, and it's one that promises to cross the divide between social gaming and core gaming.
It's a divide that's been diminishing for a while already - just as mainstream games have begun to adopt the tropes and themes of social networks - witness, for example, Need for Speed's Autolog, Call of Duty Elite or Forza's Rivals mode - so too are social games beginning to look towards more traditional games for inspiration.
"That borrowing goes both ways," Laes says of the existing relationship between social gaming and console gaming. "Social gaming and Facebook will adopt more of their mechanics from core games, and the core games will adapt some of the themes, mechanics and gameplay from social games."
If a game does emerge in 2012 that successfully caters to the hardcore, it may have to do something more radical than simply weld together two existing templates. "The social mechanic that most social games offer has nothing for the hardcore player," says Olifiers, "it's a lot about using your friends as resources, while more core players are interested in competition and co-operation in a meaningful way. If social games can start doing that - if they start offering stuff like PVP - the game can be a little more casual but could have a large appeal."
Bossa has already started to move towards this, with last year's Monster Mind introducing real-time multiplayer as well as strategic elements that will be familiar to more seasoned games players.
"It's not a departure from social games, but it's a step in the right direction. One of the things that we want to do is comparative real-time multiplayer - we love co-op gaming. We think it's stronger than PVP, and that's something that we don't see on Facebook."
How exactly Bossa Studios delivers on this remains a mystery, but already it's become a source of some excitement. When Yoshifusa Hayama, a veteran developer with one of the industry's most colourful CVs - having worked at Sega's arcade division in the nineties, he went on to work on Shenmue where he's credited with the invention of the QTE, before most recently working at a producer level on The Last Guardian - joined and stated that he wanted to create Facebook's first masterpiece, it sent ripples out among the hardcore.
He's not the first high-profile developer with a more traditional gaming background to make the jump to social; amongst Zynga's many acquisitions there has been the hiring of several notable execs such as Barry Cottle and Stephen Chiang. In 2012, we should start to see this cross-pollination bear fruit.
And it's highly likely that the results will bear little resemblance to the current generation of social games as the technology behind them begins to escalate. "Technology's taking us to 3D," says Olifiers, "and we're starting to look at games that look like their counterparts on console. The final aim is to have something that in terms of gameplay mechanics and depth, and storyline and character and engagement with the player is also on a par; this is something that we want to do this year.
"Social games are evolving right now - the production values will evolve very fast and close the gap between social games and consoles - and that will start happening this year."
There are already social games in the pipeline that promise to do this, the most notable at present being the as-yet-unnamed shooter project under development at U4iA, a team founded by Dusty Welch - a man who helped build the Call of Duty brand into the behemoth that it is today.
"The team and the talent and the tech hasn't existed yet today to provide a AAA quality experience, for example in Facebook. Flash really can't take advantage until Flash 3D comes out, but Unity can," Welch said late last year, and he's optimistic that his new game can replicate some of his past successes.
"I kind of liken it to when I created Call Of Duty to dethrone the established leaders back in the early 2000s, and you bet my goal at U4iA is to repeat that success again. And so providing a AAA, first-person shooter experience in a browser is really what the end game is for us. And I think that's going to help lead the new dynamic and a transition of gamers into the social."
And U4iA's game isn't going to be alone in 2012. "I actually know there's a couple of games coming in the next 12 months that are going to attract the core gamers," Laes says somewhat cryptically. "But unfortunately I can't speak to what those are right now."
As and when these games start to appear, social gaming's perception amongst the core may still prove an issue. "The problem with that is to convince hardcore gamers that such a thing could happen on Facebook, so they could give it a try," warns Olifiers; "if we create something like that right now I'm pretty sure it will die, because the players won't believe it's something that can happen."
The incoming swell of new games and new game types to the world of social should hopefully wash any such worries away. "It doesn't really need more than a couple of great games that are going to show the potential, that are going to justify those core gamers making that leap of faith and trying Facebook games," says Laes. "Maybe it's a known brand, maybe it's a generic game that they loved, in the same way that the Sims Social has done that on Facebook but with a more hardcore game from the past."
It all adds up to a potentially transformative 12 months in social. "Creativity and differentiation of social games will be key," Laes says of the year ahead. "Until fairly recently, social games stuck to a strict format; 2012 will be the year that we'll see different variations of this and more creative gameplay. Now that studios are waking up to the opportunities that social gaming brings, the race is on to attract loyal social gamers with games that are increasingly sophisticated and really pushing the boundaries of what is expected of them.
"By the end of 2012 we'll have games that are more interesting, and the companies making these games will be making more hardcore games," Olifiers concludes. "It's going to be very interesting, and it's not going to be an easy ride."
Sega's Sonic CD re-release was the most downloaded title on the US PlayStation Network during December, Sony has announced.
Last month's chart topper, Infamous 2: Festival of Blood, dropped to two, followed by NBA Jam: On Fire Edition, Payday: The Heist and puzzle platformer Trine 2 - a new entry at five.
Here's the full chart, courtesy of the PlayStation Blog:
Meanwhile, Final Fantasy VI topped the PS1 Classics top five:
And Corpse Party was the most downloaded PSP title of the month.
We'd give you European data too but, alas, Sony still isn't making that public.
The highly controversial Stop Online Piracy Act (SOPA) has been shelved in the US.
As reported by the BBC, House Judiciary Committee Chairman Lamar Smith announced this morning that his panel would not consider the bill until a compromise is reached.
"I have heard from the critics and I take seriously their concerns regarding proposed legislation to address the problem of online piracy," said Smith, a Texas Republican.
"It is clear that we need to revisit the approach on how best to address the problem of foreign thieves that steal and sell American inventions and products."
The Protect IP Act (PIPA) has also been put on hold.
The news follows widespread online protests earlier this week that saw a number of major sites, including Wikipedia, go dark for 24 hours.
Both bills were conceived as means by which entertainment providers could protect their content from online piracy. However, opponents argued that the bills were draconian, and came with potentially devastating ramifications on freedom of information.
If it had become law SOPA would allow courts to order ISPs and services like Google and Paypal to block access to websites without the sites in question being allowed to defend themselves.
Beleaguered high street entertainment retailer HMV has managed to secure the backing of its banks and safeguard its short term future.
As reported by MCV, HMV's banking syndicate has agreed to waive the January covenant test on its borrowings and will re-test the group with additional "headroom".
Assuming current trading conditions continue, the retailer believes it can reduce its debt by 50 per cent over a three year period.
It estimates that its debt will lie between £175m and £180m at the end of the financial year on 30th April 30th, and will report a loss of £10m for the full year.
Should that be the case, its cash flow problems should ease and its future will be secure for the next few years.
As well as the banks, the retailer also reportedly has the backing of it suppliers.
"Today's announcement is enormously welcome," commented HMV boss Simon Fox.
"These developments represent a material improvement in our financial position relative to the statement we made at the time of our Interim results.
"The new relationship with our suppliers and the support of our banks will now enable HMV to wholeheartedly focus all of its energies - working in close partnership with its suppliers, on serving the changing needs of its customers ever more effectively.
"As a key part of this we remain committed to improving our specialist ranging and merchandising of music and DVD whilst also continuing to grow our sales in portable technology and further developing our online and digital offers."
Back in December, the retailer announced losses of £50.1 million for the first six months of the fiscal year, and an underlying net debt of £163.7m, up from £151.6m in 2010.
"The economic environment and trading circumstances create material uncertainties which may cast significant doubt on the group's ability to continue as a going concern," it announced at the time.
The tough economic climate has forced it to sell off both HMV Canada and Waterstones.
High concept PlayStation 3 JRPG sequel Hyperdimension Neptunia mk2 arrives in Europe on 24th February, publisher Nippon Ichi has announced.
As in the critically mauled 2011 original, you control human personifications of various video game consoles. This time around, the four heroines are the younger sisters of the CPUs (that's Console Patron Units, obviously) from the first game. You'll have to free the CPUs from the evil clutches of Arfoire, the Criminal of the Free World.
Nippon Ichi promises a new free-roaming battle mechanic for more strategic combat, a streamlined combo system, a new weapon crafting system and a Coliseum mode to test your fighting skills.
A special edition of the game is available to order through Nippon Ichi's store, which includes a hardback artbook, a deck of playing cards and the game's soundtrack.
See below for a bewildering trailer, complete with incongruous Keiji Inafune cameo.
Its predecessor picked up a meagre 2/10 from Eurogamer's Simon Parkin last March.
"Even the most ardent JRPG fan will baulk at the roughshod simplicity of the game's systems, restricting the game's audience to Japanophile anime fans who can overlook the experiences shortcomings as a videogame and approach it as a cultural curio," read his Hyperdimension Neptunia review.
"That is, a sexist, senseless and ultimately stupid cultural curio."
Metal Gear developer Konami has announced how gamers can get their hands on the Metal Gear Solid-themed limited edition 3DS.
Got a pen and paper ready?
The special "snake-skin" embossed 3DS comes in a Metal Gear Solid: Snake Eater 3D bundle alongside a copy of the game. But this deal is only available in Japan, and online via the Konami Style shop.
You can't buy it though. You can only enter a raffle to have a chance of owning it.
And if you win, you then still need to pay for it.
How much? Those lucky to get that far can expect to pay ¥22,980 (£192.52) for the Metal Gear Solid: Snake Eater 3D bundle.
Konami has yet to announce plans to launch the special edition 3DS outside of Japan.
Those wanting to try their luck at nabbing a Japanese version have until 3rd February to get their orders in, GoNintendo reports, with winners to be notified on 10th February. Or you can look for it on eBay soon after.
BioWare has showcased a handful of new features coming soon to Star Wars: The Old Republic.
Speaking in a new video clip, which you can check out below, game director James Ohlen started out by confirming that the second part of update 1.1's Rise of the Rakghouls story is currently in the works and can be expected soon.
There's also a new PvP warzone in development, as well as a new feature that lets you rank yourself to track how you're performing against other players.
Also incoming is an updated Legacy system that lets you join a family tree, gain benefits and unlock abilities and powers you otherwise wouldn't have access to.
Additional Guild support is on the way, with Guild Banks planned for a future update.
Finally, Ohlen promised new customisation features that will let you tweak the appearance of the user interface to suit your tastes.
"We're going to be listening to the community to see what they want in the game," he concluded.
"We're always listening to the community - you're the people who decide what kind of changes we need to make to the game."
Last night, Capcom gave gamers a first taster of Resident Evil 6, showing off a decent amount of gameplay amongst the explosions.
The game appears to be divided in three: three protagonists, three play styles and three locations.
Our first glimpse of Resident Evil 6 opens with Leon S. Kennedy, hero of Resident Evil 2, aiming a gun towards the camera.
Leon was centre-stage for the series' critical high-point, Resident Evil 4, so it's notable that Capcom has framed the trailer's first chunk around him.
What is he aiming at?
"Bio-organic weapons are a global threat", growls the President of the United States, as we switch to a flashback.
Resident Evil 6 seems to continue the series' slow expansion of scope from the original's hush-hush experiments and zombies in a lone, spooky house to Resident Evil 5's storyline - which had bio-organic weapons in the hands of terrorists posing an overt threat to the world.
"We have to start working with the rest of the world," the President continues, mentioning the "Raccoon City incident" - the Resident Evil series' origins. "I'm going to tell them everything."
A helpful US President? Of course he's going to snuff it. Here we see what Leon was aiming at. The poor President is looking a little ripe.
Presumably his good-natured desire to blab about the dangers of covert bio-weaponry has marked him out for immediate zombification.
The President approaches Leon in a shuffling manner, dragging his feet across the floor. 'Proper' Resident Evil zombies are back, and the President is one of them.
"I always valued your friendship, Leon," the President continues, his zombie self intercut with him in flashback. This is presumably the same President whose daughter, Ashley Graham, was rescued by Leon in Resident Evil 4. More on her later.
Leon's got a new female partner, which Capcom has named as US government agent Helena Harper. Like Leon, she looks unlikely to believe the zombie President's claims that it's just jam around his mouth.
Bang! The President lunges at her, and a gunshot is fired. Did Leon just pop the President?
The new Resident Evil 6 logo appears on screen. It looks rusty and covered in cobwebs. Do they indicate a more spooky turn for the series after the shooting-heavy Resident Evil 5?
Now Leon's in some kind of dark facility. There's an American flag and some official-looking papers. Are we underneath the Whitehouse?
Cut to Leon padding down a dark, deserted corridor to ominous music. This one shot has more more creepy atmosphere than the whole of Resi 5's sunlit African setting.
"This is all my fault," Leon's partner moans. Maybe it's the suit and lipgloss but there's something very 24 about her.
"I did this," she sighs. Is she referring to the President's untimely end? Or perhaps to the scenes of firey devastation outside?
Jack-knifed lorries block the road and burnt-out cars litter an urban street. Dark silhouettes of people stand around.
It's a scene that could come directly from Resident Evil 2, but we're not in Racoon City any more.
We're somewhere called Tall Oaks, and that place has a station.
Leon creeps inside a train tunnel in what could be our first glimpse of actual gameplay. The scene is again pitch black, with shadows of upcoming attackers stylishly cast on the curved wall of the train tunnel.
Do his attackers move like zombies? It's hard to tell. Some seemed to be armed with crowbars and other objects.
Leon's updated character model looks very like Sawyer from Lost. Capcom has said that 10 years have now passed since the original Racoon City incident, four since we last saw Leon in Resident Evil 4. It shows on his tired, stubbly face.
"What are you talking about?" Leon demands of his partner, confused by her admission that she had a hand in the unfolding events. His partner looks away, guiltily. Drama!
The scene switches again, this time to a grey government-looking office. It's Agent Hunnigan, the glasses-wearing agent that Leon flirted with throughout the early section of Resident Evil 4.
"90 per cent of the population of Tall Oaks has been infected with the virus," she tells Leon and partner via a high-tech form of Skype. "That's about 70,000 hostiles."
Another section of small town America infected with a zombie virus? It is Resident Evil 2! "This is Racoon City all over again!" Leon affirms.
It all looks rather lovely though. Swathes of zombies shuffle through burning streets/get run down by a truck/get blown up in a montage of undead ass-whupping.
In one shot, Leon appears injured, holding his chest.
A few sections of what looks like actual gameplay follow, with Leon on the streets of Tall Oaks, his neck at one point being jumped upon by a passing zombie, and back in that railway tunnel, again being pushed to the ground.
The camera retains its behind-the-shoulder Resident Evil 4/5/Revelations setting, while Leon still has a penchant for cool-looking jackets.
Your handgun's laser target appears on the enemy itself, although there's no laser beam.
Outside a Gothic, church-like building, Leon delivers a roundhouse kick to a cluster of undead.
Back in the train tunnel, a herd of zombies get run over by a passing train. Handy!
"Want to tell me what's in there?" Leon asks a dark-haired lady. "It's better if I show you," she replies. Oo-er.
The action changes to Hong Kong, one of the other locations highlighted on Capcom teaser blog NoHopeLeft.com.
Aerial shots show off the neon-lit cityscape. Above it, a helicopter holding original Resident Evil hero Chris Redfield.
"I can't keep running away," Chris announces, as explosions rock the skyline.
"I have to face the truth, accept responsibility."
Does Chris blame himself for not eradicating the original Racoon City threat, allowing bio-weapons to spread? Has something happened to his partner Jill again? Where is Jill?
Chris runs through a beautifully lit Hong Kong street, pushing a cameraman roughly aside as he receives new orders to "suppress the bio-terror outbreak".
Chris retains his Resident Evil 5 look and appears to still be a member of the Bio-terrorism Security Assessment Alliance (BSAA), whose acronym is nowhere near as good as STARS.
Another montage of scenes as Chris and a team of around four others storm through scenes of devastation. A man's arm erupts with some kind of bio-weaponry mutation, similar to Krauser in Resi 4.
Chris encounters a gang of masked enemies who fire upon him with automatic weapons. These look like humans, not zombies. Are they the perpetrators of the bio-terror attack?
Chris ducks behind cover as he's fired upon, it all looks very Gears of War.
Two minutes in, and Capcom introduces a third protagonist. He's pale, scarred and sports a buzz-cut, so he'll probably turn out to be evil at some point.
He seems at ease taking down enemy B.O.W.s (Bio-Organic Weapons) with some ninja-style moves, marking a third play-style for the game. Presumably chapters of the game will intercut between the three?
"I was better off as a mercenary," the new protagonist groans, as his blonde-haired partner gives him a first aid spray, just as Sheva aided Chris is Resi 5.
The girl sounds exactly like Ashley Graham. Is it her? Four years later, is the President's daughter now an action hero? Or is she simply on a quest to find out who caused her father's death?
"I won't let anything happen to you," probably-Ashley says. "The world needs you."
"No, not me. Just my blood," the protagonist replies. "And the world can have it, as long as someone ponies up the dough." British-sounding accent? Definitely evil.
Online speculation suggests our new friend is Alex Wesker, brother of Albert Wesker who, for reasons which will be clear if you've played Resident Evil 5, probably won't be returning.
Alex Wesker, if this is him, has been mentioned in the games before but never seen. He and Albert were two of many siblings, but the only survivors of their genetic experimentation.
Certainly, "Alex" shows some superhuman abilities, including being able to make ridiculously long Matrix-like leaps and survive.
He also seems to be facing the largest gallery of uglies to take down, including some dramatically mutated people and a huge troll-like boss.
"How many of our men are dead because of that bitch?" shouts Chris, the action snapping back to China, as the trailer begins a fast-paced montage to the finish. Who is Chris talking about? Has Jill done something bad again?
The final scenes feature snatches of Las Plagas-style head-exploding enemies and an even more gigantic El Gigante boss.
There are also quick flashes of Leon fighting a 'proper' zombie cop, Chris in a tank and 'Alex' jumping on to the windshield of an escaping small plane.
Just before the end comes a shot of Leon, Helena and someone wearing red being thrown around inside a falling train car. Internet speculation pegs the person wearing red as long-time Leon love interest Ada Wong, but it's impossible to tell.
The game looks well into development, a fact supported by Capcom's release date - 20th November 2012 for PlayStation 3 and Xbox 360, with a PC version to follow later. Watch the trailer in full below.