Blizzard Exec: Microsoft not doing enough for PC Gaming

Rob Pardo

It’s great that there’s a resurgence of PC gaming, or at least PC game development. Valve is already doing fantastic with promising stuff in Steam Cloud. Blizzard show their respect for the venerable platform by making pretty much all their games PC-exclusive (and they’re all big hits, too). I mention this because I believe that Blizzard has every authority of accusing Microsoft for not doing anything for Windows and gaming.

Ever since Microsoft dipped its feet into the console world, it’s never come back, devoting all of its gaming attention to the Xbox and Xbox 360. This is with good reason, as Blizzard COO Paul Sams notes, because it is where Microsoft Games’ bread and butter is, and it is their system, after all.

But they just can’t continue to ignore Windows.Certainly they have a lot in Windows. And Windows is a system that supports all the business applications as well as games.” he says. That’s true: active participation from Microsoft is what is necessary to bring forth the PC as a gaming platform. Windows is easily the most widespread platform right now, with more copies of Windows in this world than every other console combined.

Take heed, Microsoft, and mend your ways!

Controlling your eMotions

Family games live or die by their controls, and motion controls even more so. Why is it that games like Boom Blox are so instinctive and intuitive, when others like SSX Blur are so forced and laboured? For me it’s that one-to-one freeform movement that brings the magic and makes the games come to life.

Video Games are often at the cutting edge of technology. The latest innovation to sweep the game playing masses is the motion controller. This takes six tiny accelerometers and uses them to work out how the controller is moving in real space.
The first time you take hold of the Wii’s TV remote styles control, or the Playstation 3’s Sixaxis controller, and play a game just my tilting and waggling the experience is almost magical.

After the success of Wii-Sports and Warhawk PS3 a slew of similar games started hitting store shelves. However, these are often less successful as they imitate the real innovations, and lack the investment, of the system selling launch games. After trawling through these various titles the last year, I thought I might try and shed some light on what makes or breaks these gesture based games.

For me the joy of controlling a game by movement alone is the simplicity and directness of the experience. The cause and effect gap that usually separates me from the game starts to disappear. The ball is hit towards me in Wii-Sports, so I simply wait for it to arrive then swing my racket to return it. No buttons, no training, no thinking, just me and the game working together.

This is best delivered when the controller’s motion match real life. Their beauty is that they are flexible enough to be shaped to fit the game you are playing. If these gestures are also in sync with, performed at the same time as, the game world you have a pretty special experience on your hands. Even though the controller might struggle at times, if it generally matches the movements you make you can start to play the game more instinctively. No one has to tell you how or what to play, the freedom of the controls simply invites experimentation.

Games that haven’t had the time and money to develop these nuances usually revert to
using waggles in place of button presses and stick movements. For me this makes a mockery of having a motion controller. What’s more the game would usually be better without the motion controls. Waggling is a rough science, and one not suited for accurate schemes that have been designed for button presses.

Golf games on the Wii present an interesting dichotomy. Some, such as the recent (and by no means poor) We Love Golf from Capcom provide a swing that is based on the player matching their motion to the on screen guide. This takes the usual button presses and replaces them with movements. Others, such as Tiger Woods throw the old control schemes out and simply ask that you swing the Wii-mote like you would a club.

Both these games provide polished enjoyable experiences and have obviously thought carefully about their controls. But for me the joy of the Tiger Woods free swing mechanic simply eclipses any other golf game controls. So much so, that I ended up selling my graphically superior 360 version simply because I couldn’t bear playing it without the instinctive motions. And this is in-spite of the 08 version of Tiger on Wii being a pretty ropey game. Playing with some friends through the winter, we often encountered bugs that resulted in miss-scored holes, inaccurate ball lie and the odd crash. But we were happy to persevere because it was such fun to hit the ball.

This one-to-one real life motion control is few and far between, and for good reason. To produce a game like this requires a team devoted to refining the controls over the life of the development. Many were worried about the added cost of PS3 and 360 high definition graphics and surround sound. Ironically then, it is getting those Wii controls right that will cost the savvy teams most dearly. But make the investment here and the game is simply easier and more enjoyable to play. For a family audience this is invaluable as we can all genuinely enjoy video games together.

You may have noticed that I like to make a bit of a song and dance about games get these controls right in my reviews. Of recent note has been the brush painting in Okami, the one-to-one block nudging wonders of Boom Blox, the well matched motions of Family Ski and the excellent badminton sensitivity of Sports Island. These games are a handful out of the hundreds on offer that simply wouldn’t be as much fun without motion controls. Although they often cost a little more than the movie tie in, or cross platform re-releases, their hand crafted controls create a whole different experience to the tick the box waggling of less devoted developers.

Rock Band 2 Announced!

Harmonix, the world’s premier music video game company in the world, and MTV Games, a part of Viacom’s MTV Networks, along with marketing and distribution partner Electronic Arts Inc., are taking the groundbreaking music platform that forever changed the face of music video games to the next level this September with the release of Rock Band 2. With the original providing millions of players a new way to interact with the music and artists they love, Rock Band 2 is the next evolution of the franchise that redefined the standard for music games.

Rock Band is the groundbreaking platform that allows music fans and gamers to interact with music like never before – challenging players to put together a band and tour for fame and fortune while learning to master lead/bass guitar, drums and vocals.

Rock Band 2 builds upon its foundation as the first music game to introduce co-operative band gameplay, multiple instruments, a robust online multiplayer experience, an unrivaled offering of downloadable content and raises the bar by delivering an entirely new level of depth, connectivity, authenticity and features including:

* Backwards compatibility with Rock Band downloadable music content. All previously purchased tracks will immediately load into your Rock Band 2 song list. No need to re-purchase or re-download.
* The biggest and most diverse soundtrack ever featuring some of rock’s most prolific acts, comprised entirely of master recordings.
* Major new and dynamic online modes that will connect the entire Rock Band community in more ways than ever before both locally and globally.
* More variety of instrument choices than ever before with new and improved drum and guitar peripherals, enhanced functionality and innovative new designs – all fully compatible with the original Rock Band instruments.
* And much more.

“As successful as the original Rock Band continues to be, we’ve now had the benefit of the last eight months to listen to our fans’ requests and to build upon that foundation,” said Alex Rigopulos, co-founder and CEO of Harmonix. “Rock Band 2 is a second-generation band game that will elevate the music game experience to the next level.”

Rock Band 2 will make its debut on Xbox 360™ video game and entertainment system from Microsoft this September and have an exclusive launch window in North America. Rock Band 2 will be available for additional platforms later this year.

“We expect Rock Band 2 to continue to drive an amazing social music experience on Xbox 360, said David Hufford, senior director, Xbox Product Management for the Interactive Entertainment Business, Microsoft. “We look forward to supporting Rock Band 2 on Xbox 360 as gamers continue to download hundreds of new music tracks from Xbox LIVE so they and their friends can perform the rock music they love most.

More details regarding features and music for Rock Band 2 will be revealed at the 2008 E3 Media & Business Summit. Rock Band, the first installment in the franchise, garnered more than 40 awards including Game Critics Award: Best of Show E3 2007.

In addition, Harmonix and MTV Games today announced that The Rock Band online music store recently surpassed 15 million paid downloads since the game’s launch in late November 2007. With more than 200 tracks available to date via download purchase (complete list of tracks at http://www.rockband.com/dlc), the massive Rock Band Music Store allows players to preview and purchase downloadable individual music tracks, packs and albums from the vast selection of offerings available as they build their own custom Rock Band library.

Rock Band 2 is rated “T” for Teen (lyrics, mild suggestive themes) by the ESRB.

For more information on Rock Band and Harmonix Music Systems please visit www.rockband.com and www.harmonixmusic.com.

Magnetica Twist and Fatal Fury 2 Arrive on Wii

You want fireworks? Look no further than the Wii Shop Channel, where vibrant bursts of classic gaming action and fresh WiiWare content will help fill your living room with a flurry of ooohs and ahhhs. Puzzle-game mavens can enjoy a wild new addition to the WiiWare library, while the Virtual Console brings a truly classic fighting game to the fore. For an added holiday-week blast, fans of the WiiWare hit FINAL FANTASY CRYSTAL CHRONICLES: My Life as a King can enhance the action with new Add-On Content.

Nintendo adds new and classic games to the Wii Shop Channel at 9 a.m. Pacific time every Monday. Wii owners with a high-speed Internet connection can redeem Wii Points to download the games. Wii Points can be purchased in the Wii Shop Channel or at retail outlets. This week’s new games are:

WiiWare

Magnetica Twist (Nintendo, 1-4 players, Rated E for Everyone—Comic Mischief, 1,000 Wii Points): The classic puzzle game Magnetica is now available on WiiWare , putting its own unique “twist” on the puzzle-game experience. You’re surrounded by marbles, marching slowly but surely down a track. Use a launcher (piloted by a Mii of your choice) to shoot marbles with matching colors and wipe them out before they reach the end of the track. Control couldn’t be simpler, as all you need to do is twist the Wii Remote controller to aim and press the A button to shoot. And the game play remains as addictive and deep as you’ve come to expect in Nintendo’s puzzle games, with five varied play modes, advanced mechanics such as the ability to lob marbles, and a never-ending supply of combos. This definitely isn’t your typical game of marbles.

Virtual Console

FATAL FURY 2 (NEOGEO, 1-2 players, Rated T for Teen—Animated Blood, Violence, 900 Wii Points): Released in 1992 by SNK, FATAL FURY 2 is the second installment in the renowned fighting-game series. In addition to Terry, Andy and Joe, who appeared in the original game, another five distinctive fighters gather from around the world to compete for the championship title. Also newly added are stage-specific hazards and the ability to perform desperation attacks when a character’s strength is low. These particularly deadly techniques create the chance for a come-from-behind victory achieved with a single strike. Moreover, the innovative two-line battle, which proved popular in the previous version, also has been radically enhanced. Pressing the weak-attack and strong-attack buttons simultaneously enables players to move their fighters to another line themselves, or to launch an attack that pushes opponents back to another line. This game mechanic, unique to this title in the series, allows the player to take advantage of the depth of the screen and create even more exciting bouts. Can you prove yourself the king of fighters again?

Journey to the Center of the Earth DS Game

THQ Inc. today announced that Journey to the Center of the Earth has shipped to retailers worldwide. The game is based on the upcoming film Journey to the Center of the Earth 3-D by New Line Cinema and is available exclusively for Nintendo DS.

In Journey to the Center of the Earth, players can use the Nintendo DS stylus to search for a passage to the surface of the earth while navigating through all seven of the exotic underground worlds from the movie. A wide variety of mini-games will allow players to rock climb, dig for dinosaur bones and raft across an ancient sea. Players will relive the excitement from the film while playing as all three main characters: Trevor, Sean and Hannah – each with their own unique abilities.

An exciting adventure based on the classic Jules Verne novel “Journey to the Center of the Earth,” Journey To The Center Of The Earth 3-D stars Brendan Fraser (The Mummy Trilogy) as a science professor whose untraditional hypotheses have made him the laughing stock of the academic community. While on an expedition in Iceland, he and his nephew stumble upon a major discovery that launches them on a thrilling journey deep beneath the Earth’s surface, where they travel through never-before-seen worlds and encounter a variety of unusual creatures. Journey To The Center Of The Earth 3-D is directed by Academy Award-winning visual effects veteran Eric Brevig (Total Recall, Pearl Harbor). The film is a co-venture between New Line Cinema and Walden Media.

For more information on Journey to the Center of the Earth, as well as additional THQ titles, please visit www.playthq.com.

The official web site for New Line Cinema’s Journey to the Center of the Earth 3-D is www.journey3dmovie.com.

3D Realms: E3 is “Irrelevant”, Duke still coming along (yeah, right)

Duke Nukem screen

While everyone is getting all excited about what games they’ll bring to this year’s E3, there’s one development studio that doesn’t give a shit about E3. That’s 3D Realms, the infamous and mysteriously funded studio that is still, after 11 goddamn years making Duke Nukem Forever. That is one video game, guys. The entire Halo trilogy started and ended, but the Duke is still not ready.

Scott Miller, chief of 3D Realms updated the progress of DNF at Next-Gen:

“Development is swimming along nicely. Seriously nicely.”

How very informative. Seriously nicely. Maybe that’s code or something, because it sure as hell doesn’t say a thing about a game that has been under development for 11 years. And about this year’s E3:

“It’s just that we view E3 as irrelevant nowadays.  In fact, I wasn’t even aware it was coming up.”

There you go, guys. No Duke Nukem goodness for you this E3, better luck next year. Or the next. Or the next. But I can assure you this, that the game sure as hell ain’t gonna release in your lifetime.