I'll argue that games were always that skittish about new ideas and there are just as many original ideas as ever. Just the same as they've always had to arbitrarily cling onto sequels for brand recognition.
Going to disagree. Mainly once again due to the development cost. Now in the gaming field it's basically two spectrums. Indie game, and AAA titles. Because it's too costly to do anything in between. Hell I remember reading it costs 40k just to release a single patch on Xbox. But back in the previous generations I think there was like 2.4k+ PSX games, 2k+ PS2 games (Though you could say it's because PSX was the main system out, but there was Sega Saturn and Dreamcast eventually which total was probably around 1.2-4k I'm guessing).
More people were just pumping out games. There were tons of random studios popping up with fresh perspectives. I remember going to game stores back in the day with a friend, he'd pick a random game off the shelf, so would I. Never even heard of them half the time. And there were so many gems. I go into gamestop nowadays and it's just AAA titles lining the wall. Occasionally a few games where I actually have to double take and see what it is because I've never heard of the game or franchise. But it's rare.
On another note good lord time flies I didn't even realize this generation has been around for about 7 years. Longest cycle too.
Anyone read Halting State by Charley Stross? Or For the Win by Cory Doctorow? They had some interesting ideas re near-term game developments.
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PS4 is rumored to be able to stream PS3 games in order to allow for backward compatibility. If this works well it sounds like a great idea. Might justify buying one for me, since I never had a PS3.
In anycase, I think we shouldn't give game companies such a hard time. We can't expect them all to produce top notch products in the limited amount of time they are given with so few resources and a constantly evolving environment. Whether that's tech, or the general interests of gamers. They have to stay profitable, and that means playing the safe bet most of the time.
Last edited by Psychotime; February 18th, 2013 at 10:40 AM.
I don't know how I feel about that controller. Looks kinda ugly to me. But it also looks like it might feel similar to a PSX controller which I liked.
The majority of the game is just cut scenes of really awesome over the top stuff happening, and the only game play are short quicktime button presses, simple rail shooters, and barebones brawler stages which do nothing but serve as inbetweens for the cutscenes. But the "game" isn't about any of the parts that ARE gameplay. Those are just there to remind you that you have a controller in your hand while all the insane stuff is going on.
But of course, you're free to disagree with me.
A game with really lengthy cutscenes doesn't disqualify it from being a game. Look at Metal Gear Solid 4. It did have very lengthy cutscenes, but the principal component of the game is still sneaking around, getting items, and fighting terrorists; and the cutscenes never detract from it.
Nothing's wrong with quicktime events. Dead Space and Resident Evil use them all the time in their cutscenes. But again, the principal gameplay is exploring a location, collecting items, and shooting monsters. Quicktime events are a bit of a shorthand, and while I can see some people disliking them on principle, I don't mind them at all, and I think they're used very well in Dead Space for the tense cutscenes, as well as when you need to recover from a monster grabbing onto you.
It's simplistic, but a second or two of frantic button mashing feels very appropriate anytime you're in a situation where you'll be saying "Oh god get it off me!" or "Don't let go of the arm rail! DON'T let go of the arm rail!"
Honestly, it's probably because it takes me back to how I'd do things in fighters or something like Pokemon as a kid, which I'm pretty sure most people (at least people my age) would do. Ended up getting grabbed by Zangeif? Mash buttons to get out of it. Does that really work? The reality is no (you get out of grabs by a timed button press right when they attempt, but can't after it's successful), but it FEELS like it. Just threw your last Ultra Ball at Lugia? Mash all the buttons! Does it really work? The reality is no (the outcome is decided right when you select the item through an algorithm), but it FEELS like it. And it's amusing to see an already enjoyable modern game decide to make that bit of silliness part of the action at times. Just as long as it doesn't go overboard.
Back on topic, with Asura's Wrath, the short points that resemble something of a game are clearly not the reason they wanted you to pop the disc into your console. Like Dragon's Lair or Space Ace, the real reason you "play" is to watch the cutscenes.
Last edited by Psychotime; February 19th, 2013 at 11:36 PM.