Showing posts with label AAA gaming. Show all posts
Showing posts with label AAA gaming. Show all posts

Thursday, 7 June 2018

The importance of mid-tier gaming

One of the biggest reasons for stagnation in the mainstream gaming market is the tendency of big publishers to focus on the large, blockbuster titles. With the current model of huge, multi-million dollar releases every year, there are clearly signs of fatigue in the gaming market. As such big titles compete for the tightening consumer wallet, the question should be asked whether such a model is sustainable and what could be done to fix the situation. 

This is where mid-tier games could fit comfortably in the niche; Jim Sterling has recently championed the use of such titles, citing the practice as a boost to creativity in the industry, especially during the peak times of the PS2 era. Jim is indeed correct that mid-tier games could produce a more sustainable niche for big publishers. 

With the costs of development skyrocketing, many game publishers have engaged in shady practices to boost their profits. Imagine how much better games would be if hundreds of millions of dollars and the fate of the developers themselves didn’t hinge on their profitability; there would certainly be more creative risks taken, as well as fewer implementations of anti-consumer ‘features’ such as loot boxes.
There is a need for more ‘useful’ games; ones that may not make all the money all the time but don’t need to be so big to be profitable. Given the tightness of customer wallets, this model would arguably be more sustainable; there’s a lot more room for someone to buy a couple of £20-to-£30 games on top of a big budget £60 blockbuster, rather than expecting them to pay for three or four such ‘must-have’ titles (representing nearly a £240 outlay – almost as much investment as buying a whole new console!). In this way, mid-tier games could be the bread and butter of a mainstream gaming industry that currently stands on unstable footing.

While some may argue that game dev costs are spiralling out of control as technology is pushed further and further with each yearly release, the question should be asked as to whether such costly development is always the way to go. Surely for a risk-averse big company, smaller and less costly games could represent a salvation for creativity. Instead of risking hundreds of millions on a single title, and the jobs that come with those big bucks, surely it would be more sustainable to have a varied portfolio where games can make profit at all levels of the market. This practice also represents an insurance policy against disaster; if your big, AAA blockbuster falls by the wayside one year and suffers from terrible sales, then you can fall back on a portfolio of smaller, profitable titles to shore up the earnings before the next instalment.

As mainstream gaming continues into the next generation, big companies will undoubtedly need to review their strategies and cost-efficiency. If a game doesn’t need to have the best graphics, why bother spending so much and then push that cost onto the consumers? Many such players will be content with paying a little less while getting a slightly less graphically-intense game, and in fact will probably be more likely to buy the game ‘on-top-of’ a AAA £60 purchase. Mid-tier games represent an interesting avenue for a more sustainable, more creative gaming future, so hopefully these will be utilized correctly and more often in the coming years.

Sunday, 18 February 2018

Bioshock Remastered Review



Would you kindly cast your mind back to 2007? Bioshock, at the time of its original release, was a revolution in game artistry. It was perhaps the first game to seriously make the argument for videogames as an art form. The setting of Rapture was a fascinating study in its dystopian vision mixed with iconic sci-fi 50’s flavour, and the premise explored themes such as genetic modification, free will, and objectivism that are still strongly relevant 11 years later. 
 
The game's aesthetics are still spectacular and affecting, even today. Source: in-game screenshot
11 years on and two sequels later, does the original Bioshock hold up? This question is especially relevant as now the idea of videogames as art has taken root, particularly in the indie scene, and where 11 years of advancement in technology takes us to more fantastic and graphically-astounding places than ever before. With the remastered edition of Bioshock, I took the plunge to explore the ruined city of Rapture with fresh eyes. 

The first thing to note on Bioshock Remastered is, of course, the graphics. While the remaster offers a fresh coat of paint to offer higher resolutions and frame rates, the fact of the matter is that the game doesn’t look a world apart from its original state by any means. Bioshock does benefit, however, from the finer attention to detail, especially in the twisted facial expressions of the Splicers. However, as a remaster goes, the graphical overhaul has achieved very little more than the minimum to meet modern standards.
 
The first look at Rapture is still a breathtaking sight. Source: in-game screenshot
This is arguably because Bioshock was a stellar-looking game to begin with. Yes, it is a last-gen games and yes, this does occasionally show in the odd muddy texture or in some of the detail of level backdrops. But the aesthetic of Rapture as a location is so good that the game is still a marvel to look at. Each pocket of the city is fleshed-out and lived-in and you get a sense of authenticity from the run-down bars all the way to the optimistically-built, abandoned farmer’s markets. Rapture still feels and looks like it was once a living, breathing city and this is in no small part because the artistic direction of the game was spot-on. Rapture is to gaming what Gotham City is to comic books; a realised and authentic vision of an exaggerated and tragically-beautiful, ruined city. 

The main annoyance with Bioshock graphically is in the vision-altering effects. While it does make sense and adds to the game’s authentic feel that getting soaked by water will make your vision alter appropriately, or that drinking three bottles of vodka instantaneously would cause blurry vision (and probably a severe hangover and liver poisoning), but the execution of the vision-impairing effects is more of an annoyance than anything else; perhaps they last just a few seconds too long, but I often found that I avoided waterfalls with more fear than I avoided the enemy’s iconic Big Daddies.

Other than those small niggles, and the fact that as a remaster the improvements to the graphics feel insignificant, visually Bioshock is a joy to behold; from its bright neon lights to the grimy reality of underwater dystopian life, every part of Bioshock’s aesthetic is authentic, atmospheric and artistic in all the right ways.
 
The locations are authentically built to look ruined, and are powerful visual clues as to Rapture's downfall. Source: in-game screenshot.
In terms of the sound design, Bioshock presents excellence in some areas; particularly as fitting music plays while you take in an important visual spectacle, or when a hidden enemy whispers sinister threats at you from out of sight, or the spine-chilling moan of a Big Daddy. The result is that the sound leaves you feeling totally immersed in Bioshock’s setting; you truly feel as if you are in an underwater city and the atmosphere is as oppressive as you would expect.

The main issues here, however, are in the volume settings. As one of the most important aspects of the story, it is such a shame that the audio diaries wind up constantly drowned out by the cacophony of chaos going on as the player fights off waves of enemies; I ended up turning every other audio slider down to the minimum setting and the voice turned all the way up, just so I could listen in. This is a shame, because the voice acting performances are stellar and emotive, giving the player a real sense of what it was like to live and die in Rapture. Another issue is with the variety of the voice clips being played; too often, you will hear the same line being uttered by Little Sisters and Splicers over, and over again.

The gameplay of Bioshock is impressive and is perfectly in tune with the story. For those unfamiliar with Bioshock’s formula; the game mixes FPS gameplay with RPG-style progression in the form of plasmids: abilities the player can use either in combat or in puzzle-solving, such as the ability to cast fire or lightning at enemies, pick up objects with telekinesis, or even hypnotise Big Daddies to make mincemeat of anyone in the player’s way. Plasmid use is dictated by the EVE bar, which is implemented as a mana system, showing the player how many plasmid uses they have left. On top of this, the game borrows from survival horror in that ammo must be carefully conserved lest the player end up under-equipped for tough encounters. The result is an engaging, complex game that rewards clever use of abilities. Instead of just being levels, Bioshock’s maps become sandboxes for players to experiment with different strategies for dispatching enemies. There are many ways to make it through a level; by hacking security cameras and turrets to kill enemies for you, by enraging splicers to kill each other, or just blast through as an unstoppable, genetically-enhanced killing machine. Because of this, gameplay is largely emergent and always has the potential to surprise. 
 
The game is atmospheric and often-terrifying, especially with its enemies. Source: in-game screenshot
There are a few of the gameplay elements, however, that have aged poorly; hacking, for instance, quickly becomes tedious with its take on Pipe Mania gameplay. Often, I preferred just to destroy cameras and turrets, just because I was so fatigued from hacking, rather than for any strategic reason. Also, the use of the camera to research enemies for greater damage and bonuses becomes an annoyance that leaves little strategic value. 

It is in Bioshock’s story, however, where it truly shines. The narrative is powerful and asks many probing questions of the player; about free will, objectivism and morality. The story of Rapture is a tragic tale told through implication and in-game voice recordings that are acted emotionally and authentically. The result is that players feel immersed and affected by the plights of Rapture’s denizens and are drawn deeper into the world. The narrative of the player, however, is without question excellent, with plenty of surprising twists and turns and allowing for multiple interpretations on the many characters they meet. 
 
Little Sisters may be an eponymous part of Bioshock, but the choice they represent is one of the stories' weaker aspects. Source: in-game screenshot
The one area where the storytelling falters, however, is in the moral binary choice that Little Sisters present to the player. They can either be brutally murdered for more in-game currency to buy plasmids, or saved for only slightly less. The result is an unaffecting no-brainer of a choice, because the consequences of choosing to save the Little Sisters is tiny, leaving little reason for the ‘evil’ decision. This is the school of the Fallout morality system, where not being an evil monster suddenly makes one an angelic hero worthy of worship. It is ironic that in a game where many probing areas of debate are explored in their many shades of grey, such an obvious binary decision becomes the central morality choice that the player makes in the game. 
 
Even from the beginning, Bioshock's atmosphere and story is masterfully-executed. Source: in-game screenshot.
In the end, Bioshock is still an excellent game, whether you are playing it remastered or not. The narrative is still a masterclass in world and character building and Rapture is one of the most accomplished settings ever in a videogame. That Bioshock presents a campaign that is over 10 hours, most of which is a deep and non-linear FPS experience, is particularly encouraging in a world with lootboxes and multiplayer shooters that offer tired variations of deathmatches. The value prospect of the remastered edition of Bioshock, as well as its status as still one of the most artistically-powerful and engaging games ever created (unusual for a AAA videogame), makes it one of the most important must-play titles of modern gaming. Bioshock is a title I would recommend to almost any gamer, as it shows the true potential of a high-production value FPS made with excellence in mind.

Tuesday, 6 February 2018

Charity streamer PixelGirl announces 24 hour charity stream in support of Samaritans



PixelGirl, a well-known and quickly-growing charity streamer with a strong Twitter, Twitch and YouTube presence, has announced a new 24-hour charity stream taking place from the 23rd to the 24th March 2018, to be hosted by GAME and sponsored by companies including Ubisoft, The Behemoth, Wired Productions, GamerBorn and others. She will be raising money for Samaritans, a UK-based organisation that talks and provides safe places for people struggling with various crises. As an advocate of mental health and gaming, PixelGirl has been making excellent progress in growing her following and in the inspiring work that she does. 

 
A promotional picture showing important details for PixelGirl's charity event. Source: PixelGirl
Suicide prevention is very important. For those suffering from crisis, whatever it may be, Samaritans is there to help, either as a listening service or as a safe place for anyone who feels like they need it. Their website, viewable here, describes the many vital services that they provide. Mental health is quickly becoming an important talking point in recent years, thanks to both greater awareness and unfortunately, greater numbers of sufferers. 1 in 4 people in theUK will be affected from mental health issues, as is common knowledge from materials put out by mental health charities. The service Samaritans provides can be for many that vital last line of defence that can put you on the road back to recovery, and is a valuable lifeline to many who are suffering from all kinds of issues.

This will be the fourth charity stream of this kind that has been done by PixelGirl, and so far she has raised £2300 for various causes. This number is likely to change as she continues her inspiring work in the community. But this charity stream also has a more personal, and touching inspiration in her heart. PixelGirl’s father passed away unfortunately last July, and she is dedicating this stream in honour of him. 

Fans who tune into PixelGirl’s stream will be treated to her signature brand of humour and kindness, as well as her infectious fun personality. Having had the pleasure of viewing a few of PixelGirl’s streams, I can attest to her bubbliness, genuine friendliness and advocacy for mental health that is an inspiration to watch. Not only this, but the stream will also be giving away prizes, donated generously by the likes of Ubisoft and Behemoth, so fans of those companies should tune in.

PixelGirl will be playing a variety of games from Street Fighter to Dungeon Bros right up to mainstream AAA titles that most gamers would recognise. For anybody who is a fan of gaming in all its forms, as well those wanting to see the more inspiring things that the gaming community can achieve, this is worth keeping an eye on, and maybe consider supporting a very worthy charity cause.

PixelGirl has various profiles on Twitch, YouTube and Humble, and her JustGiving page, set up ready for the 24 hour stream on March 23rd, is located here. Gamers with Twitch and YouTube accounts are also encouraged to help promote the charity event, as are gamers with a Twitter account.

A personal word:

As somebody who suffers from mental health issues myself, I felt compelled to help, so I reached out to Pixel who generously gave me the information I needed to write this article. 

I have been a user of the Samaritans service myself and I can testify to their immense usefulness in helping in times of despair. Their service is genuinely non-judgemental and so helpful. It has formed a strong impression on my own heart, and without their service I doubt I would be here today. Please consider supporting this cause, as it would mean so much to me, and to anybody who needs help from crisis. 

If you are affected by crisis or want to talk mental health, there are numerous resources available, including Samaritans’ own website where you can find more information. Nobody should suffer alone. If nothing else, I am also very friendly and approachable to being contacted by my own Gmail, slister1991@gmail.com even for as little as just a chat to give you a friend in your time of need.