We've been seeing a gradual shift in software sales in the last couple of years towards digital distribution. Full retail games have been available for the Xbox 360 and PlayStation 3 over that time and, although the digital library is but a fraction of the retail library, digital has been catching up.
When I had a chance to spend some time with the PlayStation Vita at E3 back in June, I was impressed. Uncharted looked and felt remarkably like its PlayStation 3 counterparts and the idea of optional touch controls for platforming plus a neat motion mechanic for the sniper rifle mode raised my excitement level...
The news about Ridge Racer for the PlayStation Vita and its dearth of content in favor of downloadable content (DLC) reignites the discussion about how DLC affects retail games. Issues with weak content versus numerous DLC offerings is nothing new for Namco.
When I got home from the store [with Metal Gear Solid HD Collection], I was looking forward to popping the disc into my PlayStation 3 and seeing how the games looked in HD... but upon reading the disc, I got the message that I've seen way too many times over the course of this console generation: Version 1.01 found.
This show is a new voice in the gaming journalism world. Our interviews are long-form, personal, and in-depth. You should check it out, as I don't think there's much like it on the web right now.
Our first interview is with Kellee Santiago of thatgamecompany, creators of the iconic Flow, Flower, and (the upcoming) Journey. In it, we discuss their company, their philosophies, and their first game, Cloud. If you like what you see, stay tuned: upcoming interviews will include Jonathan Blow and David Jaffe.
I am so super-excited to launch this show, as it's been a real labor of love.
So, let me guess... You haven't played Rochard yet. In fact, there's probably a pretty good chance you haven't even heard of it—and that's a damned shame, since it's one of the best download-only titles I've played all year. I gave it an absolutely glowing review, but a game like this deserves more. So, in my pursuit of fighting the good fight, I'd like to present this brief interview I was fortunate enough to have with the Lead Level Designer of Rochard, Samuli Viikinen.
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