Extra Credits discusses the design concept of "Counter Play." The idea here is that in a multiplayer game, there should be interesting abilities or weapons that a player can use on another player that is also interesting for that player on whom the weapon or ability is being used. It's a seemingly simple idea that upon discussion appears to be something the industry hasn't wrapped its head around yet.
So… you probably heard the news already: Wii U sales for the month of January were less than 60,000 units. That's less than 12,000 units per week of the reporting period. That's also despite the Wii U being the first new video game console (non-handheld) since late 2006. This number should be addressed by Nintendo as "unacceptable" for the US market, which saw the Wii dominate the early and middle parts of this past console generation. Investors should be nervous that the US may not adopt the Wii U strongly enough before Sony and Microsoft present their new hardware, likely later this year. I know that I would be.
Points go to the Extra Credits crew (and basically anyone who talks about preserving old, landmark games), but a lot of this just seems "pie in the sky." As mentioned in the video, a lot of the technology that ran and interfaced with these early titles do not even exist any longer. The only solution would be an industry-wide investment, resurrecting arcades, building kiosks, museums, you name it, just so some kid can play Battletech or Space War as was originally intended. When you really think about it, it seems that these treasures are doomed to obscurity.
The Extra Credits guys give us a quick summary on the importance of the horror game protagonists. After recent comments pertaining to the reception of Resident Evil 6, the creators of Resident Evil really need to watch this video before they even think about returning the Resident Evil to its survival-horror roots. Such an about-face would require a level of expertise (and guts!) that Capcom hasn't demonstrated in over a a decade.
At the recent DICE conference which just took place in Las Vegas, David Cage gave a speech which outlined nine points supporting his message that "the industry needs to grow up." Predictably, his comments angered many people and I've been seeing comments across the gaming spectrum disagreeing with him or trying to prove him wrong in various ways.
I've learned a few things after reading about what's happened during the DICE Summit and Awards event that's taken place this past week. The industry seems to be crying out desperately for maturity. David Cage (Heavy Rain, Beyond: Two Souls) says that games need to grow up. Warren Spector (Epic Mickey) says that games like Lollipop Chainsaw shouldn't be made. The industry wants more Journey and The Walking Dead experiences, as evidenced by these games winning 99.5% of the awards given out. The definition of "fun" is changing.
Just like Handel, the digital craftsman Hidetaka Suehiro seems equally excited, baffled, and reluctant to continue work on his most successful game yet, Deadly Premonition—a game that, dare I say it, could be a similarly-praised work hundreds of years from now. The game is being re-released this March as a PlayStation 3-exclusive entitled Deadly Premonition: The Director's Cut. I was lucky enough to be able to sit down with the man and his producer, Tomio Kanazawa, last week to discuss the details. It was an event that was sometimes as intentionally mysterious as the goings-on in the game's fictional hamlet of Greenvale, but thrilling nonetheless.
Agents is a game by Recursive Frog (Patino) created for last month's Ludum Dare online game jam. The game is very simple on the surface, in that it's an audio-only adventure where players control two nefarious field agents solely via "voice calls" on their mobile phone. The task is to get them in to a guarded complex, then out, while helping them work together to stay alive.
There is a surprising downside to video game demos. With fewer and fewer options available for those that might want to try a game before buying it, demos are the default option. But demos have the adverse effect of underselling a good game or demonstrating how bad a bad game really is. Understandably, many developers and publishers aren't willing to take that chance. Where does that leave us? The guys at Extra Credits take a look.
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