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SimCity: Build It And They Will Come (And Complain, A Lot).

March 29th, 2013 No comments

You don’t have to look far to know what the greater gaming community thinks of the latest installment in the SimCity series. The first couple weeks were plagued with issues with many people being simply unable to play while the lucky few who got in experienced multiple, game breaking bugs. Accusations flew left and right with Maxis eventually stating it was all their fault although it was hard to deny that EA had a hand in it as well. It was so bad that EA even offered all purchasers another free game in order to compensate for it (even if you bought after they announced this offer, which I did). Still with all that in mind I tried to approach SimCity with an open mind as possible, hoping to see the game outside of all the teething issues that have plagued it relentlessly.

Sim City Screenshot Wallpaper Title Screen

SimCity is, just like all its predecessors, a game that revolves around building and improving your very own city. You’re given a small amount of cash and your choice of various plots of land to begin with and after that its up to you to make it on your own. There are numerous factors that influence how your city develops, from your layout to natural resources and even how well developed the greater region is. There’s no in built narrative to speak of but the story of each individual city will be different which leads to some great conversations about how you overcame the various adversities sent your way.

Graphically SimCity is very reminiscent of other Maxis games in that they’re not exactly cutting edge but that has the advantage of running on pretty much everything. The use of tilt-shift perspective for when you’re zoomed in quite far is a nice touch although it doesn’t help hide some of the extremely low poly models used. A quick bit of searching reveals this isn’t the first 3D SimCity and its predecessor, SimCity Societies, looks pretty similar. Considering that game was released over 5 years ago now I would’ve expected a much bigger jump up, especially considering neither of those titles were available on consoles (and before you ask why they’d release it on consoles they did exactly that with SimCity2000).

Sim City Screenshot Wallpaper Creating Your World

You begin by either joining someone else’s region or creating one of your own. Joining someone else s has the advantage of potentially giving you a lot of benefits if they’ve got some big cities set up already, like access to upgraded buildings before you’d have the capability to build them, but like most people I chose to start out on my own. After creating your region you’re then sent to select a section of it to begin building your town in, and thus your journey begins to becoming the world’s best mayor.

From a core game play perspective there’s not a whole lot that’s changed over the years. You build roads, which now come with handy guide lines so you don’t make odd sized sections, zone them up for Residential/Commercial/Industrial and then wait for people to arrive. As more people come into your town their requirements for various bits of infrastructure increase so you’ll quickly be adding things like water towers, power stations, sewage outlet pipes and so on. Unlike previous SimCity games you don’t have to lay each bit of connecting infrastructure separately as everything follows the road which makes things a heck of a lot easier. Eventually you’ll reach a point where you want to start attracting higher wealth individuals to your town and that requires some rather careful planning.

Sim City Screenshot Wallpaper City Hall

It’s all well and good to lay everything out in order to maximize the amount of space available for people to build on, and indeed that’s what will drive your population forward in the beginning, however you’ll eventually need to add additional services on which have circular areas of influence. This is somewhat at odds with the regular way of doing things, especially if you’re using the guide lines which can lead to some hard decisions. Early on its not too bad but later on when you’re dealing with giant skyscrapers the decision to knock one down in an attempt to make the rest of the region more desirable can back you into some painful corners. This is all part of the challenge however as your progression from a low density, low wealth town to a high density. high wealth one is predicated on how well you can make decisions like that.

Like I mentioned previously one city’s progress benefits the whole region and thus there’s really no shame in starting another town should you tire of your current one. Indeed I found my stride somewhere in the middle of my third city, one that was able to leverage off all the other upgrades my previous towns had. It’s also very clear that some locations are far more ideal than others as any place with hills in them is pretty much guaranteed to be unusable, so whilst choosing a lake frontage with mountaintop views sounds like a good idea initially you’ll likely hit its limit far faster than you would a boring, flat patch of dirt in the middle of nowhere.

Sim City Screenshot Wallpaper Approval Rating

Now I deliberately avoided playing Sim City until things had calmed down in the hopes that I could avoid some of the issues that causes such an uproar. I did have a few teething issues stemming from my Origin not being installed properly (although all other Origin games work fine, strangely) and the installer simply refusing to run but I was past that I was always able to login. Unfortunately I was unable to play with one of my friends due to him starting on region 2 and I on region 1, something which I thought wouldn’t be a problem but EA has locked those regions down to only those who’ve played on them before. Sure we could start over again but that’s not what we wanted to do, which was a little annoying.

Whilst that was irritating it was nothing compared to the dumb as a rock AI that SimCity uses. Now there’s been quite a bit of investigation into why this is but it all boils down to the pathfinding algorithm which is used for pretty much everything in the game. Sims, cars, electricity, etc. all use the absolute shortest path to get to a destination. Because of this you get a whole lot of really illogical, emergent behavior from various systems. The best (or worst, really) example I can come up with is in one of my towns there’s 2 garbage dumps, each with numerous trucks. However upon picking up rubbish they will all go back to the same garbage dump, even though it’s full and the other one is not much further away. The only way to get around this is to make them almost identical in length (I.E. right next to each other) which is a right pain in the ass. You’ll also find that this will affect things like buildings in certain areas (some commercial/industrial places will never get workers and be routinely abandoned). You can work around this with careful city planning but realistically you shouldn’t have to as the AI should be smart enough to apply costings to paths that would avoid those situations completely.

Sim City Screenshot Wallpaper Perfection Not Achieved

There also comes a time when your city has reached a certain point and there’s not much more you can do to it until you get more money or your population increases. When this happens you’re pretty much relegated to waiting out the clock which can get rather boring. Indeed I found that once I was getting around the 75,000 population mark there was little I could do to speed up the population growth as anything I did either did nothing or caused a dip before it recovered again. Now I just might not be getting it or reached the limitations of my current city design but since all my advisors weren’t saying anything productive and my approval rating was 85% I struggled to see what else I could do. Searching for some guides also didn’t really help out either, which just led to me giving up on the city and trying again.

I found it pretty easy to lose a lot of time on SimCity as the initial stages are always a fun little balancing act that drew me in much like Anno 2070 did. Still there was always a timer ticking in the background, counting down to the point where I’d be unable to see a way to grow my city further and would simply go again. I’m glad to say that the majority of the issues that plagued its launch are gone now but there are still some teething issues with the initial game process and the dumb as bricks AI can’t be updated quick enough. Overall it’s an average game which unfortunately falls short of many of the expectations placed on it, but none of them are beyond fixing. Well, apart from Maxis/EA’s reputation however.

Rating: 6.75/10

Sim City is available on PC right now for $99.99. Total play time was 9 hours.

When Only Tens of Millions Will Suffice: Square Enix’s Expectation Problem.

March 28th, 2013 No comments

The AAA game industry is unquestionably a hit-based business and consequently that means there isn’t a lot of room in the market for dozens of companies to compete successfully. Whilst there are many companies making a rather good living from such games, able to deliver title after title that will sell 10 million+ copies, they’re predominately sequels in established IPs who’s success stems largely from their dedicated fan base. Smaller publishers with larger aspirations are still quite numerous though with many of them burning through untold amounts of capital in the hopes of replicating such success. As far as I can tell this way of doing business isn’t sustainable but that doesn’t mean that quality titles have to disappear.

Square Enix Sales FY2013

Square Enix recently published its sales figures for its last 3 big hit games and for plebs like me they don’t look too shabby. Indeed there are many titles I know of with lesser sales figures that were considered wildly successful and I’m not just talking about runaway indie hits. Heavy Rain, for example, would be considered easily around the same level of quality as any of the above titles and it has managed to snag some 2 million sales over the course of its life. Quantic Dream had said previously that their expectations were more around the 200~300,000 mark so the order of magnitude increase was completely unexpected, showing that big sales aren’t required to produce polished games. Turning back to Square Enix then you have to wonder what drove them to expect much higher sales, especially in light of their past performance.

I think the main reason is the amount of capital they invest in these titles, thinking that will have a direct causative effect on how many sales they’ll get out of it at the end. Whilst this is true to a point I don’t think that Square Enix is doing this efficiently as whilst their games are objectively good (on par with those who’s sales are much higher) most of them simply lack the dedicated community which drives those massive sales. In that regard then Square Enix needs to drastically cut either its overall sales expectations and rework their game development budgets accordingly because if selling multiple millions of copies isn’t profitable¹ then you’ve got to seriously reconsider your current business practices.

Indeed I feel this is a major issue with the games industry today. Many of the bigger titles are developed with big sales in mind and that means both developers and publishers aren’t willing to take risks on titles that might not perform. Sure we get a few token efforts from them every so often but it’s a sign of how little innovation there is from the big guys when the indie developers are able to churn them out by the truck load. I’m not saying its better or worse if either side of the industry does the innovation, more that the big developers and publishers are stuck in a rut of churning out sequels or, in the case of Square Enix, thinking they’ll make it big if they copy the formula.

¹They haven’t said that any of these titles weren’t profitable but their predicted $138 million dollar loss this year would seem to indicate that none of them were. The loss could also be heavily influenced by the redevelopment of their failed Final Fantasy MMORPG FFXIV, but the breakdown didn’t go into this unfortunately.

Are We Gamers That Afraid of Female Protagonists?

March 25th, 2013 3 comments

There’s little doubt that the majority of the games industry is skewed towards the male gender. Primarily this is because it was a male dominated industry in both production and consumption for much of its nascent life. Depending on your platform of choice this is still very much the case (although strangely 40% of PC gamers are women, compared to 25% on consoles) but overall the balance is much closer to the actual gender split than it ever has been before. With that in mind you’d think that the choice to use a female protagonist, something that isn’t exactly a new idea, wouldn’t be exactly controversial.

Remember Me Female Lead

News came last week however that Dontnod Entertainment, an independent developer based out of Paris, struggled to convince publishers to accept their game which features a female lead character:

“We had some [publishers] that said, ‘Well, we don’t want to publish it because that’s not going to succeed. You can’t have a female character in games. It has to be a male character, simple as that,’” he told Penny Arcade. ”We wanted to be able to tease on Nilin’s private life, and that means for instance, at one point, we wanted a scene where she was kissing a guy. We had people tell us, ‘You can’t make a dude like the player kiss another dude in the game, that’s going to feel awkward.’

I’ll admit that given a choice between playing a male or a female character in a game I’ll choose the male one. For me the reasoning is simple, if given the choice I feel like I’m projecting myself into the game and thus want my avatar to represent me (and, given the choice, will recreate myself in the ultimate form of narcissism). However my experience doesn’t really differ that much should that choice be made for me one way or another as then I’m playing as that character in the story, not as a direct representation of myself. Thus the idea of having my character kiss another guy (or girl) in the game won’t make me feel awkward unless that what was intended.

What gets me though is the idea that the publisher thought that a game wouldn’t sell due to the female lead. Sure if you’re targeting consoles there’s an argument to be made that you want to target your largest available audience. However with titles like Tomb Raider breaking its own sales records, even on consoles, that kind of logic doesn’t really hold up. It’s not just the success of that particular franchise either as things like the Dreamfall Chapters Kickstarter showed that there’s lots of demand for these types of games and not just from the female gamer crowd.

Honestly when I first read this my anger was directed at the general gaming populace as I felt that that’s where the publishers would be drawing these conclusions from. Digging deeper into it however I feel that it’s more the publisher making those decisions for us as there are many examples of great selling games that have female protagonists or even just strong female characters. Personally I feel that us gamers are far more comfortable with the idea than the publishers give us credit for, especially with all the recent success stories. Hopefully it’s just one naive publisher executive making an incorrect call as I and all my gamer friends certainly have no issues with strong female leads.

Starcraft II: Heart of the Swarm: What Do You Know of Sacrifice?

March 22nd, 2013 2 comments

Long time readers will know that Starcraft II: Wings of Liberty has long held the crown for the highest rated game here on The Refined Geek. It’s not an undeserved title either as they managed to capture in my attention in a way few games have been able to and indeed only one (DOTA 2) has been able to do so since. From the start I knew it was set to be a trilogy  carving the game up into 3 separate installments each of which would focus on a single race. Heart of the Swarm, the second game in the Starcraft II trilogy, continues the story started in Wings of Liberty and as the name implies focuses primarily on the Zerg race.

Starcraft II Heart of the Swarm Screenshot Wallpaper Title Screen

Heart of the Swarm picks up not too long after the final events that take place in Wings of Liberty. Kerrigan has been locked away in a test facility run by prince Valerian who is eager to see how much control she retains over the Zerg. Shortly after the final test is complete (which had resulted in Kerrigan using the Zerg to destroy much of the test facility) Dominion forces attack, forcing them to evacuate. However in the confusion Raynor is unfortunately left behind and Kerrigan refuses to leave without him. After waiting for him to contact her she reads a news report that he was captured and summarily executed, causing Kerrigan to swear brutal vengeance against Mengsk yet again.

As always Blizzard has delivered an incredibly beautiful game, one that will run well on nearly any system built within the past 4 years. Whilst the in-game graphics haven’t changed significantly, apart from higher-resolution textures and better lighting (which you could say is significant, I guess), the whole game feels a heck of a lot more polished. The in-between mission cut scenes, dialog sequences and cinematics have all seen improvements which are very obvious when comparing them side by side.

Starcraft II Heart of the Swarm Screenshot Wallpaper Typical Level

From a core game perspective Heart of the Swarm doesn’t change much with the standard real time strategy mechanics applying throughout the game. However like Wings of Liberty not every mission is simply a build army, send at enemy, rise and repeat deal with most of the missions being rather unique in their implementation. Of course there are your standard base/army building type missions however most of them have an unique twist to them which can make them more complicated or provide opportunities to make them far easier, should you be willing to take the risk.

Whilst this might not be too different from Wings of Liberty (although individually the missions are all very different) the levels do seem to be better designed as I can remember struggling to get into the campaign in the original whilst it didn’t take me long to get hooked on Heart of the Swarm. Indeed since all the missions are so varied and unique I rarely found myself becoming bored with them. This ended up with me engaging in a rather ravenous binge on missions which only stopped when I realised I was playing on into the early hours of the morning. That hasn’t happened to me in a while and is a real testament to the quality of each mission in Heart of the Swarm.

Starcraft II Heart of the Swarm Screenshot Wallpaper Raptor Evolved

Outside of the core missions you’ll be given the opportunity to upgrade your units, giving them unique abilities that will make them far more effective in game. There’s 2 types of upgrades that will be available for all of your units, the first being a choice of 3 different types of specializations which you can change at any time. The second is a permanent change to the unit itself giving it either additional abilities (like the Raptor Zergling pictured about which can now leap at targets and jump up cliffs) or giving it an evolutionary path (like the Hydralisk being able to evolve into a lurker). Thankfully you’re not making this decision blind as all of the permanent evolutions come alongside a mission that gives you a feel for how the new unit will behave and where it will be effective.

For long time Starcraft players the upgrade paths have a pretty obvious “best” path as certain combinations become almost completely unstoppable. Sure each of them is viable in their own sense and some choices are better than others in some situations however my initial combination of frenzied hydras with roaches that slowed was enough to melt most armies without too much hassle. Once I got respawning ultralisks it was pretty much game over for any large army as they couldn’t kill them quick enough and all their precious siege defences just melted away, leaving the rest of their army vulnerable.

Starcraft II Heart of the Swarm Screenshot Wallpaper Kerrigan Upgrade System

Wings of Liberty included some hero units but apart from the basic in game upgrades (which were only available during base building missions) there wasn’t much you could do to customize them. Heart of the Swarm often gives you direct control over Kerrigan and her list of abilities is quite impressive. The good thing about this is you can craft her to fit your playstyle effectively as you can play her as a big spell nuker, tanky siege destoryer or 1 woman army that can take out bases without the assistance of any other units. On the flip side however this can make it feel like your army is just like an accessory for Kerrigan, something that’s nice but not necessarily required.

For me I went with a tanky building that favoured direct attacks over spells. Her attacks would chain and she would attack faster with each subsequent attack which would allow her to melt armies in no short order. Couple that with a spammable healing ability and she was for the most part invincible and should she get into trouble I could simply walk her out of there whilst healing her every 8 seconds. It did seem somewhat unfair at times as since the heal was AOE I could keep my army going far longer than it should have been able to normally which usually meant once I hit 200/200 I rarely found myself building any further units. I get that she’s supposed to be an immensely powerful being but she does take some of the challenge out of it. Maybe it’s different on brutal (I played on hard, for what its worth).

Starcraft II Heart of the Swarm Screenshot Wallpaper Mission Screen

Although there were no bugs to report, even with the streaming which I thought would cause all manner of strife, there were a couple issues that marred my experience in Heaert of the Swarm. Whilst the out of mission upgrades were good they were often choices between upgrades that were available in multiplayer games. As someone who played Zerg back in Wings of Liberty (well, I randomed for a long time so I played all races) I often found myself missing some upgrades that overcome the inherit weaknesses of particular units. The removal of larva injects also didn’t sit particularly well for me as that was an in-grained habit and its removal relegated the queens to creep tumour/heal bots which, after a certain point in the game, relegated them to units I’d only build when I was running low on larva. These aren’t systemic issues with the game per se, but they definitely detracted from my experience.

Warning: plot spoilers below.

I also can’t praise the story as highly as I did back with Wings of Liberty as Kerrigan starts off strong but quickly degenerates into a character with confused emotions who makes decisions that don’t make a whole bunch of sense. This might be because the over-arching plot is somewhat predictable (the twist about Raynor for instance) and when her motivations don’t line up with the direction you think they’d be going in it just feels…weird. I did like the nods to previous unresolved plot threads from the original Starcraft series (if you can’t figure out who Narud is then your head is on backwards, hint hint) as Wings of Liberty only half alluded to them. The foreshadowing for the final instalment has got me excited for what’s to come however, even if the story might end up being not much more than your generic sci-fi action movie.

Plot spoilers over.

Starcraft II Heart of the Swarm Screenshot Wallpaper The End

Starcraft II: Heart of the Swarm is a solid follow up to Wings of Liberty providing a highly polished game experience that is par for the course for Blizzard games. All of the missions feel unique, banishing the usual RTS campaign drudgery and creating an experience that is both challenging and satisfying. Unfortunately I can’t rate it as highly as its predecessor as my many hours in multiplayer set up expectations which would probably never be met and the strange treatment of Kerrigan as a central character marred an otherwise great experience. Still these are comparatively minor nit picks in a game that drew me in and trapped me for hours and I would do it again willingly.

Rating: 9.5/10

Starcraft II: Heart of the Swarm is available on PC right now for $48. Game was played on hard with around 12 hours of total play time and 35% of the achievements unlocked. 

Tomb Raider: Lara’s Brutal Beginning.

March 15th, 2013 No comments

I’m sure I’m not alone in saying that I have something of a soft spot for the Tomb Raider series. It was all the way back in 1996 when I first encountered it, my hand-me-down computer barely able to run it due to the intense 3D graphics that weren’t exactly common at the time. Combine that with the platforming and lets be honest here, even though Lara was low poly she was in fact female, you had a game that served to capture my attention for far longer than any other game managed to do. However after the next couple iterations in the series I found myself attracted to other interests, and the rest of the Tomb Raider series was left unplayed. The reboot piqued my interest however as whilst Lara was an interesting character in her own right her origin story was never quite fleshed out, at least not my satisfaction.

Tomb Raider 2013 Screenshot Wallpaper Title Screen

Tomb Raider begins dramatically with you aboard the ship Endurance which is headed towards a small island off the coast of Japan in search of the old Japanese kingdom Yamatai. Before long though your ship is ravaged by a severe storm, cutting the ship in half and stranding everyone on the nearby island. This would be bad enough but the island is inhabited by a group of mercenary/cultists who capture you and your friend. Thus your transformational journey begins and it’s not long before the naive archaeology graduate turns into the Lara Croft we’re all so familiar with.

Coming off the graphics high that is Crysis 3 had me a little disappointed with the graphics in Tomb Raider, at least initially. I had turned everything up to its maximum which made it look pretty decent by comparison although it seems my graphics card is starting to show its age as it struggled to render most scenes, especially the more open world ones. However comparing it directly to Crysis 3 isn’t exactly fair as Tomb Raider isn’t designed to be a graphical marvel and in its own right it’s actually quite spectacular. Judging by the number of screenshots I snapped during my initial play through I’d have to rate it above most games that have come out recently and put down the initial disappointment to my disproportionate expectations.

Tomb Raider 2013 Screenshot Wallpaper Base Exterior

Compared to the Tomb Raiders of yore the modern day reboot is a cornucopia of different game mechanics. The core is still your bog standard 3D platformer with many sections involving you running, jumping and climbing over everything to get to the next objective. Combined with that however is your Gears of War style cover based 3rd person shooter as well as a crafting system and large environments that hide all sorts of treasure should you be willing to look for it. For those of you who’ve played any of the Uncharted series you’ll be familiar with the majority of the game play right off the bat as they both play similarly, albeit with their own twists on certain ideas.

Whilst there’s a certain level of satisfaction to be had when you get a platforming section just right the first time around I have to say that it usually isn’t my favourite part of games like this. This probably comes from the early days of 3D platforming where you needed razor-like precision in order to make most jumps which was arguably where the challenge came from in most of those early games. Thankfully however Tomb Raider is a little more forgiving in that department as whilst none of the jumps are particularly hard should they be at some weird angle that’d only be achievable after 20 attempts your leaps of faith will actually be corrected ever so slightly should you make it in the correct direction. If you bollocks it up completely there will be no saving you but this little feature certainly made my platforming experience a lot better than it has been in the past.

Tomb Raider 2013 Screenshot Wallpaper Shits Gettin Real

The cover based shooting is also, for the most part, fluid and satisfying, providing you with ample challenge no matter what your weapon of choice might be. Like most shooter based games I tend to prefer one shot kill weapons (as I tend to panic when in spray and pray mode) and thus favoured the bow for the majority of the game. This was a viable strategy for about 60% of the game until they started wearing face masks which meant one shot kills were no longer possible, even with a fully upgraded bow. If I’m honest that kind of pissed me off as I took pride in being able to hit headshots while under heavy fire and the removal of that mechanic seemed like a really cheap way to ratchet up the difficulty. Of course it didn’t really do that since I just switched to the rifle, but it did make me wonder why I’d bothered upgrading the bow all the way when its intended purpose no longer existed.

Crafting works by gathering salvage from crates and enemies which you can then use at camp to upgrade your weapons. Not all of the upgrades are available to you instantly however and in order to unlock them you have to find additional weapon pieces that are scattered randomly throughout the environment. If you’re a min-maxer like me you’ll often find yourself with a huge excess of salvage as there’s no real point to upgrading every weapon but you’ll still have enough to keep all bar 1 of them at maximum without too much trouble. The same can be said for the skill point upgrades as past a certain point the additional skills will likely not fit into your style of play but you’ll be force to spend them in order to unlock the next tier of skills.

Tomb Raider 2013 Screenshot Wallpaper Survival Instincts

The experience/level system is a mixed bag where some upgrades are almost essential, others improve parts of the game that were tedious and the rest are simply not useful in the slightest. The cartography upgrade for instance, which identifies relics, books and caches through walls, takes out a lot of the pain of finding things which are almost not worth seeking out otherwise. The animal tracking upgrade however is rather pointless as you spend a fair chunk of the game no where near any animals. Indeed it seems that whilst you can sort of play the game in your own way your talent selection won’t be significantly different from anyone else’s, due to the next tier being locked until you spend the required number of skill points. It’s not exactly a terrible thing but it does make me feel like I’m wasting points on things I’ll never really use which just doesn’t sit well with the min-maxer in me.

I’m not one for exploration in most games, it feels like a cheap way to make the game go for longer, however Tomb Raider made it a lot easier with use of the survival instincts mechanic which highlighted areas of interest. They also made the optional tombs short and succinct, with the rewards for doing them being well worth your time. It was a really refreshing experience and unlike many other exploration type games I didn’t finish this one feeling like I had ignored the vast majority of the game because I didn’t want to play the cat and mouse game with the designers. I hope other games take note of this as it really was one of the stand out features of Tomb Raider.

Tomb Raider 2013 Screenshot Wallpaper Glitch

Tomb Raider is not without its bugs and glitches, one of which is demonstrated above. As you can see on the left hand side there are walls there preventing you from getting in, however turning slightly makes them disappear, along with several other items in the room. This is in addition to other bugs like events not triggering which then leaves you stranded or results in you dying, ledges that look climbable but aren’t and the targeting reticle lying about having an enemy in your sights. These are all things that can be worked around and none of them stopped me from finishing the game but they did mar an otherwise highly polished experience.

Of course this whole reboot was done to tell Lara’s origin story of how she transformed herself into the grizzled Tomb Raider we know and love. In some respects Tomb Raider showcases this brilliantly with Lara struggling to come to terms with a brutal world that she survives in. At other times however it devolves into a PG rated torture porn where Lara is beaten, injured and brutalized in every conceivable way. It starts off being shocking but quickly wears thin as the writers attempt to hammer home the idea that she’s a naive girl that’s being rapidly transformed. It’s a passable story overall, even if the mysticism was a little overwrought, but hopefully future instalments will forgo the torture in favour of something a little more meaty.

Tomb Raider 2013 Screenshot Wallpaper Introspective End

Reboots are always a tricky thing to get right as you’re taking a well established universe and essentially redefining it in an attempt to reinvigorate (and hopefully extend) the fan base. For something as long running as Tomb Raider this is no small risk but thankfully I feel that Crystal Dynamics has done a great job, producing a game that wouldn’t be out of place even if the franchise didn’t have such a long history. It’s by no means a perfect game, plagued with a so-so story and bugs by the handful, but it certainly does the IP justice whilst giving them a firm platform from which they can build on.

Rating: 8.25/10

Tomb Raider is available on PC, Xbox360 and PlayStation 3 right now for $69.99, $78 and $78 respectively. Game was played on the PC with 9.6 hours played, 74% completion and 32% of the achievements unlocked.

The Bridge: Trapped In Escher’s Crazed Dreams.

March 8th, 2013 No comments

There seemed to be an inflection point some time ago, around the time when the first Portal was released, when game developers suddenly realized the potential in creating non-traditional puzzler games that focused on ingenious mechanics. I’ll have to admit prior to this time puzzlers bored me as they were typically quite simplistic in nature and lacked any real novelty to keep me interested. This is probably also due to the indie renaissance which has seen many unique ideas make it to fruition that would not have done so otherwise. The Bridge is one such game, combining several different mechanics to form an incredibly intriguing puzzler.

The Bridge Review Screenshot Wallpaper Title Screen

The Bridge puts you in control of an unnamed individual who’s napping below an apple tree, a very Newtonian scene. Your introduction into the core game mechanics begins immediately as its your job to wake him up by rotating the scene clockwise/counter-clockwise until some apples shake loose from the tree and wake him with a sound bonk to the head. You then walk over to your house which contains doorways to places that are much larger than their outside would let on and your descent into a mad Escher-esque world begins.

As someone who’s become a bit of a fan of black and white photography the art style of The Bridge tickles me in just the right ways. The environments are all very pristine, in the sense that they feel like they were drawn on a computer rather than in a notebook. This is contrasted by the characters which are by comparison messy, feeling more like they’ve been scribbled in over the top. Indeed this is how your character is brought into the level initially and the juxtaposition of the organic style vs the pristine environment is quite intriguing.

The Bridge Review Screenshot Wallpaper Generic Puzzle

I was quite surprised at how visually interesting each puzzle was as whilst black and white is a great medium to dabble in it doesn’t usually make for the most interesting games. This is mostly due to the environments themselves as like any of Escher’s works there’s an inordinate amount of detail just waiting to be discovered if you look hard enough. Indeed this level of detail forms part of the primary game mechanic where you’ll need to pay close attention to everything that’s going on in order to progress. There’s more to it than that of course but it’s probably the main reason I didn’t find myself getting inexorably bored with the constant black and white environment.

The Bridge starts of relatively simple with the main mechanic being your ability to rotate the entire screen 360 degrees whilst some of the external aspects remain constant. Gravity is one such property that remains constant despite any rotational changes you might make, always drawing you down towards the bottom of the screen. This is then made more difficult by the introduction of hazards like falling off ledges into the abyss and the addition of The Tormentors, large rocks with garish faces on them that will kill you instantly should you accidentally cross their path.

The Bridge Review Screenshot Wallpaper The Inversion

Thankfully like Braid and other puzzlers there’s a rewind mechanic that allows you to back pedal at any moment should you find yourself in a spot of bother. It’s useful for those moments when you’ve made a mistake that can be easily corrected however there were many times when I found myself going for the reset button instead due to the situation I got myself into requiring far too long to rewind in order to fix. This isn’t to The Bridge’s detriment however as it encourages you to experiment with random things without the fear of having to restart all over again. For a game that one could easily tire of if the repetition gets too high mechanics like this are almost a necessity and it’s good to see that The Bridge has included it.

As you progress several other intriguing mechanics are brought into play. There’s the switchers which will flip you from one side of an object to another, allowing you to access otherwise inaccessible paths. At the same time it also switches your colour from the default grey to white which also complicates certain matters as you can’t enter a grey door when you’re white and vice versa. This means that whilst a puzzle might look easy on the surface in reality you have to do a very specific set of swaps in order to get the right colour so you can use the door. Of course this isn’t explained to you until you attempt to open a differently colour door for the first time, which is a really cheeky move on the devs part.

The Bridge Review Screenshot Wallpaper The Triad

The last, and by far most interesting, mechanic is the one that freezes you in position whilst everything still moves and, intriguingly, modifies the direction of gravity of those objects at the same time. It’s kind of hard to explain as I didn’t really understand what was happening until a particular puzzle required it (previously the solutions could be derived by simply inspecting the puzzle and putting things in certain locations) but once you see it in action it becomes clear how you need to use it in order to solve the puzzles. This is of course in addition to the previous two mechanics which makes some of the later puzzles incredibly intricate and, by the same token, very satisfying to solve.

There’s also some semblance of a story behind The Bridge however it’s limited to a few passages of text in between levels and the varying bits and pieces you get when you do certain things (like dying in certain ways) but in all honesty it’s really just background noise to the more intriguing puzzles. There’s references to obscure mathematical principles and what not all over the shop so there’s probably something in there for intrepid story hunters to dig up but nothing really motivated me to pursue it. a

The Bridge Review Screenshot Wallpaper The End

The Bridge is a glorious non-traditional puzzler combining a glorious art style with several unique game mechanics to create a game that’s very enjoyable to play and incredibly satisfying to master. The Escher-esque world that the game developers have created is simply fantastic combining many of his ideas into puzzles that are on the surface obtuse and indecipherable but are in fact completely and utterly logical. I sincerely hope that it is destined for other platforms soon as this game would be incredible on a tablet, especially if motion controls were used for the tilting. I thoroughly enjoyed my time with The Bridge and whilst it might not have contained the usual story element that I crave in indie games it more than made up for it with intriguing and unique game play.

Rating: 8.75/10

The Bridge is available on PC right now for $14.99. Total play time was approximately 2.5 hours with 38% of the achievements unlocked.

Crysis 3: All That Remains is Prophet.

March 5th, 2013 No comments

As long time readers will know I’m a big fan of Crytek’s flagship series Crysis as it’s one of the few no-holds-barred PC games when it comes to ratcheting up the graphics to insane levels. It harks back to the golden era of PC gaming where every new title attempted to do exactly that, pushing the boundaries of the hardware so hard that yearly upgrade cycles were not only desirable, they were almost required. The consolization of PC games took a heavy bat to this idea and strangely enough even Crysis 2 fell prey to it somewhat with my rather mediocre PC at the time being able to run it perfectly (and admittedly it was still quite good for its time). When Crytek announced that Crysis 3 would be a returning to its roots with insane levels of graphics I was incredibly excited and I’m glad to say that they didn’t disappoint.

Crysis 3 Screenshot Walpaper Title Screen

Crysis 3 takes place 24 years after the incidents in Crysis 2. Prophet, in reality the amalgam of Alcatraz and the remaining memories of the original Prophet that the NanoSuit stored, has been in stasis for the past 2 decades since CELL captured captured him. You’re broken out of your prison by Psycho, one of your former suit buddies who’s been stripped of his NanoSuit. You find out that CELL has been using some Ceph technology to generate unlimited amounts of energy and has used that to enslave most of the world in crippling amounts of debt. Psycho, saved by people in the resistance, needs your help in order to take them down. As you start to dig into CELL’s activities however the real plan becomes apparent and it becomes clear that only you are able to stop them.

The technology under the hood of Crysis 3 is the same as Crysis 2 so you can imagine I was a little sceptical as to how much of an improvement they could make in the 2 years since their last release. Figuring that my still semi-new upgrade would be up to the task I cranked everything up to its highest, leaving only the anti-aliasing at a tame 2x. What resulted afterwards can only be described as slide show, a very pretty one but it ran so slow that many of the models glitched out and it was essentially unplayable. Dialling back the settings to their recommended levels turned that slideshow into a much more playable game and what a game it is.

Crysis 3 Screenshot Walpaper Psycho

Every screenshot you’ll see in this review was taken in game with most of the settings at 1~2 notches below the maximum possible. The level of detail is simply amazing with all models being of the level I’ve come to expect from most game’s cutscenes rather than their in game representations. Crysis 3 makes use of the entire DirectX 11 feature set and does regular things like motion blur, specular highlights and bump mapping better than any other game I’ve played recently. Whilst the framerate wasn’t the greatest in large outdoor areas it was absolutely butter in small to medium sized zones and it was so good that I almost feel like upgrading my PC again just to how Crysis 3 would fair if had room to stretch its legs.

Suffice to say that Crytek has really returned to form with Crysis 3′s graphics.

For those who’ve played Crysis 2 the game play will be very familiar to you with the NanoSuit design staying basically the same as it did in the previous game. You have 3 modes available to you: regular, armoured and cloaked which you can switch between at will. Armoured mode drains energy when you get hit by various things and cloaked mode slowly drains away energy whilst your standing still and even more when you move around. These two active modes are essentially the two ways of completing any obstacle that you might face in Crysis 3: either by stealth or by raw fire power.

Crysis 3 Screenshot Walpaper Vehicle Section

Whilst there might be a choice available to you it does seem like Crysis 3 would prefer you to go with one over the other. Right at the beginning you’re given what amounts to the biggest change between Crysis 2 and 3′s combat: the compound bow. Essentially it functions like a backup weapon as it doesn’t count towards one of your 2 regular weapons but like them its customizable with different ammo types and scopes. The key difference between the bow and other weapons however is the fact that upon using it you will still stay cloaked, allowing you to take out enemies with ease and drastically increasing the amount of time you can remained cloaked. Couple this with the fact that the primary type of arrows you can use (impact) can be picked up after you use them you essentially a weapon that’s got unlimited ammunition, kills in one hit and allows you to stealth around everywhere without getting caught. Running and gunning seems rather moronic by comparison.

This is only amplified by the upgrade system which allows you to beef up aspects of the NanoSuit to fit your play style. Whilst its entirely possible to make yourself nigh on indestructible the upgrades for stealth users simply magnifying the already over powered combo of cloak plus bow. Indeed for quite a while I was running around with just the stealth upgrades and multitudes of points available to me. I ended up spending them just before a particular boss fight that required me to go toe to toe with it but I actually found that using stealth was a viable option once I had worked out the fight a little more. This may be due to the difficulty level I was playing on however and I’m sure at easier levels run and gunning would be more viable.

Crysis 3 Screenshot Walpaper Dam Buster

Crysis 3, whilst still technically being an on-rails shooter, does retain the non-linear variations for each section that help to keep it from being yet another corridor shooter. When you’re moving between sections there’s definitely only one path that you can progress through however in those sections there’s usually additional objectives that you can go for which will assist you in getting to the primary objective. For instance there’s one section where two giant walkers are blocking your path. Now on the ground nearby there’s a ton of RPGs scattered about so with a little bit of legwork you could probably take them down. However there’s also a nearby mortar team that’s in need of assistance and should you help them out they’ll let you tag targets which they can then take out for you.

The vehicle sections feel tacked on, almost as if they’re only there to serve as an introduction into what will be available in multi-player. Whilst I applaud their use of larger-than-life maps they only seem to be there to facilitate the inclusion of the speedy Half Life 2-esque dune buggy. I will admit that the optional tank section was pretty fun but it was cut brutally short, right before a time where it would have been a hell of a lot of fun to blast a whole bunch of Ceph out of the skies. This was followed shortly after by an on-rails vehicle section putting you as the gunner which was frankly suicidal as all the Ceph aircraft targeted you instantly and your mounted gun was highly ineffective against them. I’d prefer that these sections stayed in and were revamped rather than them being removed however but they really do feel out of place with the rest of Crysis 3.

Crysis 3 Screenshot Walpaper Tank Section

There’s also few bugs and glitches to speak of although it pains me to say that at least one of the issues that plagued Crysis 2 are still present in 3. Some guns, for example, will simply not be able to be picked up which can be pretty devastating should you not be able to swap a weapon out for a particular section. The graphics glitches appear to only happen if you’re stressing your hardware too much and disappear the second you revert them to more sane settings. The vehicles are mostly fine except for one part when my tank slowly started turning itself over and then eventually capsized for no apparent reason. Getting out of the vehicle seemed to let it right itself however but the behaviour was still very odd.

I was all ready to pan the story as for the first couple hours there’s really no tension, character development or anything that made me feel for the characters. This all changes later on as the voice acting seems to improve a lot, especially towards the end when certain reveals ramp up the tension between the characters. It’s not an emotional roller coaster like other, more story focused games but it was unexpectedly good for an on rails shooter. They also thankfully avoided the extremely obvious “INCOMING SEQUEL” stuff which plagued Crysis 2, but the current story wraps up well with enough leeway that a sequel is possible without it being obnoxious.

Crysis 3 Screenshot Walpaper Cave

Crysis 3 is simply stunning; a visual masterpiece coupled with highly refined game play that we’ve come to expect from the people at Crytek. There’s no doubt that the graphics are what makes this game so impressive as Crysis 3 is probably the only game that demonstrates the full capability of DirectX 11 on the PC platform today. It’d all be for naught however if the rest of the game didn’t stand on its own however and I’m glad that it does otherwise it’d just be another tech demo ala ID’s Rage. I thoroughly enjoyed my time with Crysis 3 and I’d encourage anyone who’s still a dedicated PC gamer to spend some time with it, if only to see how capable your rig really is.

Rating: 9.5/10

Crysis 3 is available on PC, Xbox360 and PlayStation 3 right now for $69.99, $98 and $98 respectively. Game was played entirely on the PC on the second hardest difficultly with a total of 7 hours played.

Strike Suit Zero: One Ship To Rule Them All.

February 22nd, 2013 No comments

The time between space sim style games is way too long in my opinion as there’s usually only one per year that manages to grab my attention. Even then most of them fail to live up to my expectations which I think is due to Freelancer setting the bar so high. Kickstarter seems to have been something of a haven for this niche genre however as I’ve backed not one but two of them recently. I was then surprised to find out that Strike Suit Zero, released just under a month ago on Steam, was the result of yet another Kickstarter that finished in November last year. Had I known about it then I probably would’ve thrown money at it sooner.

Strike Suit Zero Screenshot Wallpaper Title Screen

Strike Suit Zero is set in the far off future where humanity has expanded to some of the furthest reaches of the galaxy thanks to a signal of unknown origin that urged them to do so. After a long period of colonizing many planets and star systems the source of the original signal has been found, an escape pod that contained highly advanced technology. The colonies, seeking freedom from Earth’s oppressive grip, struck a bargain for their independence. This didn’t last long as Earth discovered something that they didn’t want to reveal to the colonies, which lead to the expulsion of the Earth researchers and the revocation of the colonies indepdendence. War ensued and you, playing as a formerly disgraced space pilot named Adams, find yourself in the middle of it and quickly become one of the turning points in this conflict.

Compared to the other recent space sims that I’ve reviewed on here Strike Suit Zero is graphically superior, ostensibly owing to its origins as a PC only title. Compared to other modern titles released recently however it’s nothing to write home about with many of the models and animations being relatively simple. In earlier missions this leads to the battlescapes being somewhat empty and boring but as the missions get bigger and the targets more numerous it changes into a cacophony of lights, explosions and giant planets looming overhead. Essentially whilst the graphics aren’t anything to write home about they do work quite well, especially when compared to Galaxy on Fire 2 or SOL: Exodus.

Strike Suit Zero Screenshot Wallpaper Folding out

Strike Suit Zero favours a linear mission structure, giving you a list of 13 missions that you can complete from start to finish. Each one of them is divided up into check pointed sections with a pretty well defined set of parameters that need to be accomplished before you can move onto the next section. It’s reminiscent of the stages of PVE missions in Eve-Online although the triggers, instead of being a certain ship or NPC structure, are usually something like “destroy all the things” or “destroy these things in this order”. If you were looking for an open ended experience Strike Suit Zero isn’t it, but that doesn’t mean you don’t have some influence over how the mission progresses.

The first few missions are heavily centred around good old fashioned ship to ship combat which usually entails you chasing down enemy craft whilst pummelling them with missiles, lasers and, interestingly enough, machine guns. All of this works as you’d expect it with missiles requiring lock on and dumb fire weapons requiring you to lead your target with the help of a HUD aim assist. Nothing particularly out of the ordinary which is to be expected as it’s much like FPS’s in that regard with formulaic approach being good due to the level of refinement it has received over the past 2 decades.

Strike Suit Zero Screenshot Wallpaper Strike Mode

One of the major selling points was that whilst you might be the main character of the game Strike Suit Zero still wanted to make you feel like you were part of something much bigger. This was something that I’ve always wanted to see in space sim games as many of them make you the entire focus of everything which limits the potential for huge, awesome battles in space. Strike Suit Zero stays true to its word in this regard as once you’re past a certain point you’ll be facing off against ships that are hundreds of times more massive than yourself but you’ll be backed up by equally as impressive ships and a whole fleet worth of fighters at your side.

When this first starts happening it’s quite awesome as you duck and weave your way through the throng of fighters in order to square up against a giant capital ship, usually so you can take down some critical part of it. However as you progress and the ship number increases (along with the power of their weapons) it becomes clear that the AI really likes to target you in preference to, well pretty much everything else. This leads to some missions which require you to make tedious runs past the capital ships, inflicting a small amount of damage before you have to jet straight back out again lest you end up a pile of wreckage. I understand that this is part of the challenge but there was many a dogfight where I was the only target of any enemy fire which left me spending countless minutes simply running away from everything rather than being part of the action.

Strike Suit Zero Screenshot Wallpaper Shines

Once you get the Strike Suit this changes a bit as its Strike Mode allows you to unleash all sorts of pain in short order. However whilst you’re highly maneuverable you can’t use your emp or thrusters which, combined with the fact that the AI targets you even more heavily, makes you something of a glass cannon. Now this is probably something that can be countered by doing the additional objects in order to get the upgrades (which I got the majority of) but they don’t seem to have much of an impact past keeping you in line with the ramping up of the mission difficulty. Usually with these kinds of games you get to craft a ship which just massively out-guns anything you come across but you can’t really do this in Strike Suit Zero, which is a little bit disappointing.

The story is also decent but it’s let down by the mediocre voice acting which is usually delivered flat without much feeling behind it. For instance whenever the enemy seems to surprise one of the fleet commanders they sound as if they’re one of the Neutrals from Futurama reacting to the beige alert on their screen. I can’t comment on the conclusion as I stopped playing it in frustration when one of the missions took forever to complete and then placed me right beside a carrier, killing me instantly and forcing me back 15 minutes.

Strike Suit Zero Screenshot Wallpaper Nebula Interceptor

For the time frame that it was delivered in Strike Suit Zero is pretty impressive as it has all the trappings of the space sims of yore whilst avoiding many of the mistakes of more recent titles. However I feel like there was so much more that could be done with things like the upgrade system, ship choice and breaking away from its highly linear nature. Strike Suit Zero then is a great base for Born Ready Games to expand upon, using the universe that they’ve created to form the foundation for future titles. If you liked games like Freelancer you’re sure to enjoy Strike Suit Zero, but be sure to go in with your expectactions set accordingly.

Rating: 7.5/10

Strike Suit Zero is available on PC right now for $19.99. Total play time was 5.2 hours with 50% of the achievements unlocked.

Surprising No One, Sony Announces The PlayStation 4.

February 21st, 2013 No comments

You don’t have to look far on this blog to know that I’m a Sony fan although my recent choice in products would tell you otherwise. I do genuinely appreciate them as a company as whilst they’ve made a whole bunch of mistakes they’ve also delivered some amazing products on the years, typically in industries where they’re far from being industry leaders. My relationship began with them many years ago when I first laid my hands on the original PlayStation console and has continued on since then.

Today they announced the next generation of their home entertainment systems: the PlayStation 4.

PlayStation 4 Announcement

Whilst the event is still unfolding while I’m writing this there’s already been a lot of rumours confirmed, surprises unveiled and of course a whole bunch of marketing blather that no one is interesting in hearing. Among the confirmed rumours are the fact that it’s an x86 platform under the hood, the controller has a touchpad on it (among several other features including a Kinectesque motion tracking system) and a customized PC GPU. Of course the really interesting things are the features that have managed to remain secret throughout the various leaks and speculative sprees that have been occurring over the past couple months.

For starters it appears that the PS4 will come equipped with a whopping 8GB of GDDR5 rather than the 4GB that was previously advertised. This is interesting because the Durango apparently faced issues trying to integrate that amount of memory due to the bandwidth requirements and thus opted to go with DDR3 and a speedy 32MB cache to counter-act that. Sony has either made a last minute change to the design to get specification parity (although 4GB GDDR5 is arugably much better than 8GB of DDR3) or had this planned for quite a long time, meaning that they overcame the engineering challenge that Durango couldn’t (or wouldn’t, for various reasons).

One of the much speculated features was the integration of streaming services allowing users to share screenshots, game clips and all manner of things. Part of the leaked specifications for both Durango and Orbis hinted at an external processing unit that would enable this without the main GPU or CPU taking a hit. This has come to fruition and it appears that Ustream will the the platform of choice. Whilst I know a lot of people aren’t particularly thrilled with this (it seems a lot of us gamers didn’t get out of the anti-social gaming box we cocooned ourselves in during our formative years) for someone like me who reviews games it’s an absolute godsend as it means that my convoluted recording rig won’t be required just so I can get a few in game screen shots. Realistically this is just an organic progression of features that have been present in some games to making them available natively in the platform, something I’m sure the developers are thankful for.

There’s also a swath of remote play stuff which looks like a natural progression of the stuff that’s already in the PS3/PSP combo. Some of the pictures shown during the stream indicate that it might extend further than just the Vita and that’d definitely be something as not everyone (not even me, shocking I know) wants to invest in a Vita in order to get that kind of functionality. With their acquisition of Gaikai, which was ostensibly for the streaming backwards compatibility that’ll come for PS1/2/3 games, they do have the opportunity to take that same streaming and let you play your games anywhere with your PS4 providing the underlying grunt. There’s no mention of that specifically but all the key parts are there and that’d certainly give them a leg up on Microsoft when it comes to delivering a ubiquitous platform.

Fanboyism aside the PS4 does genuinely look like a great piece of hardware and the services that are being built on top of it are going to be really competitive. Sony has been lagging behind Microsoft for a long time in the services space and it looks like for the first time they’ll at least be at parity with them. We’ll have to wait for the Durango announcement first before we can make true comparisons between the two but if the leaks are anything to go by it’s going to be a good time for us gamers, whatever our chosen platform is.

Now if only they gave us a release date. That one delicious piece of information is curiously absent.

The Longevity of Next Gen Consoles.

February 20th, 2013 No comments

There’s an expectation upon purchasing a console that it will remain current for a decent length of time, ostensibly long enough so that you feel that you got your money’s worth whilst also not too long that the hardware starts to look dated in comparison to everything else that’s available. Violating either of these two constraints usually leads to some form of consumer backlash like it did when the Xbox360 debuted rather shortly after the original Xbox. With the next generation bearing down on us the question of how long this generation of consoles will last, and more importantly stay relevant, is a question that’s at the forefront of many people’s minds.

Durgano Block Diagram

 

Certainly from a purely specifications perspective the next generation of high performance consoles aren’t going to be among the fastest systems available for long. Both of them are sporting current gen CPUs and GPUs however it’s quite likely that their hardware will be superseded before they ever hit the retail shelves. AMD is currently gearing up to release their 8000 series GPUs sometime in the second quarter of this year. The CPUs are both based off AMD’s Jaguar micro-architecture and should be current for at least a year or so after their initial release, at least in terms of the AMD line, although with the release of Haswell from Intel scheduled for some time in the middle of this year means that even the CPUs will be somewhat outdated upon release. This is par for the course for any kind of IT hardware however so it shouldn’t come as much of a surprise that more powerful options will be available even before their initial release.

Indeed consoles have always had a hard time keeping up with PCs in terms of raw computing power although the lack of a consistent, highly optimizable platform is what keeps consoles in the game long after their hardware has become ancient. There does come a time however when the optimizations just aren’t sufficient and the games start to stagnant which is what led to the more noticeable forms of consolization that made their way into PC games. It’s interesting to note this as whilst the current generations of consoles have been wildly popular since their inception the problem of consolization wasn’t really apparent until many years afterwards, ostensibly when PC power started to heavily outstrip the current gen consoles’ abilities.

Crytek head honcho Cevat Yerli has gone on record saying that even the next gen consoles won’t be able to keep up with PCs when it comes to raw power. Now this isn’t a particularly novel observation in itself, any PC gamer would be able to tell you this, but bringing in the notion of price is an intriguing one. As far as we can tell the next generation of consoles will come out at around $600, maybe $800 if Sony/Microsoft don’t want to use them as loss leaders any more. Whilst they’re going to be theoretically outmatched by $2000 gaming beasts from day 1 it gets a lot more interesting if we start making comparisons to a similarly priced PC and the capabilities it will have. In that regard consoles actually offer quite a good value proposition for quite a while to come.

So out of curiosity I specced up a PC that was comparable to the next gen consoles and came out at around $950. At this end of the spectrum prices aren’t affected as much by Moore’s Law since they’re so cheap already and the only part that would likely see major depreciation would be the graphics card which came in at about $300. Still, taking the optimizations that can be made on consoles into account, the next gen consoles do represent pretty good value for the performance they will deliver on release and will continue to do so for at least 2~3 (1~2 iterations of Moore’s Law) years afterwards thanks to their low price point. Past then the current generation of CPUs and GPUs will perform well enough at the same price point in order to beat them in a price per dollar scenario.

In all honesty I hadn’t really thought of making a direct comparison at the same price point before and the results were quite surprising. The comparison is even more apt now thanks to the next generation coming with a x86 architecture underneath which essentially makes them cheap PCs. Sure they may never match up to the latest and greatest but they sure do provide some pretty good value. Whilst I didn’t think they’d have trouble selling these things this kind of comparison will make the decision to buy one of them that much easier, at least to people like me who are all about extracting the maximum value for their dollars spent.