This time of year lends itself to catching up on things that may have otherwise passed you by. For this humble game reviewer it means looking back at those titles I missed, looking for something to fill the usual holiday lull. Quite often I’ll find something that I regret not playing on its release, the most obvious of which was The Talos Principle. Hyper Light Drifter was one game that I passed on multiple times: first when it found success on Kickstarter and secondly when I saw it released on Steam. When I saw it come up again during the Steam Winter sale I figured, with nothing else better to play, it was time to give it a look in. I’m glad I did too as it hearkens back to games of yesteryear, and not simply because of its graphics.
I’d usually give you a brief summation of the starting plot here but I don’t think I could rightly do that here. Hyper Light Drifter is very much a game of “show, don’t tell” and to explain the opening scenes would be reveal too much of the story. Indeed the entirety of the main plot is told through pictures and simple in-game cut scenes, leaving the interpretation of what’s actually going on up to the player. So I’ll leave the usual plot analysis until the end but I’m more than happy to discuss the various theories about the game in the comments.
Hyper Light Drifter takes the traditional approach to its pixelart visuals, favouring a more authentic recreation of the styles of games long past. Numerous new wave pixelart games favour high definition versions of pixelart graphics which, technically, aren’t faithful to what was possible during the period. Hyper Light Drifter retains much of the other aesthetic elements, such as limited colour palettes and fixed lighting, which were also present in titles from this generation. There are some elements I’m not quite sure are completely true to the era, like the overlayed glitch effects, but I’m no purist by any stretch of the imagination. It’s one of the few games that’s built on GameMaker Studio that doesn’t look like every other title built on it, a testament to the amount of effort put into honing Hyper Light Drifter’s visual aesthetic.
Hyper Light Drifter takes after classic games like Zelda: A Link to the Past and other top-down adventure games. There’s a large map with distinct sections that you’re able to walk around at your leisure, although some parts are locked off until you complete certain actions. There are various upgrades scattered around, some of which can only be obtained through defeating certain bosses or completing challenges. Where it differentiates itself is through the combat which is much more twitch focused and relies heavily on precise timing by the player for certain moves to be pulled off perfectly. Honestly it was hard to shake the “Zelda set in a sci-fi landscape” feeling when I was playing it, a feeling that it seems many other fellow reviewers share. In my opinion this is the best way to utilise a player’s nostalgia: use it as a basis to create something new and interesting rather than beating them over the head with it.
Combat has an almost Dark Souls kind of feel to it; where the real boss of the game is yourself. I can’t tell you how many times I died just because I wanted to do something fast rather than taking my time with each enemy. Indeed none of the regular enemies are that complicated and most have really obvious telegraphs that you can pick up on quickly. However, if you’re like me, you’ll want to try and kill as many as you can as quickly as you can. This will often lead to you making mistakes and, of course, your inevitable demise. Once you get a feel for the enemies, and have a couple upgrades under your belt, the combat becomes both challenging and rewarding. This is then most expertly demonstrated in Hyper Light Drifter’s standout feature: the bosses.
The bosses of Hyper Light Drifter aren’t going to win any awards for originality but they are the most enjoyable aspect of the game. Nearly all of them are multi-phased, meaning that you’re unlikely to one shot any of them. It’s refreshing to see that many upgrades, like the projectile deflecting upgrade for dash and the sword, working on bosses as well. This leads to some interesting approaches to bosses and, of course, far more interesting ways to die to them. Overall the bosses themselves aren’t particularly challenging (I don’t think I was stuck on any particular one for long) but they are hard enough to ensure that you feel somewhat accomplished when you do finally beat them. The final boss is by far the coolest out of the lot and makes for a fitting finale when you finally get to face it.
The upgrade process is done well, consisting of finding little upgrade parts all over the map which you can then spend how you wish. There are some must have upgrades, like the aforementioned projectile reflecting ones, whilst others can probably be left behind (like the unlimited dash upgrade, you get 3 dashes by default). There’s also 5 additional weapons you can find scattered around the map which are mostly a matter of preference. Sure some of them help in certain situations, like the rain gun, but I stuck with the normal blaster for the most part. If you fancy yourself something of a completionist then there’s also numerous sets of armour around the map, each of which bestows a certain unique bonus to you if you’re wearing them. I myself didn’t go after them and didn’t struggle at all.
My main gripe with Hyper Light Drifter would have to be the lack of visual clarity. It’s a very busy game with highly detailed environments however it’s not completely clear what’s say, navigable ground, a drop into a bottomless pit or just part of the background scenery. Whilst the punishment for falling off the edge is low (1 health bar and being sent back to your last safe location) it can become somewhat frustrating when you’re searching for secrets. The forest map is the worst for this, its visual cues for “hey there’s something over here” often confused with your run of the mill props for the area. Further this means that some of the visual story telling is simply lost unless you really know what you’re looking for. It’s a shame because in certain aspects, like the above screenshot, it’s done brilliantly but in others it’s simply a visual mess.
Much like Dark Souls again Hyper Light Drifter’s story is told mostly through vague allusions to events with drips and drabs of text around the place explaining some points in a little detail. This means that the events of Hyper Light Drifter are very much up for interpretation and you’ll find many fan theories out there to explain events. Whilst the game play is more than sufficient to keep you engaged throughout the game’s duration it would have been nice if there was a little more of the story built into the main narrative. This is one of the cases where the lack of direct storytelling doesn’t harm the overall game that much and a troll through the forums after finishing it was a rather rewarding experience.
Hyper Light Drifter is a prime example of nostalgia done well; using the past as inspiration for a new experience that captures many of those feelings many of us felt all those years ago. The visual style is very true to the time, eschewing the current norms of high definition pixelart for a more traditional aesthetic. The combat is approachable yet challenging, ensuring that all players approaching this game will find reward in it. The bosses are by far the best aspect of Hyper Light Drifter, conjuring up many memories of the times I spent beating similar bosses back in my younger days. The only faults I can level at Hyper Light Drifter are its lack of visual clarity and direct storytelling, things that don’t detract too heavily from the core game but could definitively be improved. Overall Hyper Light Drifter is an exceptional title, one that I now wish I hadn’t passed on all those times.
Hyper Light Drifter is available on PC, Xbox One and PlayStation 4 right now for $19.99. Game was played on the PC with approximately 5 hours of total play time and 13% of the achievements unlocked.
Ah Razer and OUYA, two companies I once liked and respected who have both done something to draw my ire. For Razer it was their shameless price gouging tactics for Australian citizens, something which they continue to this day. OUYA simply smoldered its way through all the goodwill I had towards them, ultimately delivering an unfinished product late that has since lumbered along in a kind of zombie state. There had been rumours that OUYA had been courting Razer for a while now, hoping to find a buyer, but like all acquisition talks both sides were rather mum on the details. Today Razer has announced that they will acquire OUYA and use them to bolster their own efforts in this space.
The deal has said to be an “all cash” acquisition meaning that Razer has used its own cash reserves to pay off all of OUYA’s investors. This pegs the asking price at somewhere around the $33 million mark which sounds like a lot however Razer was just valued somewhere in the order of $1 billion meaning an acquisition of this size won’t put much of a strain on their purse strings. Still I and many others really didn’t see how OUYA could fit into Razer’s business model which, for the most part, is centered around gaming peripherals more than platforms. As it turns out Razer may be looking to OUYA to fix it’s Forge platform which, funnily enough, is encountering many of the same issues that OUYA struggled with.
As part of the acquisition deal Razer will take on the software branch of OUYA but will drop the hardware business. This makes sense since Razer is, in essence, already selling a competing platform but also because the OUYA in its current state is heavily outdated and unlikely to provide much value as another product line. The OUYA store will be integrated in Razer’s Cortex platform, along with the 200,000 user accounts and all the games currently published on the platform. The OUYA brand name will remain but will transition to focus more on becoming a publisher for the Cortex platform more than anything else. Overall it seems like a great outcome for OUYA but I’m not convinced that it’ll do much for Razer.
The Razer Forge’s launch was, to be blunt, a complete disaster as the console proved to be buggy and largely unusable on launch day. Sure the base functionality seemed to work fine however that’s not something that’s unique to the Razer Forge and indeed other products will provide that at a much more reasonable price. Things get worse when you compare it to, admittedly slightly more expensive options, like the NVIDIA shield which received universal praise for the quality of all aspects of the product. Whilst the OUYA team might be able to help fix these problems I feel like they’re already several steps behind the competition and throwing more bodies at the problem isn’t going to solve it.
It may be my dislike for both these companies speaking through but in all honesty the only people that won out in this deal where the investors who were likely staring down the barrels of a soon to be bankrupt company. The Android micro-console market just doesn’t have the legs that everyone hoped it would and the market is already saturated with dozens of other devices that do a multitude of other things than just play games. I will be very surprised if Razer manages to make their Forge TV anything more than it currently is, even with the supposed expertise of the OUYA team behind them.
I’ll be honest here: my faith in OUYA has long since faded away.
Wind back 3 years and you’d get a completely different story; the idea of a console freed from publishers and big money marketers appealed to the guy who wanted to see the indie renaissance turn into a full blown revolution. I wasn’t alone in thinking this and many of the backers saw the OUYA as the key to unlocking a console market for indie devs that, back then, wasn’t really available. The late release to backers and dated hardware meant that it wasn’t much of a platform indie devs wanted to find themselves on which meant that users really couldn’t find much to love about the console either. Couple that with the fact that the major consoles are now extremely friendly to indie devs and the OUYA has lost the mission it was the champion of. The result of this is that OUYA has been struggling and now it’s looking for someone to rescue it.
Over its life OUYA has taken in some $23 million in both Kickstarter funds as well as venture capital making it quite a well funded startup comparatively. A quick search around will reveal a lot of vanity metrics, like the fact they’ve got over 1000 games and 40,000 developers signed up but no where will you find number of units shipped nor any solid figures on how many titles developers are able to move on the system. Indeed even those metrics they tout paint a pretty grim picture of the OUYA as only 1 in 40 developers signed up to the program have actually released a title on it, a mere 2.5%. Mix in the conversion rate of users actually on the console and it’s really no wonder that they’re looking for a buyer as the revenue on their sales, both hardware and software, can’t be good.
Thinking back on it though there’s really no one defining problem that I can point to that really soured OUYA, more it was death by a myriad of little problems that just compounded the impending irrelevance it was facing. Not getting the console into the hands of the enthusiasts, I.E. the backers who were genuinely excited to see the product come to life, long before anyone could get their hands on it meant that when it did finally release there was no Kickstarter fuelled fanfare to go with it. Taking as long as it did to release meant the hardware was long since surpassed and whilst it was sufficient at the time it quickly started to show its age. The quality of the console, whilst decent for the price point, wasn’t great and only helped to compound the idea that it was a gimmick and not much more. All of this, and more, has meant that the OUYA has just faded from the greater gaming community’s conscious and I don’t think it’s likely to return.
I won’t pretend to have a solution for their woes as I don’t. As far as I’m concerned the ship has long since sailed on the OUYA idea and now, with the major console players coming onboard with better support for indie developers, there really isn’t any room for them to play in. Today most people would much rather just play Android games on their Android phone and, should they want it, pairing it up with the controller of their choice. If OUYA manages to find a willing buyer I’d be very surprised as I can’t really see a future for OUYA that ends with them becoming a successful niche console.
I’ve often wondered what the world of experimental indie games looks like to someone who doesn’t have a long history with games. Whilst the average age of a gamer is pushing past 35 there’s still got to be a good chunk of people who didn’t grow up in the golden age of gaming which means that many of the conventions relied upon in these games would simply be unfamiliar to them. Usually this is done in aid of getting out of the way of the user’s experience (tutorials are by far the worst immersion breakers, bulldozing through the 4th wall) and it’s something I appreciate although I recognise how this might be of limited appeal to others. MirrorMoon EP is one such game, relying on your sense of curiosity and exploration to uncover the vast world that it encompasses.
I am slowly learning to travel in space.
Time is a meaningless variable that slips through my fingers.
Stopping requires a lot of energy while moving feels almost like staying still.
Breathing is hard inside this machine.
I need to stay calm.
And with only that to go on you’re dropped on a mysterious moon, one that has a strange relationship with another nearby celestial body.
MirrorMoon EP feels visually similar to other minimalistic exploration games like Kairo favouring texture-less environments with solid colours covering every surface. As I alluded to earlier I believe that this is done in order to focus you on the gameplay above everything else and indeed since the control mechanism doesn’t allow you to sight see particularly well (more on that later) it does feel like MirrorMoon EP is doing its best to get out of your way. As a fan of minimalism this works quite well for me, especially when I find myself agape at some of the scenery which is nothing more than a couple light shafts arranged in a particular manner.
MirrorMoon EP is an exploration puzzler and the first world you find yourself upon serves as an introduction into the numerous mechanics that are built into it. Your viewpoint is locked however so whilst you’re in first person mode you can’t look up or down, nor even to your left or right. Instead you have to move yourself around like your entire body is encased in concrete, fixing your vision firmly forward. This, coupled with the incredibly small sizes of the world, means that your sense of location and direction is severely limited however you’re able to unlock a large set of tools that will help you find your way around and some of them are quite novel.
As the name of MirrorMoon EP alludes to you’ll quickly find out that there’s another “moon” nearby that, once you’ve discovered the right tools, you’re able to interact with. Initially it doesnt’ make a whole lot of sense, the first one allows you to rotate it around to see different features, however it becomes apparent that the moon you’re manipulating is in fact a duplicate of your own. Then using the tools you have disovered by randomly bumbling about you can then use it to guide yourself, allowing you to unlock more and more secrets. Eventually you’ll solve the puzzle and be treated to some more vague on screen text but after that you’re given access to the real game and it’s quite something.
This is your console for exploring the vast space that is contained within MirrorMoon EP. Like pretty much everything else in the game details on how it operates is scant but after clicking around you’ll eventually figure out what everything does. The screen with numerous dots all over it is a map of all the other moons you can visit and each of them contains an unique puzzle for you to solve which, once completed, will allow you access to a glowing orb. Should you be the first person to find that orb then you’re granted with a special privilege.
You get to name that moon.
Now with the massive number of planets available I get the feeling that they’re all procedurally generated so some of them are going to be amazing and others are going to be quite dull (I believe I visited one that was completely dark and the orb was right in front of you). The names are also persistent and you’ll be able to tell if someone’s named a planet by the name being something other than THX/89 or something of a similar format. I managed to haphazardly visit another person’s planet without realising it but soon after found myself seeking out all the planets I could in order to solve them before anyone else did.
Whilst is a pretty novel and interesting mechanic it unfortunately gets boring quite quickly as whilst the planets are usually different in some way a lot of the time it’s just a jumble of various mechanics mashed together procedurally. Once you’ve seen a dozen or so planets you’ve likely seen them all and so what initially seems like something with infinite replay value quickly fades into repetition. I do like the idea though and for some people I’m sure this would be infinitely interesting (kind of like Kerbel Space Program in a way) but for me I just couldn’t be bothered after a while.
Now I’ll have to admit some fault here as whilst I managed to complete the first “side” easily (and got the achievement to that effect) I haven’t yet been able to figure out how to finish side B in order to get a complete understanding of the story. It does seem quite interesting, especially with the references to the “anomaly” and how the machine interacts with space and time, however the intentional vagueness of both the game and the story have curtailed my efforts to dig up any substantial meaning from it. I could just Google it, like I did for Kairo, and I probably will if I don’t find out anything more soon.
MirrorMoon EP is an interesting game, one which is heavily shaped by your own experiences with it. The unapologetic, minimalistic nature of it will definitely be a turn off for some however the heavy focus on the game play to the exclusion of nearly everything else is something that MirrorMoon EP pulls off exceptionally. Unfortunately I feel like it’s replay value is somewhat limited due to its procedural nature and the intentional vagueness of both story and gameplay may have lead to me giving up on it prematurely. Still MirrorMoon EP stands out as yet another shining example of the indie exploration/puzzler genre and is definitely worth looking into.
MirrorMoon EP is available on Steam and OUYA right now for $9.99. Total game time was around 2 hours with 40% of the achievements unlocked.
The OUYA and I have a complicated relationship. When I first saw it I loved the idea of a console that was free from any restrictions, one that would inevitably become a playground for the independent developers that I had come to love so much. However the reality fell short of my (and many others) lofty expectations but deep down I still really wanted it to take off. Whilst I’m not cheering for the downfall of the three kings of consoles having a viable alternative for developers who can’t afford to develop for traditional platforms is something that the industry needs and before you ask no, smartphones don’t count (at least not yet).
OUYA’s latest move has done nothing to improve this situation, however.
OUYA recently announced the Free the Games fund, an initiative whereby a game that’s funded through Kickstarter can have its contributions doubled, to the tune of $50,000. On the surface that sounds like a great thing as that kind of cash is kind of unheard of for many independent developers and studios however this isn’t free money exactly. First off your game must be an OUYA exclusive for the first 6 months of its life after which you’re free to do whatever you want with it. Secondly your Kickstarter goal must be at least $50,000 and you have to reach it to be eligible to get your funds doubled. These two aspects combined together have seen the Free the Games fund met with some harsh criticism and, frankly, I’m inclined to agree with them.
For starters being an OUYA exclusive drastically limits your market potential as even the most successful game on that platform has only managed to sell around 2,000 copies. Considering that cross platform development is now easier than ever thanks to tools like Unity indie developers are quite capable of releasing for multiple platforms even with the limited resources that they have to work with. Thus it makes sense to release on as many platforms as is feasible to maximise your market exposure unless you’ve got a compelling reason to go exclusive. $50,000 might be compelling enough for some, especially if that will allow you to develop a cross platform release during the exclusivity period, but the second caveat on that funding is what makes that particular scenario unlikely.
The average game project on Kickstarter gets no where near the amount of funding that OUYA is asking for in order to receive the grant. According to Kickstarter’s own numbers the average funding level of a games project is on the order of $22,000 which includes outliers which have nabbed millions of dollars worth of funding. In truth the average indie studio would probably be lucky to get anywhere near the average with 63% of them raising less than $20,000. OUYA’s logic is likely then that any game below that amount would be too risky for them to invest in but its far more likely that they’re pricing out the vast majority of the indies they were hoping to attract and those who meet the requirements will likely not want to trade exclusivity for the additional funding.
In theory I think it’s a great idea however it’s implementation is sorely lacking. I think a lot more people would be on their side if they reduced the amount of funding required by a factor of ten and changed the exclusivity deal to guaranteeing that the game would be available on the OUYA platform. That way the developers aren’t constrained to the OUYA platform, allowing them to develop the game however they want, and the OUYA would get an order of magnitude more titles developed for the platform. Of course that also means the risk of getting shovelware increases somewhat however after my decidedly average experience with OUYA exclusive titles I can’t say that they’d be diluting the pool too much.
I’m still hoping that OUYA manages to turn this around as their core idea of an unchained console is still something I think should be applauded but the realisation of a viable, alternative console platform seems to keep drifting further away. Their latest move has only served to alienate much of the community it set out to serve however with a few tweaks I think it could be quite workable, allowing OUYA to achieve its goals whilst furthering the indie game dev scene. It doesn’t look like they’re intent on doing that however so this will likely end up being yet another mark against them.
Like 64,000+ others I bought into the OUYA dream, both figuratively and literally. Its initial announcement had me skeptical as I really couldn’t foresee any reason as to why I’d want one, but it quickly grew on me and I thought, at worst, I’ve bought myself a media extender that I can use pretty much anywhere. I dropped a decent amount of coin on it, enough to net me a console and 2 controllers, and then patiently waited for that box to show up on my doorstep. I was excited to review it, since it was a new piece of hardware that I helped to create, and I was told I’d get my hands on it long before it hit retail shelves.
I got mine the same day it hit retail shelves in the USA and that was only the beginnings of my frustration with it.
The device itself was well packaged however the additional controller was just kind of dumped in the shipping box along with the additional batteries to power it. After peeling over the various protective covers that seemed to coat every single part of it I wired it up to my television and turned it on. It emphatically shouted “OUYA” at me and then asked for my wireless credentials to hook itself up to the Internet. This was all fine however it seemed to randomly drop the connection every so often, requiring me to sift through the menus to make it rediscover the connection again. This is with the router being only 3m away from it with nothing but air between it and none of my other wireless devices seemed to share the same problems.
Singing up for an account was pretty standard and after that I greeted with a few menu options. I hit play figuring there’d be a couple titles installed just to get you going (there aren’t) and after that I hit up the Discover section (which I guess counts as the shop) where I perused around for some titles. All of the lists that adorned the front page contained a similar mix of games which made them rather useless for discovery so I ended up looking for some titles that I remember being advertised as coming to the platform. After getting a couple recommended titles and all the emulators I could find I sat down to play through a couple of the games and I can’t say I was terribly impressed.
There’s clearly 2 classes of games on the OUYA store currently. The first is the truly free software which if its a utility seems to work great (all the emulators function as expected, but more on them in a bit) and the second is the essentially the free trial version of the game. Now I knew that there would be paid titles on there however I figured they’d be like the Android store, I.E. I’d have to pay to get them. That’s not the case for the titles that I got my hands on as pretty much all of them have the upsell as part of the game or hide behind tricky mechanics like “coins” or other kinds of micro-transactiony malarkey. I can’t say that this endeared any of the games to me but then again if I was a developer I’d probably do the same thing to get more eyeballs on my product.
Probably the saving grace of the OUYA is that the emulators do work since the OUYA has enough grunt to power them however the process to get them working could not be more of a pain in the ass. If you follow any of the guides that come up when you Google “get ROMs on OUYA” you’ll likely end up having to trounce through the settings menu looking for downloaded files so you can side load file manager onto it. If you’re really unlucky (like I was) the APK files will refuse to install which means you’ve got no way to manage the files. Thankfully the USB driver seems to work well enough to recognize thumb drives and read the files directly off them. This is where integration with the Play store would really come in handy as I could just skirt that whole process and use the web interface to deploy files to it. I do understand why they’re not doing that, however.
As you can guess I’m pretty underwhelmed with the whole experience and I’m going to level most of the blame squarely at the OUYA itself. We didn’t get off to a great start when I, someone who was an early backer, got mine when it went generally available. The whole experience after that point was just marred with little issues that just cemented that feeling of displeasure. Sure there are some redeemable things about the platform but honestly it’s nothing more than what I could get with a $6 app and hooking up my PlayStation 3 controllers to my Android phone.
I’ve seen so many consoles come and during my years as a gamer. I remember the old rivalries back in the day between the stalwart Nintendo fans and the just as dedicated Sega followers. As time went on Nintendo’s dominance became hard to push back against and Sega struggled to face up to the competition. Sony however made quite a splash with their original Playstation and was arguably the reason behind the transition away from game cartridges to the disc based systems we have today. For the last 5 years or so though there really hasn’t been much of a shake up in the console market, save for the rise of the motion controllers (which didn’t really shake anything up other than causing a giant fit of mee-tooism from all the major players).
I think the reasons for this are quite simple: consoles became powerful enough to be somewhat comparable to PCs, the old school king of gaming. The old business models of having to release a new console every 3 years or so didn’t make sense when your current generation was more than capable of modern games at a generally acceptable level. There was also the fact that Microsoft got burned slightly by releasing the Xbox360 so soon after the original Xbox and I’m sure Sony and Nintendo weren’t keen on making the same mistake. All we’ve got now are rumours about the next generation of consoles but by and large they’re not shaping up to be anything revolutionary like their current gen brethren were when they were released.
What’s really been shaking up the gaming market recently though is the mobile/tablet gaming sector. Whilst I’ll hesitate to put these in the same category as consoles (they are, by and large, not a platform with a primary purpose of gaming in mind) they have definitely had an impact in the portable sector. At the same time though the quality of games available on the mobile platform has increased significantly and developers now look to develop titles on the mobile platform wouldn’t have been reasonable or feasible only a few short years ago. This is arguably due to the marked increase in computing power that has been made available to even the most rudimentary of smart phones which spurred developers on to be far more ambitious with the kinds of titles they develop for the platform.
What I never considered though was a crossover between the traditional console market and the now flourishing mobile sector. That’s were OUYA, an Android based game console, comes into play.
OUYA is at its heart a smartphone without a screen or a cellular chipset in it. At its core it boasts a NVIDIA Tegra 3 coupled with 1GB of RAM, 8GB of flash storage, Bluetooth and a USB 2 port for connectivity. For a console the specifications aren’t particularly amazing, in fact they’re down right pitiful, but it’s clear that their idea for a system isn’t something that can play the latest Call of Duty. Instead the OUYA’s aim is to lurethat same core of developers, the ones who have been developing games for mobile platforms, over to their platform by making the console cheap, license free and entirely open. They’ve also got the potential to get a lot of momentum from current Android developers who will just need a few code modifications to support the controller, giving them access to potentially thousands of launch titles.
I’ll be honest at the start I was somewhat sceptical about what the OUYA’s rapid funding success meant. When I first looked at the console specifications and intended market I got the feeling that the majority of people ordering it weren’t doing it for the OUYA as a console, no the were more looking at it as a cracking piece of hardware for a bargain basement price. Much like the Raspberry Pi the OUYA gives you some bits of tech that are incredibly expensive to acquire otherwise like a Tegra 3 coupled with 1GB RAM and a Bluetooth controller. However that was back when there were only 8,000 backers but as of this morning there’s almost 30,000 orders in for this unreleased console. Additionally the hype surrounding around the console doesn’t appear to be centred on the juicy bits of hardware underneath it, people seem to be genuinely excited by the possibilities that could be unlocked by such a console.
I have to admit that I am too. Whilst I don’t expect the OUYA to become the dominant platform or see big name developers rushing towards releasing torrents of titles on it the OUYA represents something that the console market has been lacking: a cheap, low cost player that’s open to anyone. It’s much like the presence of an extremely cut-rate airline (think Tiger Airlines in Australia) sure you might not catch them all the time because of the ridiculous conditions attached to the ticket but their mere presence keeps the other players on their best behaviour. The OUYA represents a free, no holds barred arena where big and small companies alike can duke it out and whilst there might not be many multi-million dollar titles made for the platform you can bet that the big developers won’t be able to ignore it for long.
I’m genuinely excited about what the OUYA represents for the console games industry. With innovation seemingly at a stand still for the next year or two it will be very interesting to see how the OUYA fairs, especially considering its release date for the first production run in slated for early next year. I’m also very keen to see what kinds of titles will be available for it at launch and, hacker community willing, what kinds of crazy, non-standard uses for the device come out. I gladly plonked down $149 for the privilege of getting 1 with 2 controllers and even if you have only a casual interest in game consoles I’d urge you to do much the same.