Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

After a year of waiting, we're finally seeing the new generation of video games

AppId is over the quota
AppId is over the quota
terest.com/pin/create/button/?description=After+a+year+of+waiting%2C+we%27re+finally+seeing+the+new+generation+of+video+games&media=http%3A%2F%2Fcdn2.vox-cdn.com%2Fuploads%2Fchorus_image%2Fimage%2F40790540%2FMiddleearthShadowofMordor_Gollum_Screenshot.0.0_cinema_1200.0.jpg&url=http%3A%2F%2Ftheverge.com%2Fe%2F6664908" class="p-button-social has-icon pinterest js-button-social " data-social-action="Pinterest : Pin"> Pin Share The current generation of gaming consoles launched last fall, but its first wave of games had the disadvantage of being the first set of boats in unmapped waters. It has taken a year for us to finally get a glimpse of what the next decade of games will look like.

The early games on both Sony and Microsoft's video game console had to meet the holiday season deadline, they competently achieved the minimal promise of new hardware: they looked better. These showpieces — Ryse on Xbox One and Killzone: Shadow Fall on PlayStation 4 — looked like beautified versions of their ancestors on the past decade's gaming hardware. Here is something you've already seen, just a little clearer and smoother than before.

What elevates a handful of games to be released this fall, beginning with Middle-earth: Shadow of Mordor this week and Alien: Isolation next week, is creative efforts to create systems beneath the beautiful graphics. You can't always see what makes these games so complex, though you can feel it. Both Shadow of Mordor and Alien: Isolation convince the player that, in the moment, enemies are thinking through their actions, that the code is behaving like a human. They may still be following some invisible, handcrafted line through portions of the game, but it's concealed to point of irrelevancy for the player.

Polygon critic Phil Kollar opens his review of Shadow of Mordor by claiming "[the game] provides a clearer road map for the next generation of AAA games than anything that has come previously." Kollar underlines Mordor's nemesis system, which manages a small culture of enemies that have unique strengths, weaknesses, and fears. The nemeses compete with one another for rank, with or without the player's involvement.  In February, the game's design director said the nemesis system had to be scaled back for the last generation version of the game.

The best new games of this season convince you that code is behaving like a human

To bluntly over-simplify, Shadow of Mordor uses systems, possible because of improved hardware, to make its worlds more believable. I believe this is the ambition behind many of this season's most interesting new games. I predict the current generation of big-budget games will largely explore how we engage with virtual worlds and their inhabitants in more believable ways, and also how these worlds exist without us.

Or, to capture this premise in one brief video, here's a Mordor player taking advantage of the nemesis system, killing over 20 bosses with a lot of preparation and a single move.

This direction is a reaction to the previous generation of games, which many fans and critics derided for being too "on-rails,"  a bit of jargon that describes when a game plays as if it's operating on the rails of a roller coaster. It pulls you through the thrill ride without offering much choice on where it goes and how it gets there. Games like Call of Duty and Uncharted received this criticism, and so too did traditionally more open-ended games like Final Fantasy 13. With a heavy hand guiding the player through each game, developers crafted spectacular experiences that looked like movies — and played like them too. At the lowest point, the previous generation of video games felt like a stroll down a hallway while playing a game of Simon.

Alien: Isolation

Shadow of Mordor, while morally sticky, is a brilliantly designed set of systems, and playing it is like sipping mineral water after years spent drinking Mountain Dew. The game uses the extra power of the new hardware to populate its world with dozens of enemies and chaotic beasts, giving each of them lifelike traits. In its best moments, there's no script. You simply set a scene in motion, perhaps taking advantage of a chaotic scrimmage between the game's villains to sneak into camp, release a hungry creature, and watch it feast from a safe distance.

Instead of crafting a community of baddies, Alien: Isolation hones in on the believability of one. The titular alien stalks the player throughout its protracted campaign. Here's my colleague Andrew Webster describing the game's take on the xenomorph:

The xenomorph is really the core of Alien: Isolation. There's only one in the game, and the developers spent a lot of time ensuring it was as authentic as possible. The work paid off: the xenomorph is the most terrifying enemy I've ever come across in a game. It's not just that it seems so formidable - early on you have no real defense against it, though that changes a bit once you get a flamethrower - but it's cunning in a way that gaming villains typically aren't. Those rare times when you get a good look at it, you can see it methodically investigating, using its eyes and ears to find anything that might be hiding. If there's a sound it will immediately head over to check it out, and when it sees you it leaps with terrifying precision. It genuinely feels like it's thinking. And it always seems to be thinking about killing you.

In last year's Aliens: Colonial Marines, the player follows a strict trail through the universe, shooting at xenomorphs that pop out from the same holes. Because the game was a buggy mess, the monsters would occasionally get stuck in an animation, repeating the same action, like a broken George Washington-bot in the Hall of Presidents. But this year, we have an alien game that scales down the number of beasts, as if syphoning all the intelligence of the mindless creatures of the previous first-person shooter to create something with a capacity for thought and strategy. You believe the alien is real when you feel, in the most terrifying moments, like you're actually being hunted.

These games are a reaction to the limited, cinematic blockbusters of the last generation

I predict this idea of a believable, tangible world that could seemingly exist without the player will become a more prominent feature of the next decade of large-budget games. Even traditionally "on-rails" games will begin to open up, allowing players more choice and involvement and effect on the digital worlds. We're already seeing hints of other ways this may appear in Forza Horizon 2, in which the cars populating by open-world, car-friendly version of Europe are driven by artificial intelligence meant to replicate the driving style of my closest friends who've also played the game. This beautiful system, dopily named Drivatar, appeared in last year's Forza game, Forza Motorsport 4, but feels much more human, a weird thing to say about cars. In the open-world setting the artificially intelligent version of The Verge's Chris Ziegler can force a race off-road and through what looks like the Italian countryside. And then there are games in the distance like No Man's Sky, a game developed by a small team of independent designers that intends to let its players explore an entire universe — to scale — with the help of crafty art design and algorithms that take a human prompt and create entire worlds.

Of course we're not at the point where the majority of current-generation games aspire to be more than the prettiest iteration in a popular franchise from the last generation. This year, we'll still have plenty of games that rely on scripted events and cinematic spectacle. We'll see games that must be possible on both current and previous hardware, hamstrung by their popularity. And we'll see a handful of games that are high-definition updates of older games.

The majority of current generation games are still like the previous generation, but prettier. Last year, that wasn't so bad. But waiting for games that truly take advantage of the new hardware is more difficult now that we can come into contact with a small part of the future.

SourceSchreckstoff on YouTube Related Itemswarner bros interactive entertainment open world real world middle-earth alien isolation shadow of mordor the real world but with 7 housemates and a xenomorph i'd buy that game PlayStation 4 PlayStation Xbox One Xbox Microsoft Sony In The Article Previous Sony PlayStation 4 Verge Score: 7.7

Sony PlayStation Microsoft Xbox One Verge Score: 7.8

Microsoft Xbox Next Even
More TL;DR The best version of 'Smash Bros.' is on the Oculus Rift This video makes the best case yet for why we should all use Snapchat Finally, there’s an iOS keyboard that sounds like Jack Nicholson Why Adam Sandler is making four films with Netflix 'Shadow of Mordor' is morally repulsive and I can't stop playing it this is my next Watch now See more videos The best home-security camera Can a seawall save New York from the next big storm? From Our Sponsor Building the Platform that Connects Billions of Devices Vizio P-Series hands-on This could be the new fire hydrant The Magic Capital of the World Discuss at Verge Video See more videos Chorus.VideoContext.addVideos([{"id":56560,"provider_video_type":"ooyala","provider_video_id":"JnZmt0cDrORneKVxQdKFQxCHqFOc1iTu","provider_video_data":{},"preview_urls":{},"title":"The best home-security camera","description":"Home security is important. So we tested security cameras like Dropcam, Piper and more to find the best one to keep you safe."},{"id":56424,"provider_video_type":"ooyala","provider_video_id":"9hOGtzcDqAHD1m7w9LQ0pxCTFPzs6d0Q","provider_video_data":{},"preview_urls":{},"title":"Can a seawall save New York from the next big storm?","description":"In the aftermath of Hurricane Sandy, New York City looks to a group of architects, engineers, and designers to protect the city against the next big storm. One of the leading proposals is a $335 million, nearly 10 mile long protective wall camouflaged in the city's infrastructure."},{"id":55908,"provider_video_type":"ooyala","provider_video_id":"12cWpucDqTZaxKSAPYba1tC0r0zhCbWU","provider_video_data":{},"preview_urls":{},"title":"Vizio P-Series hands-on","description":"Vizio\u2019s P-series is a 4K TV for $1,000 when most 4K TVs sell for two or three times that. So what's their secret?"},{"id":55892,"provider_video_type":"ooyala","provider_video_id":"dvN2RucDoyFomdKk2cRa9knKc_QN-Dz8","provider_video_data":{},"preview_urls":{},"title":"This could be the new fire hydrant","description":"The fire hydrant\u2019s design is 100 years old. Now Sigelock Systems is upgrading the essential fire-fighting tool with the Spartan."},{"id":55910,"provider_video_type":"ooyala","provider_video_id":"gzYWxucDqt5xbsOncFDXuGS9CdVPbPCo","provider_video_data":{},"preview_urls":{},"title":"The Magic Capital of the World","description":"Magicians from all over the world gather once a year in Colon, Michigan, also known as \"the magic capital of the world.\""}]); (function(a,b,c,d,e,f){a[d]||(a[d]=function(){(a[d].q=a[d].q||[]).push([arguments,+new Date])});e=b.createElement(c);f=b.getElementsByTagName(c)[0];e.src='https://s.yimg.com/uq/syndication/yad.js';e.async=true;f.parentNode.insertBefore(e,f)}(window,document,'script','yad'));yad('98a816e3-b27a-3aa0-9d69-a34627fbb45a'); (function(a,b,c,d,e,f){a[d]||(a[d]= function(){(a[d].q=a[d].q||[]).push([arguments,+new Date])}); e=b.createElement(c);f=b.getElementsByTagName(c)[0]; e.src='https://s.yimg.com/uq/syndication/yad.js';e.async=true; f.parentNode.insertBefore(e,f)}(window,document,'script','yad')); yad('13251372-3a9f-3b57-b32e-d45619a81fbf'); Back to top ^ The Sections Longform Video Reviews Tech Science Culture Design Business US & World The Basics Site Status About Contact Tip Us Forums Jobs The Elsewhere Facebook Twitter Google+ Tumblr YouTube Instagram

Listen to Lorde's song for the 'Hunger Games' soundtrack

AppId is over the quota
AppId is over the quota
terest.com/pin/create/button/?description=Listen+to+Lorde%27s+song+for+the+%27Hunger+Games%27+soundtrack&media=http%3A%2F%2Fcdn2.vox-cdn.com%2Fuploads%2Fchorus_image%2Fimage%2F40396686%2Fyellow-flicker-beat.0.0_cinema_1200.0.jpg&url=http%3A%2F%2Ftheverge.com%2Fe%2F6627956" class="p-button-social has-icon pinterest js-button-social " data-social-action="Pinterest : Pin"> Pin Share

Not only is Lorde responsible for curating the soundtrack for the next Hunger Games, but she actually created a song for it herself — and it's just been released. The song is called "Yellow Flicker Beat," and while you're right to be skeptical of how good a movie-soundtrack song can be, this one is actually worth listening to. It's another solid single from Lorde, with a haunting vibe and an awesome chorus with synths whining all around her. It's less about the movie than it is meant for the movie: a strong drumbeat makes the whole thing sound like it's meant for a march, and war is certainly coming in Mockingjay. Lorde says it's her attempt to get inside of Katniss’ head. The film comes out on November 21st.

  • View the original article here

  • This giant Yoshi glitch in 'Super Smash Bros.' is why I love video games

    AppId is over the quota
    AppId is over the quota
    terest.com/pin/create/button/?description=This+giant+Yoshi+glitch+in+%27Super+Smash+Bros.%27+is+why+I+love+video+games&media=http%3A%2F%2Fcdn1.vox-cdn.com%2Fuploads%2Fchorus_image%2Fimage%2F40401894%2FScreen_Shot_2014-09-29_at_11.13.43_AM.0.0_cinema_1200.0.png&url=http%3A%2F%2Ftheverge.com%2Fe%2F6628082" class="p-button-social has-icon pinterest js-button-social " data-social-action="Pinterest : Pin"> Pin Share

    Sometimes I feel that video game glitches are more surprising and interesting than the video games themselves.

    I've been trying to unpack this idea for a couple months. Surely my feelings stem from writing about video games for 40 hours a week, every week, every year for the past half decade. I confess that all of the AAA shooters and sports titles and action-adventure hybrids begin to blur together at a certain point; that the tropes and mechanics feel like a pool of shared ideas. And yes, sometimes I have to make a conscious effort to differentiate one uninspired shooter from another.

    I don't think that's why I love glitches, though.

    I believe, at least in terms of big budget gaming, we've been in an era of safety, an era built upon sequels and updates. So when we see a wild, unexpected glitch in an otherwise predictable franchise like Assassin's Creed, Madden or Super Smash Bros. it's a little shocking.

    Glitches are often bizarre, humble and broken, which is to say glitches are everything mega budget games aspire not to be.

    This logic isn't meant to deride big games. Many big games are spectacular in the way that vinegar plus baking soda experiment is spectacular. You know the recipe, you know what to expect and you never get tired of watching the explosive result. But a good glitch is like adding vinegar to baking soda and producing a watermelon. You don't want it every time, but holy cow how did this experiment make a watermelon?!

    My point is, wow, the magical ever growing Yoshi from Super Smash Bros. on 3DS is a thing of beauty, and a reminder why I love video games and the fact that the are built atop a precarious collection of letters and numbers.

    And I also think games are edging out of the age of safety, one game at a time. With the new generation, we're seeing developers take a few more risks again. The games are still big, violent adventures with proven names, but they're beginning to act a little weird and bolder.

    This custom art is from my talented co-worker and colleague, Dylan Lathrop.

    Yoshi

  • View the original article here

  • EA vows not to nix games from EA Access subscription service

    Electronic Arts

    Electronic Arts' new subscription service, EA Access, is not intended to pull a fast one on gamers, a top company exec says.

    Once a title is available inside what EA calls the Vault -- its list of available games for download -- players will always have access to it once they sign up.

    "I think one of the key things is that once a game goes into the Vault it stays there, it's not going to be taken out, that's a commitment we've made," Chief Operating Officer Peter Moore told CVG, a gaming-focused publication, in an article published Thursday.

    EA, the publisher and developer behind game franchises like Madden and FIFA, last month announced EA Access as an exclusive service for Microsoft's Xbox One console to a mix of trepidation and curiosity in the gaming community. On the one hand, it removes an ownership element for a form of media still subsisting on discs, which can be sold back to retailers like GameStop for cash. On the other, the service lets customers pay $29.99 per year or $4.99 per month to access full games like FIFA 14 and Battlefield 4, which still carry high price tags to the tune of $45 as standalone used games.

    Related stories With EA Access, Microsoft brings Xbox One vision back from the dead EA to bring gaming subscription service to Xbox One Electronic Arts beats estimates after World Cup, but still cautious Electronic Arts pushes games new and old at E3

    Down the line, EA expects to add more titles to the list, which currently contains four games: those latest FIFA and Battlefield titles alongside Madden NFL 25 and Peggle 2. EA has also thrown in discounts on digital items and game purchases in Microsoft's Xbox Store alongside access to new games up to five days prior to release to sweeten the deal. There is, however, no clear road map for which games make it into the Vault, and when, as EA maneuvers an untested business strategy.

    "New game additions will be determined by franchise and timing," Moore added. "We have to make decisions along that way, so there's no template, like 30 days after a game ships it goes into the Vault."

    The subscription is an initiative aimed at bridging the gap between expensive full-price video games and the kind of services we're accustomed to using for television and music. EA Access is not full-blown streaming -- like Netflix or Spotify, for instance -- as you still must download games to your Xbox One hard drive. Rather, the service is more in line with programs pushed by both Sony and Microsoft that turn monthly subscription dollars into access to titles that have started to lose their shelf life.

    The industry undercurrent driving these new models is a direct challenge to the shaky relationship that console and game makers have with used-game retailers like GameStop, which buys back new titles, marks up the price, and sells the used product back to gamers without sharing the revenue as it does with full-priced purchases.

    Sony has PlayStation Plus for $49.99 and Microsoft has Xbox Live for $59.99. Both services give gamers access to a slew of free games alongside access to online multiplayer options. However, Sony and Microsoft can and do remove the availability of certain titles month to month in an effort to get customers to sign up on the merit of what's available in the moment. EA has pledged not to do that with EA Access.

    Sony revealed that it turned down EA's offer to feature the subscription service on the PlayStation 4 as "it does not bring the kind of value PlayStation customers have come to expect." That means, as of now, EA Access will remain an Xbox-exclusive service, available in beta until a wider release later this summer, the company said.

    Update at 5:15 p.m. PT: An earlier version of this article mistakenly listed the cost of PlayStation Plus as $59.99 per year. It is $49.99 per year.

    Tags: Gaming Consoles Digital Media About the author