Speaking with an official Playstation Blog respresentative after the BAFTAs, David Cage was unequivocal in his assertion that the games industry needs auteurs and creative, visionary individuals to take control, that strong individual artistic vision is absolutely vital to the continued growth of the gaming industry.See what he had to say after the jump...
Lots of action at the BAFTAs last night, with Mass Effect 2 swooping in and beating off the likes of Super Mario Galaxy 2 and Heavy Rain to win 'Best Game'. Assassin's Creed: Brotherhood kicked things off by winning the award for 'Best Action' and David Cage's Quantic Dream opus Heavy Rain took the most awards of the evening with three: 'Story', 'Technical Innovation' and 'Original Music'. Black Ops beat out Red Dead Redemption for the public vote, although lost the multiplayer trophy to Need For Speed: Hot Pursuit, with iPhone game Cut The Rope beating off games with far bigger budgets to nail the 'Handheld' award.
Hosted by comedian Dara O'Briain, the awards also saw the 'BAFTA Fellowship' bestowed upon the irrepressible Peter Molyneux, presented to the Lionhead man by Sir Ben Kingsley. Molyneux thanked the gaming community and all of his colleagues before joking that he was 'just the idiot that stands up and says, "Why don't you make a game about theme parks? Or dungeons?"'. He also thanked the gaming press, admitting that he perhaps sometimes overhyped games and invented new features to keep journalists on their toes in interviews. Finally, he thanked his family and paid tribute to an 'incredible' industry.Check out the full list of winners after the jump...
David Cage, head of game development at Quantic Dream, has stated that he wishes to make a war game with an “emotional” approach, moving away from the mainstream’s idea of how the war genre is portrayed, citing classic films Apocalypse Now and Platoon as influences for such a project.
To find out more, and to see some interesting Heavy Rain statistics, click the link!
Sony have finally announced the Next Generation Portable at their Tokyo press conference- and we're all over it. Check out our blowout feature for full details and specs! Further to this earlier roundup, SCEE head honcho Andy House has suggested that the NGP will be priced at a competitive level when it releases either later this year or early 2012 in Europe.
I can’t put a ballpark on it in terms of figures, but what I would say is that we will shoot for an affordable price that’s appropriate for the handheld gaming space.
However, House also suggested that Sony will be looking to make a profit on the device; as opposed to the initial loss made on each PS3 sale.
Really we would want to have our hardware be profitable, in addition to our software. We’ve experienced both sides and we know which one we like to be on!
Oh boy. For reasons beyond mortal comprehension, Quantic Dream's interactive movie is being crunched into a shorter, non-interactive movie with David Milch (Deadwood, NYPD Blue) charged with adapting the script. Warner Bros has "fast-tracked" production, meaning that Milch will start scribbling as soon as he's finished the first season of his current HBO series.
The way I see things, isn't it about time that games and films stopped cribbing off each other... and attempt to tell different parts of the same canon instead? Let's hope Guillermo del Toro's inSANE franchise will do just that. [EG]
Do we need a Heavy Rain movie? Drop us a line in the comments!
Ouch. On the same day that the 3DS' main rival makes its grandstand appearance, we've learned that two of its most important games will miss the launch window by a long way. In an interview with MTV, Ninty America boss Reggie Fils-Aime confirmed that the new Kid Icarus and the sublime Zelda: Ocarina Of Time will not release until late June at the earliest.
Mario, Zelda, all of those titles are coming. From our perspective, we like to launch titles when they're ready. And so they'll be ready, they'll be ready soon. Just not in that initial time period of late March to early June. - Reggie Fils-Aime
This might just put a few potential early adopters off a preorder. [MTV Multiplayer]
I absolutely adored Brink when I tried it out last August- and am delighted to report that it will be hitting European shores on May 20th. [Bethesda]
This was a close one. To be honest any of the games below could have taken the award and we would have been pretty happy. As it was it came down to a single vote. We've been blessed in the past twelve months to have seen a marked rise in the calibre of the games released, something that we're yet to fully adjust to as critics. we've delighted in a swathe of technically brilliant games, executed impeccably and delivered with thunderclaps of publicity and huge amounts of polish as you can see below. Perhaps looking forward into 2011 we should take that as a benchmark standard and aspire to higher heights of inventiveness and innovation, the blockbusters of 2010 have certainly made that an exciting possibility.
In the meantime, though, let's look back on some of the brightest stars of 2010.
Get your vote on below...and if there's a game you loved that didn't make it here, LET US KNOW ABOUT IT!
Click here to read more...
Even if it hasn't necessarily been a groundbreaking, goalpost-moving year for video gaming, the list below is enough to make any joystick fiend quiver and salivate with delight. I'm drooling as I type. The past twelve months have seen some truly phenomenal releases. There've been some happy returns returns, from Ezio to Kratos, and some new faces too such as the grizzled John Marston and the flamboyant Bayonetta. We've seen some outstanding open, expansive worlds and locales, and also been treated to taut and focused action. Again, a tough assortment to choose from, and one that was hotly contested and debated.
Click here to read more...
2010 has been an odd year. It's been positively stuffed with action, brimming with blockbusters, with video games making a hell of a lot of noise, attempting to capitalise upon the enormous successes of 2009. We've seen some truly staggering achievements this year, games exhibiting such developmental technical brilliance that have dazzled our eyes , forced our mouths agape and, particularly now with everyone vying for a slice of MoCon pie, caused us to look very silly indeed.
There's been plenty of behind the scenes drama going on this year, as I mentioned in my retrospective glance at a few of this past year's highlights. But when it comes down to it, the games are what we have left upon which to judge the last twelve months. No one can deny it's been a pretty solid year in terms of the games themselves. Everywhere you looked there was another extremely polished would-be moneymaker preparing to ship. Gamers, in many ways, have been completely spoilt for choice this year. Throw Move and Kinect into the mix too and there really has been something for everyone - from basement dwellers to their grandmothers, from those with 5 minutes to spare to those with 5 days.
But for all of its pomp and circumstance, for all of the boisterous hyperbole, the PR stunts, swathes of adverts and headline-grabbing spats, speeches and slip-ups, 2010 has lacked something.
That something is soul.
Dave already alluded to this in his GOTY introduction when he said that we hadn't seen any goalpost movers this year, and I'm rather inclined to agree. There were plenty of fun titles and enjoyable experiences to be had but few, if any that blew my mind. Assassin's Creed: Brotherhood earned its full marks for having the audacity to be released a mere year after ACII and not only top it but also wangle in some incredibly well-thought-out multiplayer too. But if you hadn't played any of the others it would have stumped you completely. It didn't really break new ground as much as perfect the old. Limbo, the other game I gave a ten to this year, is the only game I've ever played to really chill me to the bone. But it couldn't keep it up beyond a couple of hours and, whilst the second half of the game produced some excellent puzzles, it felt like the fireworks had passed.
The blockbusters this year have nearly all been sequels - louder, shinier and slicker: Mass Effect 2, God of War 3, ACB, Bioshock 2. The latter is a perfect example to encompass the year: better shooter, poorer game. Few, if any, of the mainstream studios this year (thank god for the indies!) have been prepared - except perhaps for SEGA (and I'm thinking here of the sheer lunacy that was Bayonetta) - to really be brave, to strive for the unique, the adventurous and the risky, and to truly push what it means to design video games. Not just building upon existing procedure, but shaking things up completely.
Except, perhaps for Quantic Dream...
Kicking off our series of personal reminiscence trips, our PlayStation connoisseur Brendan gives us his overview of 2010.
Arguably more of an interactive movie than a game, but the bravery shown by Quantic Dream to try something different from the norm can only be applauded. Before playing the game I was really worried that it would be just a long series of Quick-Time Events. Thankfully Heavy Rain was packed with enough choices for the player and brilliant production values to make all these worries fade away within the first hour of play. Rarely are we given so much choice on how a story plays out with such an interesting set of characters, who if we weren't careful could die permanently and possibly change the journey and outcome of this dark crime story. Did it change gaming forever? Well, not really, nobody else seems to be trying to emulate Heavy Rain's success. But but it showed what is possible and that many gamers are more open to something a little different for a change if only developers and publishers are willing to take a chance.
I completed the first Bioshock for the first time, just a few days before Bioshock 2 came out, so I could review it for the site I wrote for before Dealspwn. This meant I was in a great position to compare both games without the rose-tinted glasses. The decision to put the player into the boots of a Big Daddy was inspired, mainly because of the way the game had you interact with the Little Sisters. Protecting them while they harvested Adam from corpses was an unnerving affair, made even more complicated by what to do afterwards. Would you harvest them for a large supply of Adam, or free them, hoping there'd be an award later on? I opted to try and save them all and this is where the stand-out moment of the game occurred.
There were two Little Sisters in the same area. One of mine, harvesting a corpse while I was fending off splicers and the other cowering behind a Daddy I accidentally pissed off (thus had to kill) during the shoot-out. Yep, I picked up the wrong one and didn’t realise for an hour. After dropping off my free-loader I made my way back to the area where I’d lost the first one and felt genuine guilt (and massively relieved) when she emerged from the shadows and ran over cheering: “I knew you wouldn’t leave me behind.
Other games just aren't getting close to how much emotion they can provoke, or asking questions from a gamer about how far they'd go to make life easier on themselves. Bioshock Infinite will be asking similar questions, albeit in a completely new sky-high location. Unfortunately I'll have to wait this time, along with everyone else. Roll on 2012.Click here to read Brendan's picks for gaming moment, most disappointing and most anticipated games.
After Part One yesterday, here's the second half of my preview detailing my impressions of what happened when I took a trip to Birmingham and got to grips with the Playstation Move.
This is a title I think will be well suited to the new controller. However, as I thought when I played an early version of the original at Eurogamer Leeds, it’s once again something that is going to be much easier to get to grips with in the comfort of your own home. Especially if you’re going to do the level towelling off Madison.
I went for Shelby’s one instead which ended with the fight against the bald biker early on in the game. The fight did not go well though, poor Shelby ended up getting bottled in the face, not exactly a repeat of my gallant ‘save the day’ performance with the pad a few months back. Early impressions were that it was a little overly-complicated, as actions like getting some money out of your pocket by holding a button and making a similar motion with the controller, required a few attempts. It’s the actions requiring quarter-circle turns and filling up action boxes that were most problematic. Character movement is controlled by the extra navigation controller, which performed well enough. You can also use a PS3 pad one-handed, but it’ll be pretty pap really won’t it? There will be two difficulty levels, I think this was the tougher one, so the easier one will probably ease you in more gently and require less fidgeting. However, after a little bit more time with it, I’m sure it will be fine as things did get easier once I knew exactly what an on-screen prompt wanted from me.
Heavy Rain: Move edition will get its own release (date TBC), but owners of the awesome original will be able to download a patch to implement the new controls. Hopefully the Move Edition will also feature a PS3 pad version (just in-case), and the patch for the old game will be free.
I was fortunate enough to get invited to the awesome-packed PlayStation Beta Rooms event for the press preview in Birmingham last night. It wasn’t a hard decision making the hundred mile plus journey down south considering I’d be getting my hands on the likes of Sony’s new motion controller, Move and a slew of upcoming titles such as Killzone 3, Gran Turismo 5 and MotorStorm: Apocalypse. This is part one of my coverage of the event that begins with the PlayStation Move.
This was one of the most surprising games of the show. I didn’t think it would be worth more than a casual look but it proved to be really entertaining. Your on-screen avatar, today represented by the Japanese detective, Toby, who uses an office chair to roll downhill performing tricks and Kung-Fu moves for points. Let’s not think about why, just how.
A few brief tutorials fill you in on the basics and special moves and then you’re able to try a race and immediately have some fun. Tap the controller forward a few times to accelerate by pushing with your feet, or stab it forwards to perform a power dash that can take out enemies or crates blocking your way, or flick the controller upwards to perform a jump. Steering is controlled by moving the controller across in an arc and sidesteps and left/right kung-Fu moves are performed with the face buttons and further sideways lashes of the controller. If you press the Move button (the squiggly line one on the front) while jumping over a railing or car, you can grind along it Tony Hawk-style and holding the trigger will enable you to lean back in your chair to duck under fences or avoid gangsters with sticks.
Combo together tricks, collect icons and smash gangsters out of your way to get to the end of a course and get a rating. After spending a few minutes with the controls it felt easy to dive into, the first race I did I only got an average C grade, but trying again, knowing the course a bit more I managed an S (as in S, A, B, C not S for stupid, suck, s**t, etc).Click here to read the rest of Brendan's article