Getting into the habit of writing about games

Category Archives: Events

Vibribbon

It’s unusual to say you get excited for big 1-2 hour compilations of adverts, but E3 gets people hyped, myself included. This time of year is an indication of whether we should be caring about what the big companies have to offer, and I’m currently looking forward to playing a lot of video games shown at the event.

If any were a bit lacklustre, it would be Microsoft and EA. Microsoft put together a confident showing, with detailing what exclusives they’ve got that do look fairly cool. However a lot of what they showed were things that could potentially be a game. There were a few too many CG trailers, as opposed to real footage of the game. Real games they did show were Call of Duty, Halo, Fable and Assassin’s Creed. All games that I’ve seen before and don’t really show much that’s new and exciting. I was happy to see more of The Witcher 3 though.

EA was the same, at least they showed early in-game footage, but what they had was a ways off. It’s difficult to muster up excitement for ‘conceptual prototypes’ when others are showing the real games that are coming out. Mass Effect and Star Wars Battlefront are both games I’ll be happy to see more of though. We did see some good footage of Dragon Age: Inquisition, which is out in October (I suppose I’m certainly looking forward to dark fantasy video games). I did get into the Battlefield Hardline beta, and it honestly does not feel significantly different enough from a standard Battlefield.

battlefield-hardline-3

Aisha Tyler keeps getting better as a host for Ubisoft, but I can never get excited for Ubisoft video games, their games tend to blend together as they share a lot of gameplay systems. There was a bit too much fake-sounding “voice chat” over certain games.

Sony had a mostly great showing, though they spent a little too much time on dull TV and hardware talk. NOBODY EXPECTED GRIM FANDANGO! It’s something I’ve never had a chance to play, and I’ll be glad to pick it up on Vita. No Man’s Sky, Mortal Kombat X, Batman: Arkham Knight, Destiny are some of the games that actually had in-game footage, and I want to play them.

Nintendo’s was just the most fun to watch, especially with a cringe-worthy fight between Reggie and Iwata being hilarious. And again they showed games I want to play. Mario Maker seems like it could be a really fun thing if it gets a good community behind it, and Splatoon looks like Nintendo’s take on a competitive shooter, complete with their standard of charm and fun new mechanics on top. It’s nice to see a third-person shooter where the goal isn’t kill everyone.

All things considered it’s been a pretty good E3 so far, and I look forward to seeing some of these games in action, and can’t wait to get them in my hands.

Advertisements

I’ll be doing a livestream of Dragonball Z Budokai 3 tonight, it’s a fighting game based on one of the more popular anime out there.

At least I remember it being pretty popular when I was eleven.

Be sure to check it out here at 7pm.


Microsoft have revealed their new console, the Xbox One.

It is going to have more emphasis on content that isn’t games, such as TV and films.

Games shown at the conference were Forza 5, multiple EA sports games, and Call of Duty: Ghosts.

The system will also have a new Kinect bundled with the system.

Microsoft did not give any indication of how much the system will cost, used games will also require a “preowned fee” to be paid.

Xbox 360 games will also not be backwards compatible with the system.

It’ll be launching in time for Christmas, is anyone intending to get one? I’m not quite sold on it myself, but we’ll see what they have to show at E3.


The previous wednesday, I had atttended an awards ceremony for my university course, and I ended up being one of the award winners.

I’ve won blogger of the year for this website in particular.

I’d like to thank all of the readers, all of the people who gave their time for me to interview them for features, all the people that allowed me to join in with gaming events. It’s been fantastic working on this, and I hope to do a lot more with it.

Also, I will be live-streaming more Dragon Quest VIII at 7pm GMT. Check it out right here.


6926-468x-dragonquestviii

Tonight at 6pm GMT I will be attempting the first proper PixPen livestream.

I will be playing Dragon Quest VIII: Journey of the Cursed King. Hopefully you guys will enjoy watching it, and I’ll enjoy playing it.

This is a first time effort so I hope you can excuse any hiccups that occur, be sure to point any out.

Check out the livestream here at the right time.


DSC_0196

Ken Wong got his first videogame job from a piece of fan-art he did on the internet.

He created a piece of fan-art for American McGee’s Alice, and got noticed by the game designer who asked him for if he wanted a job. Eventually that led to him being the art-director of the sequel, Alice: Madness Returns.

Most recently, Ken has been working on his own iOS game, Hackycat, which is a game of Hacky Sack except you kick cats in the air.

Hackycat is the first game that Ken Wong has worked on as an independent, solo developer.

He told me: “I have always been more interested in smaller more expressive games, and so when iOS came along, especially the iPad I got into these smaller tightly designed games, so that’s what I was interested in when I started Hackycat

“The barriers for entry are much lower for IOS, you can make a game with just a laptop and with some free software, and with an apple developer account, and that’s a lot easier than making a console game.”

Moving from a big project with a team, to a small indie title working by yourself can be challenging.

“you have to become very self reliant because you’re the only person there, you can’t turn to the programmer and say ‘hey can you fix this, can you work on this for the next couple of days?’ so I had to get used to not having anyone else and that often means taking on the role of producer, QA and handling marketing and all that kind of stuff.

“I was working from home at the same time, so it was really easy to get stuck in your own head. You’re working on the game design and you think it’s fun, but you’re not sure cause you know only you’re playing it yourself, so you need to get out there and have a few people play it and really listen to their feedback.

“It’s kinda hard when you know what you want and they’re just not getting it, they don’t think it’s fun, and that was challenging for me because I think I know what I want but you have to listen to the audience and analyse their feedback.”

Wong also warned those who wish to immediately want to go into indie development: “I do think that I can only do what I’m doing right now as an Indie because I spent many years working with a team of fantastic talented people who I learnt a lot from.

“I think it would be quite hard to do this without my prior experience, so I would say, if you can, work with people more experienced so you can learn for a few years.

“If you’re determined to embark on this indie adventure, listen and learn to the people around you, read as much as you can from people who have done indie games, listen to their advice, learn from their mistakes.

“I think there’s this idea of ‘I’m a game designer and I’m gonna make a game and people will like it’, it’s a more organic process than that, people will give you feedback and you have to respond to that.”

It’s too early for him to tell if it’s a big financial success, but in some ways, he’s already succeeded: “I think for me what I wanted to achieve with this game was complete the project, to make a game by myself and put it out, so I’ve done that and I’m really happy about it, so the next thing is just to see how well it does financially.”


RhiannaPratchett

Image by Joe Hudson

“Games writing has a chequered history,” said Rhianna Pratchett, writer of the latest Tomb Raider reboot, Overlord, Mirrors Edge and Heavenly Sword.

“It wasn’t usually done by a professional writer, it was usually someone who just fancied a go or someone who drew the short straw.”

The last fifteen years has seen videogames bring more focus onto narrative, Rhianna Pratchett listed Portal, Half-Life 2, Bioshock, Mass Effect, Dragon Age and Dishonored as proof of this.

So when I met her at the Animex festival at Teesside University, I asked her what she considered when writing a game:

“It’s important to know how gameplay and story fit together, and how one informs another.

“With Tomb Raider we didn’t want the case that the story and gameplay were each created in a vacuum, we wanted it seamless and appear as a cohesive whole. It was important that both disciplines talk to each other to get this done.

“Tomb Raider’s not a story led game, it’s not a gameplay led game, it’s an experience led game, it’s a journey led game, so gameplay and story both come together to support that journey, to support that origin story of Lara.”

Overlord was a comedy-fantasy game, something not often seen, so I wondered why is videogame comedy not as big a thing?

“What worked with Overlord is that the humour was saturated throughout, it wasn’t just down to script, it was down to the overall premise, the animation of the minions, the voice acting and the level design. It was all very cohesive, it all kind of worked together. We had some really great voice actors.

“We sort of built the humour in from the ground up, through everything, and I think that’s kind of what you really need to do.

“If you look at something like the Monkey Island games, they take a similar way of doing things, they sort of built kind of comedy into the animation as well as the writing and the gameplay premise.

“I think comedy is hard to do in games because you can’t control the scenes in the same way as a film can. You can sort of control timing a little bit but because it’s an interactive medium you never quite know if the player is going to hit something at the right time.”

When creating stories, communication between divisions is important according to Pratchett.

“You really have to work closely with gameplay departments and level design, particularly with something like Overlord where I worked every day with the level designers.

“That meant that although it was my script, they had an input into it, it was shaped around what they wanted for their levels.

“On something like Tomb Raider which had a much bigger team, I drew reliance on creative director Noah Hughes and narrative designer John Stafford to be a conduit between myself and the team and make sure that I was aware of when things needed to change

“That’s quite a good way of working and it tends to work well.”



%d bloggers like this: