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TGS hands-on: Metal Gear Solid 4


Imagine yourself, surrounded by hundreds, nay thousands of people, bustling about. A constant murmur rings in the background, as the sounds of endless explosions, gunfire, and bouncy anime music intertwine in a cacophony of disarray. Finally, come to the grasp that you must navigate a complex game in a language which you are completely unfamiliar with. It was under these extraneous circumstances that we've come to play Metal Gear Solid 4 on the Tokyo Game Show floor, having survived the hours-long wait for a brief time with Hideo Kojima's latest.

Simply thrown into the game was a daunting challenge, one that borders on insurmountable. Once again, Snake has an incredible variety of moves at his disposal -- and he must use them in order to survive the challenges at hand. Metal Gear Solid 4 is far from the most intuitive game we've played, and unguided play didn't lead to much success in the battlefield. It's clear that, in spite of its warlike setting, the game remains true to its "tactical espionage" roots. Stealth is highly rewarded, and bravado will usually lead to some trialling battles that undoubtedly end in death. For example, a tank will be able to gun down Old Snake in all but a few seconds: sneaking past the tank, and the troops that support it, is essential for mere survival. Navigating through the environments felt natural, and the context-sensitive icons that appear at the bottom of the screen are certainly a refreshing addition. Snake will be able to walk, crouch and crawl with relative ease, and with the improved camera, navigating the environment has become far easier. The box and barrel, in which Snake can hide, both appear in the TGS demo, and give Snake a few options in remaining hidden in the environment.

But, it's not like Snake will be helpless in the face of combat. Old Snake still has access to his CQC moves, and when faced with enemies one on one, they'll likely face a quick death. The gunplay has been improved, though. The game's over the shoulder mode feels natural, allowing Snake to move and shoot at the same time. The targeting reticule is surprisingly intelligent, indicating when objects and walls get in the course of your shot. Although some may be able to play MGS4 as a quasi-FPS game, the number of enemies will make that a daunting challenge.

Continue reading TGS hands-on: Metal Gear Solid 4

GDC 07: Warhawk's transition into a Network title


At the Sony blogger's event, Warhawk's Dylan Jobe admitted that the PlayStation Network game doesn't deserve "to be a full priced game." Unfortunately, he admits, it's not his job to set the pricing. The team wanted to make a good product, but there were a few employees frustrated that the game was becoming a Network-only game. There's a stigma, he noted, and one disgruntled employee left the team due to the misconception that downloadable games are somehow lesser experiences.

"Crap product will sell like crap, whether or not it's on a shelf or not," Dylan admitted. He thinks that the future of Sony's Network offerings is exciting, especially because it "transcends arcade rehashes." These are "high quality titles" that will allow the company to "earn the player's trust back."

Going forward, Sony admits that they're trying to get a "downloadable demo for every title." There is no Warhawk demo in the works now, but the possibility of offering a public beta for trial purpose is still being discussed.

GDC 07: fl0w top selling Network game; no sequel planned


With 110,000 downloads and counting, fl0w has managed to be the top selling PlayStation Store game so far. thatgamecompany wanted to create a new kind of game that broke through traditional conventions: considering its success so far, it appears that the experiment is working.

Jenova Chen and the rest of the team don't plan on being content on the incredible success of their downloadable title. The team revealed at GDC that they are working on a new title, one which is guaranteed not to be a sequel to fl0w. Considering the support they've received from Sony, it wouldn't be surprising to see their next title land on the PS3 yet again: maybe they'd like to do a Cell-remake of Cloud?

GDC 07: Calling All Cars impressions


Calling All Cars, David Jaffe's upcoming PlayStation Store-exclusive game, was available for play on the GDC show floor. The game, which has you competing against up to three other players, has you controlling wacky cop cars trying to catch criminals. The game is easy to pick up, fast, and most importantly, totally fun.

Playing with three other players resulted in a game of total chaos and mayhem. The cars were incredibly responsive, and the various weapons created constant clashes. The levels were highly destructible, encouraging players to enter total rampages.

Be sure to check out Calling All Cars when it hits the PlayStation Store later this week.

GDC 07: Phil Harrison talks more about Home

We've been slowly releasing details from yesterday's bloggers meeting with Phil Harrison. One of the biggest points of discussion (unsurprisingly) was Home. There are still a lot of questions that we had, and Harrison was quite candid about the upcoming "Game 3.0" project:
  • Considering the wild support of Home at GDC, why didn't Sony reveal this information earlier? According to Harrison, the idea might have been "too complex to explain" so close to the PS3 launch. It might have been "misunderstood" during a busy launch period. Also, Home simply didn't have the polish it needed to be shown at the PS3 launch. With that in mind, Harrison would have made "no adjustment on the PS3 launch."
  • The world of Home will never get too big: additional worlds will spawn when a certain one has become too full. Through matchmaking services, Sony will attempt to place you in an environment you're most likely to have fun.
  • Home's arcade games were originally going to be based in Java to make it as easy as possible for indie developers to get content ready. However, they moved away from the language for better performance.
  • When asked, "will this sell PS3s?" Harrison quickly answered: "Yes. It's another reason to play PS3 every day."
  • Like Nintendo, Sony believes this will attract non-gamers. They've attempted to make the interface as easy as possible. Yes, the characters are in a 3D environment, making it "not 100% accessible."
  • Gamers that don't want to use Home are still free to use the XMB for PS3 navigation. "It's still an important interface." Most of the features of Home can still be accessed from the XMB--you simply lose many of the social interaction aspects.
  • Home is nothing like Second Life, according to Harrison. The similarities end at both having 3D characters in 3D environments.
  • The "PlayStation focus" of Home will be what keeps the community together. "PS3 owners all share a love of digital content." Expect the sharing of music, video and game content to be what keeps PS3 owners connected to Home.
  • No touching! Your digital avatars in Home will not be able to touch each other. You will, however, be able to jump on each other in LittleBigPlanet.
  • Like Nintendo Mii, your digital avatar will be available for use in other games. However, it won't be too easy, says Phil Harrison. Not only does the character model have be exported, but the animation system will need to be moved as well.
It's clear from the enthusiasm of the individuals in the room that everyone's interested in Home. The public beta is going to be available soon, and those of you with PlayStation Network accounts will want to pay attention to your inbox: you may be getting an invite (they're figuring that out, though).

GDC 07: fl0w was almost on Wii


Jenova Chen, Kellee Santiago and the rest of the thatgamecompany team discussed their latest motion-controlled PS3 title fl0w. The game certainly would have been an incredible addition to the Wii library, considering its use of motion controls, relatively subdued graphics, and non-gamer-friendly gameplay. Santiago revealed that fl0w was pitched to two companies: Nintendo and Sony.

Well, Sony won. Sony's aggressive approach to supporting new developers was what gave PS3 the edge. "They [Nintendo] weren't right for us at the time. Sony kind of came to us with the process of incubation ... They helped us get our studio started."

Sony has proven at GDC that they care about developers through the announcement of Edge and extending their Network offerings to independent developers. This kind of approach has allowed Sony to earn the respect of valuable talent. For example, LittleBigPlanet comes from the developer of Rag Doll Kung-Fu, who was originally interested in making titles for Nintendo. Sony's attractive development options will continue to make the system gain new, interesting and truly innovative, exclusive software for the platform.

See also:
Joystiq interview: Jenova Chen

GDC 07: UK retailers didn't want the 20GB

Some UK residents have felt angered by Sony's pricing scheme in the PAL territories. At £425 (~$820 US), European users are paying quite a lot to get a chance to PLAY B3YOND. One reason for the price hike? The government-imposed VAT, which makes up for up to 20% of the cost. "The money doesn't go to Sony," Harrison reminded.

While the availability of a 20GB model would have certainly alleviated some financial pressures on European buyers, it simply wasn't possible: retailers said they only wanted 60GB versions. Considering the numerous retail schemes that have popped up in Europe, color me unsurprised.

GDC 07: Why no GTA exclusivity?

This is an undeniable truth of the gaming industry: it's all about the games. Sony's multimedia approach to PS3 is certainly novel, but many have felt that Sony has neglected its gamers by abandoning high-profile potentially exclusive games, such as Grand Theft Auto IV and Assassin's Creed.

Phil Harrison put it quite succinctly: "There wouldn't have been an economic sense in keeping GTA as an exclusive." When exclusive deals are made, someone has to pay for the potential difference in install base and sales. Considering how the PS3 install base won't be as large as the Xbox 360's for a while, the economic ramifications of such a deal would've cost Sony quite a pretty penny--and considering how they're losing money on every PS3 sold, it didn't seem too worthwhile.

Sony seems to be taking an approach that's been long-familiar to Nintendo fans. Harrison notes that Sony will have a "greater investment in first party [games] than third." Sony maintains the largest collection of development teams, and certainly it has some truly significant franchises: Ratchet & Clank, God of War, just to name a few.

GDC 07: Nintendo may grab headlines, but Sony still has sales

Sony's Phil Harrison was quick to remind his audience yesterday that Sony is still the number one brand, and that he personally doesn't feel like Sony is losing. The combined sales of the PlayStation brand show that gamers want PlayStation products: the PlayStation 2 is still the greatest-selling console on the market; and the PLAYSTATION 3 has sold faster than the PlayStation 2 and Xbox 360 in the same time frame.
"While certain systems grab headlines," Harrison commented about the recent love of Nintendo by the gaming press, "sales are what matter."

When faced with the issue of the launch library drought, Harrison noted that the PS2 and PS1 didn't have the greatest launches ever: "Fantavision, bless its cotton soul, was NOT going to establish a 100 million system ... The Bouncer [Square launch game] was NOT a good game."

GDC 07: Less than half of PS3 owners are "connected"

Sony discussed the number of people that were actively interacting with the PlayStation Network services in yesterday's bloggers meeting. According to Sony, there are about 500,000 PSN accounts open in the North America. However, according to recent sales data from VGcharts.org, one can see that there are about 1.3 million PS3 systems out there: shouldn't more PS3s be connected to Sony's Xbox Live alternative?

Phil Harrison was quick to point out that the 500,000 figure represents PSN sign-ups only. You can still use the PS3's online capabilities without ever registering for Sony's online service by uploading music to your console, or by using the Internet Browser, or by downloading a firmware upgrade. The goal of Home, however, is to increase PSN sign-ups, and have people become increasingly involved with Sony's robust online services.

GDC 07: "You can buy a better sunset"


Microtransactions are going to be huge in Sony's upcoming Home. The service, which will be included in a future required firmware upgrade, will rake in the dough through three "revenue channels":
  • Object/item sales, such as new furniture.
  • Games/premium items
  • Advertising/B2B: in-game ads and other sponsorships may become common.
The revenue from Home will cover the cost of moderation and upkeep of servers, undoubtedly. However, one wonders if the "democratization" of this virtual economy is going too far. Buying a virtual couch is novel in certain ways, but where will the trend stop? Harrison, during the blogger's meeting, noted that "you can buy a better view, you can buy a better sunset."

GDC 07: Home lets you delete people from your world

At Sony's blogger event tonight, Phil Harrison addressed the issue of parental controls in the world of Home. Home will not only utilize the in-system PlayStation Network parental controls, but will offer you the ability to delete users from your view ... instantly. So if some prick is attacking you with flying dongs, you'll be able to have them disappear from your world at a push of a button. "I wish I could have that in real life," Phil Harrison joked.

GDC 07: Normal maps make Lair look good!


Mattias Worch, technical art director for Factor 5's upcoming PS3-exclusive Lair, recently spoke to GDC attendees about creating textures and normal maps in a next-gen environment. The very technically-oriented lecture can be effectively summarized as such: "Lair looked really crappy until we used normal maps. Now it looks really good. You should all use normal maps."

Developers were told how to use Photoshop to accentuate and restore detail from textures. Also, artists need to have a clear vision before making a single texture: "Unless you know what you want to do with a normal map beforehand, it'll look wrong."

Afterwards, Worch showed off some incredible footage from Lair, running off a PS3. The graphics, while still glitchy, show a huge deal of promise. Of particular note were the incredibly lifelike water effects: when a ship explodes on water, you'll see realistic, physics-intensive, ripple effects that must be seen to be believed. The Factor 5 team clearly is doing something right: the textures were absolutely breathtaking, even up-close.

Worch promised the audience that his Powerpoint presentation would be made available for everyone to download on his personal website in the coming days. More excitingly, he also promised new videos of the game. Stay tuned.

GDC 07: Sony fights back; unveils Home, LittleBigPlanet, Killzone, more

At last night's Sony press event, Sony unveiled a plethora of new products and services that show that the PS3 is far from dead. Phil Harrison will undoubtedly be discussing more about their Web 2.0-inspired effort that he calls "Game 3.0" at his conference (happening right now). The revamped PlayStation effort to be shown today includes a performance-sharing version of Singstar, a beautiful cooperative platformer called LittleBigPlanet and a new service called PlayStation Home. Joystiq has all the pictures, videos and details you want right now:


Playstation Home, the free virtual world of Playstation 3
"Comparable to Second Life, PlayStation Home is a virtual community of PS3 owners living together in both public and private environments. Users will be able to login, chat with both text and speech and play casual games together such as pool, bowling and even embedded arcade machines. And when the old stand-bys grow stale, users can invite one another into other PlayStation Network titles outside of PlayStation Home."
Gallery: Playstation Home

Continued, after the jump.

Continue reading GDC 07: Sony fights back; unveils Home, LittleBigPlanet, Killzone, more

Sony seeks devs and exclusives at GDC

We recently posted what appeared to be a summary of Phil Harrison's keynote speech, but it's still just a rumor -- possibly speculation, although it sounded pretty spot on from what we would like to hear. Anyway, here's another interesting tidbit about what to expect from the GDC this week -- Sony is going to try its hardest to pull in some exclusive IPs by attracting developers to play with their platform.

Sony and IBM recently offered classes to interested developers, teaching ways to proficiently tackle that tricky Cell processor. If people didn't want to pretend they were going back to school, they could check out what the PS3 is creating -- Sony will probably rely on titles that are exclusive, like Lair and Heavenly Sword... maybe MotorStorm. Are there any companies or games you'd want to see get an exclusive set on the PlayStation 3? Snag exclusivity for Silent Hill? Get Konami's attention specifically for a little while? Let us know.

[Thanks, Jonah!]

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