Despite constantly getting burned by poorly launched hardware – hello, 3DS! – I made the decision to pre-order a PS Vita (Wifi) about a month ago. I’ve spent a good chunk of my free time since it was released on Wednesday playing it. Some assorted thoughts are below.
When it comes to my attention span, these consoles lost out in 2009.
The PSP software market, already a bit dry, turned desert-like this year. It was hard to find titles that weren’t reviewed poorly (Gran Turismo Portable) or overpriced to hell (LittleBigPlanet PSP, GTA:Chinatown Wars).
The Wii and DS repeated their performance from last year, with the Wii managing 2 retail purchases but no downloaded titles, and the DS managing one retail purchase.
The 360, which last year managed a whopping 1 retail game purchase, managed to sink to an abysmal 0 retail games and about 4 XBLA purchases. (The 360 continues to get a bit of a free pass since every game on the Multiplatform list is available for it.)
With this poor performance in mind, let’s find some silver lining in an otherwise dreary year.
With my 360 still on life support, and the Wii not meeting my needs, the PS3 remains the de facto platform I did much of my “real” gaming in 2008. The PS2 provided my usual fixes (long RPGs and IIDX titles), while the PSP gradually shrank into nothingness. I still maintain that PSN is the best download service across all the consoles – not just for a lot of compelling, full-blown titles, but because of a good UI, fair DRM principles, and the lack of space bucks-style currency.
High Points & Surprises
While I can understand the frustration from those wanting a tight platformer, LittleBigPlanet is the best full-blown platforming experience I’ve had since Super Mario World. The community features are just icing on an already delicious cake.
I have bought nearly 100 songs for SingStar. It is one of my fall-back games, something I can always play to unwind.
My favorite studio this generation is PixelJunk. Every PS3 should come with PixelJunk Monsters and PixelJunk Eden. (And if you’ve played those two but not played Racers, you really should.)
Metal Gear Solid 4‘s campaign was exactly what I wanted it to be. As someone who played through the previous three games multiple times, it had the same level of absurdity and over-the-top story telling I have come to expect from Kojima Productions. It was worth waiting in line for 9 hours for.
Echochrome has the best soundtrack of any downloadable title I played this year. It provides the right contrast to the brain-rupturing puzzles.
I could sit and start at the WipEout HD UI all day. It reminds me of the best of the IIDX themes, only…you know, actually HD.
We imported Sony’s Afrika once the Chinese/English version came out. I can understand why Sony is hesitant to bring it out in the US – but this game pierces me at the core. It is the ultimate photo-geek game. I can only hope I have enough money for a zoom lens soon, because I’m tired of scaring the animals away. (I also hope they patch in an Export To XMB function, so I can upload my photos to Flickr.)
Almost all of my RPG cravings this year were filled by a game that started with the word “Persona“. All of my button pushing/disc spinning cravings were filled by two more IIDX titles. The PS2 is still good for something, I suppose!
Patapon was the sole shining point on my PSP this year.
After 10 years of playing Gran Turismo on a Dual Shock, Gran Turismo 5 Prologue convinced me I needed to buy a wheel. It’s a different – and much better – experience. Now I just need the final version.
Buzz! Quiz TV finally became a reality, and all other quiz games pale in comparison. Having had a handful of parties where I pulled out the controllers, I can only describe this game as a crowd pleaser.
Low Points & Disappointments
Hey, Konami – way to bog down the Metal Gear Online with a needless registration process and a completely separate store!
After being a huge proponent of the first game, I had high hopes for Resistance 2 – but ended up feeling let down. It’s not bad, it’s just not gripping. It’s very middle-of-the-road and currently lost in my pile.
Had it been released last generation, SOCOM: Confrontation would have been fine. But with the current expectations of the basics for online play, it is broken garbage. Until it gets patched to a working experience – any day now, supposedly – it is the quintessential “shitty peripheral pack-in” title, and indefensible as a standalone release.
Who greenlighted Jeopardy!? Even at the new reduced $9.99 price point, it’s still $20 too expensive given the horrible presentation.
Final Fantasy: Crisis Core was mindless enough to keep me entertained but a little too converted for a portable gaming experience. Is it too much to ask for a proper Final Fantasy game? I’d take a remake of FF8 over Crisis Core.
Does Sony know how to advertise? Buzz! Quiz TV, Singstar, LittleBigPlanet – do non-core gamers know these titles are out and absurdly fun?
Will anyone still be using Home in a year?
Back in July, in a fit of self-documenting, I took two pictures relating to my gaming library. I caught a small amount of hell because the PSP library is larger than the DS library by at least a 2:1 ratio. (It should be noted that games are missing from both pictures, and this ratio has not changed since the pictures were taken.)
There are many reasons for this, but this post is not about why. At least, this is not about most of the reasons why. Instead, it’s about one reason that is not solely limited to the DS, although it does happen there more than anywhere else.
Save The Data
Many video games are too long to finish in one sitting. Because of this, ways to save the game state have been created over the years. Three have stood out.
First was the idea of passwords: usually a string of letters which you can re-enter later and the game deciphers it to drop you back around where you were. Some games used other methods – symbols, numbers, and in the case of Capcom’s Mega Man series, a grid. Mega Man 3 is pictured at right with a password that starts you at the end of the game – two colored symbols placed in key locations on a 6×6 grid.
Passwords were painful for two reasons: one, they were often long and unwieldy. Passwords for the NES game Rambo were 32 characters long and case-sensitive. This made most passwords hard to capture, hard to re-enter, and easy to mess up. Two, passwords can only capture so much information – so for games with detailed inventories or statistics, a password is rarely able to save the state properly.
Next came per-game battery backups. By adding a small battery and some RAM to a game cartridge, games could save their state and have it maintained with the power off. Often users were given three or four “slots” in which to save state. This worked terribly well for most games that needed to save more data. Pictured at right is Nintendo’s Startropics – the save screen is familiar to anyone who’s every played The Legend Of Zelda
Still, battery backups were not flawless. They added cost to the production of the game, which was difficult to justify when saving things like settings or high scores. But even more problematic was when the gaming media of choice shifted from cartridges (which could be read-write) to CD-ROM media (read-only). In a related sense, as games grew and grew, the amount of data that needed to be stored also grew – and battery backup didn’t provide a lot of space.
The answer to this problem – and in a way, where we still stand today – became memory cards, or at least user-controlled storage. Gamers could have a small card that they plugged into their consoles, and the games knew how to interface with them to read and write their data files.
Besides being portable and not associated with any one copy of the game, there’s an added benefit to memory cards. Saves are basically files, so they can be copied between cards, deleted if no longer needed, and with the right software, modified/edited/hacked. The PSP’s memory stick is treated by most computers as just an attached disk, so it’s very easy to backup all of your game saves or load in other people’s saves. At right is a listing of a handful of the 105 saves and add-ons I have backed up from my PSP memory card.
Even arcade games have memory cards now – Konami, Namco, and Sega have multiple games that support small magnetized cards for saving stats and profiles.
The Multi-Gamer Problem
(At this point, the people who game a lot are getting restless with this post – this is all reasonably common knowledge. Stay with me.)
I live in a house where everyone is a gamer. (This includes my cat.) Katie and I both game – me considerably more than her, but she does have her own DS, her own PSP, her own 360 profile, her own PS2 memory cards. Not every game we purchase is shared, but there is a reasonable amount of overlap.
For the PS2, sharing games isn’t a problem, outside of occasionally figuring out which save is hers. The 360 works beautifully – her profile only shows her games and her stats, and nothing of mine. On her PSP, her memory stick contains all of her saves – no problem there.
The DS, on the other hand, is a nightmare for multi-gamer households. This manifests itself in two ways:
First, because it has no internal memory, all games must use battery backup. For reasons that escape me, too many games only offer a single slot. Feel The Magic, Phoenix Wright: Ace Attorney, Mario Kart DS, Meteos, Ouendan, Tetris DS, Point Blank DS, and Cooking Mama (the game that sparked this post) – all only support a single profile. I’m sure there are more; these are just the ones I’ve purchased and can remember. (I’m fairly sure Metroid Prime Hunters and Starfox DS don’t either.)
The response to this might be “Who cares?” – an appropriate response for most gaming complaints, I will admit. What it boils down to is the integrity of my data. I want to know how far I am in the game. I want to see what my best times are. I want to load from where I left off. If someone else wants to borrow these games, they are only able to work off of my game. My records are no longer guaranteed to be my records.
The second manifestation is even more dire; it lies in Nintendo’s Wi-Fi implementation. To connect to other people using Nintendo’s Wi-Fi Connection (or WFC), you have to exchange friends codes, a 12-digit number that is generated based on the game you have in and the DS you’re using.
Having it generate based off the game you’re playing means that for a gamer with fives WFC-capable games, they have five different codes to give to all of their friends, and all of their friends also have five codes. Having it generate based off the DS you’re using means that you can’t go online with a different DS without erasing all of your existing WFC data. (If you’re permanently switching DSes, there is a transfer mechanism, but again, this de-activates the code on the first unit – and this has to be done for each game.)
This is, quite frankly, bullshit. Why is my “account” – and I do use that term very loosely, as very little is stored on the cart – tied to my device, instead of on the server? Why is there an assumption that the game will only ever be used in one handheld, by one unique player?
This Is Ridiculous
It’s hard to deny that the technology world has focused on multi-user systems in the last 10 years. Social networking is big; “collaborative software” actually means something; all major OSes support individual user profiles to great extent.
With multi-user gaming, there are plenty of instances of things going right. Xbox Live, despite the overwhelming population of southern racist teenagers, nails how to do user profiles. It’s in fact one of my favorite features about my Xbox 360. Sony’s standardization on memory cards have made multiple users support a no-brainer for almost all Playstation-family games.
The issues with the DS I’ve listed above are show-stoppers for me. I cannot get the very basic functionality I want out of games I have purchased. There is nothing I can do, short of buying a second copy of any game I intend on sharing.
Worst of all, this is not limited to third parties. I could understand if it was just Taito, or even just Namco or Capcom, but no – Nintendo, alleged savior of the gaming world, is doing this with their AAA titles. It’s their system, and even they can’t get it right. (Maybe this is brilliance on Nintendo’s part. Forcing parents to buy each one of their kids their own copy of Pokemon sure seems like an easy way to sell more games…)
We had games with multiple save slots twenty years ago. We shouldn’t be regressing.
Like many others around the globe, I am completely enthralled with the recent release of Pentavision’s DJ Max for the PSP. It is a solid recreation of my much beloved Beatmania series, except perfectly adapted for a portable. It has over 50 tracks (many of which are surprisingly good), a metric ton of things to unlock, and a nice steady difficulty curve.
If you own a PSP, you owe it to yourself to pick this up. And if you have already picked it up – or even if you haven’t and just want more information – I’ve started work on translating as much info about the game as I can and slapping it on my wiki. Contributions are always welcome. You can read the info at:
If you don’t have a PSP, don’t fret: Beatmania’s US release for the PS2 is just over a month away. And if you want to learn more about that, why, there’s a wiki page for that too!
As a music game geek, I would have been remiss to not pick up Taiko No Tatsujin Portable, a somewhat faithful recreation of the very popular Japanese arcade game. Granted, there’s no drum to bang on, but the game plays surprisingly well on the PSP. Namco recently announced that they were going to allow song downloads, and lo and behold, the first three songs were posted today on the downloads site. The instructions, of course, are in Japanese – and while you can sort of make out what’s going on in English, I figured it might be worth having an easy-to-follow guide for those that don’t want to slog through page upon page of Japanese. Follow along, if you will…
You know that feeling – when you’re so close to finishing off a hack you can taste it, but you’re one small step away? I’m there right now.
As could be expected from my post on Wednesday, I’m still monkeying around with the PSP 2.0 firmware – which apparently Sony has advised people not to install on their US PSPs until they officially release it.
Over the last year and a half – the length of time I’ve owned a Sidekick – I’ve found a lot of useful mobile sites. Bloglines Mobile has been a boon for feed reading, and as of late, Flickr Mobile has provided mobile photo viewing. And sure enough, both load plenty quick on the PSP. I was digging through my friends’ photos – always a fun activity – when I noticed a little button I had never pushed before. One I had wanted to push on my Sidekick, but it just didn’t work. Like Gene Wilder as Willy Wonka, I had wanted to push this button for so long but I never had reason to.
The button is labeled “UPLOAD”.
I click through, and there’s a little button to pick a file. I click it, incredulously. Sure enough, up pops a pane to let me pick a file – either out of
/PSP/PHOTOS/. Having only my wallpaper in the Photos folder, I select it. I click Submit. A few seconds later, it’s on my Flickr account.
Immediately, my brain races – my camera also uses Memory Stick Pro Duo media. The PSP will show you photos off of it, natively – it knows where to look on the stick. Could it be possible that I could upload to Flickr from my PSP directly off my camera’s memory card?
Sadly, the answer – at least for right now – is no. Those two folders available for upload are the only two, even if you have a memory stick with a properly formatted Sony camera directory. There is no easy way, just using the PSP, to copy your photos into the
For now, my dreams are dashed, but I will keep my fingers crossed that maybe someone from Sony will see this and add a feature in 2.0.1 to allow us to pick files from the root of the Memory Stick, rather than restricting us to just a few folders.
The revised text input interface is helpful, you can finally pick which tint for background you want (or set your own picture as a background), there’s WPA support so we can actually do secure wireless…all in all, I’m impressed with the 2.0 firmware, it’s a really solid upgrade – if only Sony weren’t being dicks about the homebrew stuff.
And before I get a bunch of questions about why we upgraded – I was already at 1.51, so I’m not losing functionality. Katie’s PSP remains at 1.5 so she can play her NES favorites.
I’m still working on my longer “why I love my PSP” post – held up mostly because I can’t stop playing the damn thing. But I did want to take time out to note the accomplishment of last night.
Easily the best puzzle game to come out in recent history – some would even argue it’s better than Tetris – Lumines (pronounced luminous) is a seemless hybrid of a falling block puzzle and a music game. Thousands of people have already fallen victim to it’s addictive and deceptively simple gameplay, catchy music, and sharp graphics.
The back of the box asks, “Are you Lumines?” To that, I respond:
Well over 2600 blocks removed.
That’s right, I finally got to Lights.
Am I lumines? I believe the answer is “Hell yes”.