Filed under: Rants
Philosony: You can listen, but you can't HEAR Big Daddy

No real spoilers, but some talk about what spoilers - like honey - don't spoil. Wrap your head around that one.
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Philosony: Will the real Alex Sheperd please stand up?

Heavy Rain director David Cage has expressed his desire to create a game that allows you to really suffer consequences that affect the story and continue playing, always conscious of your input in the overall plot. We may be entering an era in which we gamers may not only see different stories but have to actually reflect on what the path we choose says about us as well as the story. When my recent play through of Silent Hill: Homecoming was rewarded with a less than satisfying ending I immediately cursed the game's writers for their ineptitude. But looking back I've begun to wonder: am I partially to blame? Are bad endings increasingly becoming the consequence of bad or even inconsistent decisions by players?
Don't worry, the spoilers don't begin for another 300 words.
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Ten year hardware life makes sense in this economy
When Sony touted PS3 as a "ten year" machine, critics and gamers were quick to laugh it off as PR jargon. However, Sony has proven with the PS2 that they're capable of making a ten-year system. Ed Barton, analyst for Screen Digest, reminds gamers that God of War II released seven years into the console life and it "stands up pretty well to a lot of current generation games.""A hardware transition is a very expensive and traumatic experience for the entire industry and its consumers," he said. "I don't see why people wouldn't like the idea of any of the console manufacturers supporting a platform for ten years." We agree with Barton. Sony's plan for a ten year system truly makes sense, especially in the current economic environment. Current-generation systems still have a long way to go in terms of being affordable to the masses. Game development is already plenty expensive this console cycle -- if the industry rushes too soon into a new generation, how much more expensive will it be?
Console launches can cost "$3-5 billion," and with the economic climate right now, it's unlikely any company -- either Sony or Microsoft -- will want to jump into a new console cycle any time soon. For now, it looks like Sony's ten year plan with the PS3 is a pretty smart one. Kaz Hirai would agree.
Philosony: Home from the holidays

It didn't work so well.
Home, like many other things on and about the PS3, seems to invoke highly polarized reactions among critics and players. I've seen it on recent end-of-the-year lists as both one of the best applications and biggest disappointments of 2008. As the holidays are one of the few occasions I get to re-connect (and game) with a real-life social network that I've developed over the years I spent some time with them ruminating over why I don't have anything close to this kind of network of friends on the PSN and whether Home could provide it. Basically, before making any judgments about what Home lacks or where it fails to live up to expectations we need to really think about the question: what do we want out of Home?
Variety: Sony may be 'too artsy for its own good'
What does that mean? Fritz looks at a few examples. He looks at LittleBigPlanet, arguably Sony's biggest game of 2008. While it has been successful, it hasn't become the runaway hit that many have hoped. It seems that the game appeals largely to game critics and those that like "quality, 'artsy' games." Fritz also looks at the PlayStation Network. He notes that Sony is "the only one of the big three console makers that's investing its own money on downloadable 'indie' games." Other platforms have downloadable games, but they feature more ports and more "junk."
The PS3's XMB, he describes is "much cleaner and more Google-esque than Xbox Live, filled as it is with ads and other clutter, or the boring grid on the Wii menu." He also notes that the hardware is "smoother, prettier, quieter -- a superior work of art." However, he concludes that these superior features don't add up to a product that appeals to the mainstream. Unfortunately, that's what Sony needs in order to recreate the success of PS2.
Philosony - Ryu's Episteme

I still remember the first time I saw a SF2 arcade machine. It was at
Philosony: Colossus, reign over me!

Philosony - The beauty of problem-solving

We all know the selling points of the game. It's not just a cute, side-scrolling platformer and despite it's graphical style and E for Everyone rating it's not necessarily a targeted "kid's game". The real appeal of Sackland is in creation, making us as much game makers as game players. But here's the rub: how is it feasible that there is market among consumers for something that essentially makes them producers?
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Philosony: Gamers - natural born learners

Why am I spilling out the sordid details of games I recently deflowered myself on to you? Because in learning how to play all of these games I made an interesting if obscenely obvious discovery - I learned how to play no less than 12 games in a mere 14 days! While that may not sound strange for an avid gamer it sounds odd put in other contexts: learning to play 12 musical instruments in two weeks, learning 12 new sports, learning the ins and outs of a baker's dozen worth of operating systems. Such feats are certainly doable, but rarely does anyone have the drive to add that many new wrinkles to their brain. What is it about games that makes us so willing to learn entirely new systems of play on a regular basis?
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Philosony: Raise high the downloads, gamers!

It looks like Sony Japan has finally gotten hip to the idea that when it comes to portable systems digital distribution is the way to go. Heck I've taken plenty of advantage of the UMD Legacy archives for my PSP. After all, there's nothing portable about lugging around a physical library of discs just in case you happen to get the urge to bludgeon an undead abortion in public. There are many arguments in favor of digital distribution for handhelds, particularly as handhelds fit well with the type of "quick-fix" games that most original property digital downloads tend to be. But this column isn't about what makes a good handheld title. It's about what sort of games we want crowing up space on our
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PSN terms say Sony can sell your content without reimbursement
For example, Sony could show off your latest LittleBigPlanet level in a commercial they air. Or, they may show off your amazing drunken SingStar vid in a magazine ad. Maybe they'll make money off ads that run in your private apartment in Home. There are a lot of possibilties.
However, there is one fear, as pointed out by I have the Princess. Could Sony also redistribute user-generated levels from LittleBigPlanet as paid DLC? If so, there's no entitlement for the creators to gain a single penny off of those purchases. We doubt something this drastic will happen. Instead, we still believe LBP creators might, just might, have a chance to get rich off the game.
Philosony: Where's my box art?

Sorry for the brief hiatus, Inconstant Readers, but I was too busy making repeated trips to the store to pick up more Dramamine and an extra Dual Shock 3 after the PSN update last week. Let's just say that what Wipeout HD lacks as an epileptic stimulant it makes up for with motion sickness at 60fps. Mega Man 9 should also carry a warning about possible "controller malfunction" - here's a tip kiddos: the original Sixaxis is slightly lighter than the Dual Shock 3 and thus has a smaller chance of cracking televisions and denting walls when thrown.
Still, I wouldn't have traded this weekend's gaming experiences for anything short of an LBP beta key. Generally after some frantic gaming and letting my house devolve itself into a special level of disarray I rather savor picking up the pieces - smoothing out the crumbled instruction manuals and reinserting them into their cases while finding the perfect organizational spot on the shelf for the box art (alphabetically? by genre? producer?). Imagine my lament when come Monday morning I realized I had nothing but broken controller pieces to pick up. The game's I'd spent my weekend with were all digital downloads!
Philosony: The demo cometh

Philosony: Who let the - uh - simian out?

I recently wrote about some of the difficulties beyond realistic rendering that developers face when trying to make us emotionally attached to a character. Human behaviors and emotions are so much more difficult to mimic than those of animals, no matter how abstract. You'd find me silently weeping for the destruction of little Metal Gear Mk. II long before I'd be shedding tears for Solid Snake. Why is it easier to evoke a nurturing and protective instinct in a virtual pet than in a virtual human?
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Philosony: Yea, though I walk through the uncanny valley...

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