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Modern Gaming

Lack of Order

March 21, 2017 By ausretrogamer

‘Press X to Jason’ the screen reads, as you play through Heavy Rain. ‘Press X to pay respects’ the screen offers, as you begin Call of Duty Advanced Warfare’s campaign. These scripted moments are something that try and engage the gamer but often feel as though they are awkward moments, much like when a parent says to ‘Make sure you send grandma a thank you card for the $5 she gave you for your birthday!’ You sigh; “But, why?” is the silent question, grandma knows you love her, after all.

In games, being prompted to perform an action is something that is here to stay. Be it through a quick time event or something that is set to move the plot, being told how to play a game is a break of immersion that is unfortunately commonplace. To say that all prompts shouldn’t exist is completely foolish as well. In the Batman Arkham series, an enemy can be countered as the prompt flashes over their head. In the Metal Gear Solid series, stealth is achieved best by being aware of what the enemies are doing or how they are reacting to the player movements – if they are curious, we know, if they know we are there, we know. Past this, games that offer tips to playing the game, such as Uncharted, can be a welcome addition, prompting the player to look in a certain place, even with the prompted option of ‘Hint’ appearing on screen when a puzzle takes a player too long to crack.

source: The Turbulence

How then, did we get here? When we say that moving narrative through a button press may not be the best choice, what does the alternative look like? The answer I have found is in Minecraft. This argument is not built on Minecraft alone, but rather, the use of its crafting system and completely wonky puzzles. Do you want to build a pickaxe? Boards in a row on top, then sticks underneath, which, is the only logical way to form a pickaxe. This type of crafting and puzzle solving works because it falls onto something that was all but forgotten in games – the intelligence of the player.

source: Xombit Games

I have a collection of Super Nintendo games, which I consider to be the height of gaming history. That opinion was formed due to playing games as a child and then replaying them as an adult. In assembling the collection, I swore to myself very early on that I would play each cartridge as much as I could. I did this to ensure the games still worked and to also understand the system better. I would also refrain looking up about the game. If I was to play them, it would be without the help of the internet, just like it would have been while growing up. My approach led to moments of utter frustration (trying to use the special skills and moves in Batman Forever) and fantastic exploration (shooting accidental fireballs in Mortal Kombat) but the thing that was never questioned was my ability to progress, built out of desire, I pushed myself into the games devices and was rewarded by being able to play the game.

source: alphacoders

Games used to be taken on their own terms and merits. Donkey Kong Country was about saving a giant banana and using an array of jungle animals to do so. The original Street Fighter and Mortal Kombat arcade games did not have character bios built into the game for players – none of that was the focus. If it feels out of place to give advice or to try and add context, it’s because it probably is. None of the old games needed reason to have the player do what they did (looking at you, James Pond) but they presented common ideas, and then let the player go.

source: The Escapist

As I continue to play games, now on the Xbox and Playstation, I wonder about this time. The time when games handed us pieces and nothing more and if it is truly fading away, and if it is, what do I do? I am playing Darkest Dungeon at the moment which has the same incredible thought tucked into it – “What if I pour holy water onto an altar?”, I thought to myself late one night. I poured it and moments later I was texting a friend with complete thrill that it worked! These moments continued as these thoughts, now written here, wrote themselves in my head. How much of the player’s intelligence will you remove from the game, before you realise that the desire to learn and struggle until success, starved until the sensation of winning, will always be tied to human nature just as much as story telling or visual appeal?

Press X to pay respect to the player’s intelligence.

____________________________________________________________________________________________________________________

Matthew Squaire
Matthew hosts the Matturday Podcasts with amazing people in video games. He can also be found on Twitter

 

 

 

 

Filed Under: Modern Gaming Tagged With: Batman Arkham, Call of Duty Advanced Warfare, Darkest Dungeon, Donkey Kong Country, Heavy Rain, Matturday, matturday podcasts, Metal Gear Solid, Mortal Kombat, press x to continue, SNES, street fighter, super nintendo, Uncharted

Sonic Forces: Gameplay Footage Teaser

March 20, 2017 By ausretrogamer

Just in case you missed it, at last week’s SXSW (South by Southwest) in Austin, SEGA revealed the first gameplay footage of the upcoming Sonic Forces game. We must admit, it is great to see Sonic back in force (Ed: sorry, it was there for the taking). The blue blur is smooth and as speedy as ever!

Sonic Forces, the latest in the Sonic the Hedgehog games series is being developed by the gun Sonic Team. The game is scheduled for release later this year on the Nintendo Switch, PlayStation 4, Xbox One, and PC!


source: Five Star Games

 

Filed Under: Modern Gaming, Retro Gaming Culture Tagged With: classic game, Nintendo Switch, PC, PS4, sega, Sega Sonic, Sonic Forces, Sonic Team, Sonic The Hedgehog, Xbox One

Donkey Kong Advanced

February 24, 2017 By ausretrogamer

Yep, you read that heading right – an advanced Windows version of the seminal Nintendo arcade classic, Donkey Kong. Take a bow on a job well done, Mr. Justin Bohemier!

When our very good friend Aaron Clement (from Press Play On Tape Podcast fame) gave us the heads up on this game, we thought we would do the same by sharing it with the rest of you. Before Ninty’s lawyers issue a cease and desist, make sure you grab your copy of Donkey Kong Advanced now!

So you may ask, what’s new in this version of Donkey Kong Advanced? Since you asked nicely, here you go:

  • Levels are different, some are completely new, while others have the same level structure with some differences
  • New switch, laser, and key system to save Pauline
  • Mario (Jumpman) can jump off high platforms and land without killing himself (yahoo!)
  • New heart bonus items are worth 2000 points but are tricky to get
  • Barrels rebound off the floor higher than before – so watch out
  • Hitting barrels with the hammer doesn’t pause the game during the explosion
  • Level 4 is icy – there is a special shoe item to pickup that makes it not slippery


source: Justin Bohemier

image source: Donkey Kong Advanced in itch.io

 

Filed Under: Modern Gaming, Retro Gaming Culture Tagged With: 2D platformer, 8-bit, DK, Donkey Kong, Donkey Kong Advanced, Donkey Kong on Windows, new Donkey Kong game, nintendo

Junglist Returns With New Gaming Show

February 22, 2017 By ausretrogamer

New Youth Network, SNACKABLETV.tv, has launched a brand-new video game show called UNDER CONTROL, with Jeremy Ray (Junglist) and Jessie James (Geek and Gamer Girl) hosting.

The show went live on SNACKABLETV.TV on January 26th 2017 and is broadcasting on the CATCH app on Sydney buses reaching a huge audience in the 13-to-30-year-old age bracket.

The two hosts are already prominent figures in the gaming industry, with Junglist being one of the co-creators of the (sorely missed) Good Game and Kotaku contributor, and Jessie being one of Australia’s most popular Twitch streamers with over 74,000 followers.

New content will be produced weekly. Under Control will feature snack-sized content on all things gaming; reviews, interviews, behind the scenes, news, features and on-site event coverage.

“Sometimes I go over to Jessie James’ house and we have conversations about games. Lately, there’s been this weird camera guy there, but she told me not to worry about it. I’m sure it’s nothing!”, says Junglist.

“Once we pried Junglist off Dark Souls III and cleaned him up, it became clear he was the best co-host I could imagine. We keep each other in check and hardly ever try to kill each other offline anymore. It’s great!”

SNACKABLETV is a revolutionary digital youth network housing the best in bite-sized content. It’s an entirely new way for young people all over the world to access high quality short-form entertainment for FREE, without annoying advertisements or subscriptions (Ed: Yay!). It’s mainstream-accessible without dumbing down the content or neglecting the core gaming audience.

“We’re excited to be creating something new and authentic for the gaming community.” – Deb Morgan, SnackableTV’s Under Control Producer.

You can view UNDER CONTROL now, so hop to it!

source: SNACKABLETV – Under Control

 

Filed Under: Announcements, Modern Gaming Tagged With: Catch app, Gamer Girl, Geek, Jeremy Ray. Jessie James, Junglist, new gaming show with Junglist, Snackable, Snackabletv.tv, video games show

Price Evolution: is Nintendo Switch following the pricing trend from the past?

February 22, 2017 By ausretrogamer

Article provided by Cuponation Australia. Prices quoted are in US Dollars

Cuponation Australia, a specialist in savings, delved into some market research to see how the prices of videogame consoles has changed through the last 30 years. The data includes prices from the launch of the first Nintendo video console in 1985 till their latest console release, the Nintendo Switch (March 2017). To see the evolution of prices, the research considered the inflation rate from the corresponding year of release.

Gaming has become cheaper by 24% (on average) over the last 30 years
The result shows that nowadays consumers are paying 24% less than 30 years ago. The price trend shows that each brand had lowered their prices since the launch of the first videogame console. It seems that Sega became 32% cheaper by their last console, Playstation cut their prices by 15%, Xbox and Nintendo by 25% and 29% respectively. The first videogame console produced by Nintendo, the NES, would cost $420USD nowadays which is already more than what you would pay for the Nintendo Switch. We obviously would not know the impact of inflation to the cost of the Nintendo Switch in future years.

Nintendo remains consistent in its pricing policy
The launch prices of Nintendo systems have remained relatively stable over the last 30+ years, with the exception being this year. The Nintendo Classic Mini from 2016 was not taken into consideration as it was not a next gen console. In relation to consoles from Xbox, PlayStation and Sega, consumers would notice some significant jumps in pricing over the decades – the launch of Sega’s Saturn in 1995, would cost $629.29USD in today’s money and the PlayStation 3, launched in 2007, would cost $578USD today.

The top 3 closest competitors in terms of price to Nintendo Switch ($299USD):
1) Xbox One S, launched in 2016 with inflation price of $299USD
2) Nintendo 64, launched in 2005 with inflated price of $298USD
3) Sega Dreamcast, launched in 1999 with inflated price of $288.11USD

source: Cuponation Australia

 

Filed Under: Modern Gaming Tagged With: Console price comparison, Console Prices, gamers, gaming, gaming console price comparisons, Nintendo Switch, Video Games

A Retro Gamer’s Stroll Through 80s Yakuza 0

February 11, 2017 By ausretrogamer

Before we begin, let’s set the record straight – I have never played a Yakuza game! Yep, you read that right. You may throw out a “WTF?” at this point, and you’d be justified in asking exactly that – what the fudge, dude?

Well, I won’t bore you with why I haven’t played any of the previous Yakuza games (you can blame it all on those retro games I keep playing!), but at least you’ll get a perspective from a player experiencing the franchise for the very first time! I come into the Yakuza universe as a total noob, so go easy on me.

The vibrant lights of Pink Street!

So,”What’s this Yakuza 0 all about anyway?”, I ask myself. Well, first and foremost, I had heard that this prequel Yakuza action game, dubbed Zero, was set in the 80s, my favourite decade! That was enough to pique my interest in the game, so I thought I’d jump in the deep end and have a go!

Sobering up some drunkards, the old fashioned way!

Beating up peeps can work up a thirst

From a noob’s point of view, Yakuza 0 eases the player into the game with great cutscene sequences that set the narrative for the protagonist, Kazuma Kiryu, or simply just Kiryu. Obviously the title gives it away, Kiryu is a yakuza, a lowly debt collector for the Dojima Family (of the Tojo Clan). Kiryu is framed for murder and is then used as a pawn by a bent crime family lieutenant who aspires to be top dog. I’ll spare you the rest as I don’t want to spoil it for you!

Visiting the ‘family’!

No mobile phones in 1988, so pay phones were the best way to conduct business on the streets

I’ll be honest, I really wanted to play Yakuza 0 to roam the streets of 1988 Kamurocho, the notorious redlight district of Tokyo – to explore its karaoke bars, dart parlours and of course, its amusement centres – Club Sega and Hi-Tech Land were high on my list so I could play some (well, a lot of) Out Run! I really didn’t care for the story as to why I was setup for murder and the whole Empty Lot business.

Smoking can kill you! So can a bent lieutenant…

But before I could explore Kamurocho, I would have to dispense some good old fashioned beat-downs to street punks and hoodlums that were dumb enough to move in on my turf. Oh yeah, cash is earned the more peeps you beat up. These fight sections definitely reminded me of classic Dreamcast brawling action games, just like Shenmue. And just like Shenmue, it’s fun to explore the vibrant city you find yourself in.

Giving the vocal chords are work out with some karaoke

What I wasn’t counting on was the game’s ability to suck me into its story-line and its fascinating characters. I had to put the idea of exploration and playing Out Run to one side, as I set my sights on finding the people that framed me for murder and then confronting the bent Dojima lieutenant, Kuze. To say that I was now hooked on Yakuza 0 would be a gross understatement. With about 80 hours of gameplay, I have a way to go, and that is before I even touch any sidequests! So if you excuse me, I need to get back to being a yakuza and kick ten shades out of some really bad people.

Behold, the holy grail of arcades!

Damn, it’s closed. Can’t wait to play some Out Run!

image source: Yakuza 0

Filed Under: Modern Gaming, Retro Gaming Culture, Reviews Tagged With: 80s arcade, modern game, Old School, PlayStation 4, PS4, Review, Yakuza 0, Yakuza 0 PS4, Yakuza 0 review, Yakuza Zero

Sneak Peek At Atari’s New Gameband Smartwatch

February 7, 2017 By ausretrogamer

Last week we reported on the imminent new Atari hardware, and now we can tell you a tad more. With just 3 days to go till the official Gameband Kickstarter launch (1:00am February 9th AEDT), some teaser sneak peek photos have emerged of the Gameband Atari and Terraria Edition smartwatches.

As can be seen in the photos (from left to right); there’ll be a straight Gameband Edition (Black, sleek and shiny), an Atari Edition (red, black and retro) and a Terraria Edition (brown, green and indie). Apparently there will be a super early bird price on Kickstarter (starting at $99USD) for a limited quantity – too bad the Kickstarter will launch at the ungodly hour of 1:00am our time :-/

According to Gameband’s CEO, Feargal Mac Conuladh, the Gameband Smartwatches will be “An insanely powerful Smartwatch, wrapped in gaming design and content.”. We shall see!

We reached out to Feargal to state that the launch was going to be at 1:00am on February 9 (our time), meaning a lot of Australians would miss out on the early bird special. He responded thusly:

@ausretrogamer you telling me gamers down-under are in bed by 1am? 😉

— Feargal Mac Conuladh (@feargalmac) February 7, 2017

It’s always good to see a CEO having a sense of humour!

 

Filed Under: Announcements, Modern Gaming, Retro Gaming Culture Tagged With: Atari Gameband, Atari retro, Gameband, Gameband Atari Edition, Gameband Atari Edition smartwatch, Gameband smartwatch, Gameband Terraria Edition, My Gameband, playing games on gameband, Retro, Retro Gaming

Sydney Game Developers Jam Together

February 6, 2017 By ausretrogamer

How long does it take to create a video game? According to the trail blazers at the Global Games Jam, just 48 hours – all in the spirit of good fun of course!

The flagship event of the 2017 TAFE Open Week saw 183 game developers converge on the North Sydney campus for the Global Games Jam. Global Games Jam is an annual international event in which competitors from around the globe are given a theme to create a fully playable game in just 48 hours. 2017’s event saw over 36,000 jammers in 702 sites across 95 countries create over 7,000 games in just one weekend!

Artists, musicians, coders, designers, writers, producers and more spent a hectic sleepless weekend creating games inspired by the deceptively simple theme of “waves“, with matters being complicated by our list of optional diversifiers. The games that emerged at the end of the weekend took the theme in many directions, some very literal and others more esoteric. We had ocean waves, sound waves, Mexican waves, enemies attacking in waves, players communicating by waving their hands, and so much more.

“Global Games Jam offers both TAFE North Sydney students and the wider Sydney gaming community the chance to come together and share their love and passion for gaming.” says Daniel Hale, Game Development Course Coordinator at TAFE North Sydney.

Having competed in every Games Jam since January 2015, Ray Frihy and Memia Lin are certified Games Jam veterans – at just 18 years of age! Both began their studies at TAFE North Sydney at 16, completing the Diploma of Interactive Games and are now currently completing an Advanced Diploma of Screen and Media.

For them, Games Jam has been instrumental in developing their technical skills for game development, as well as giving them the real-world experience of working towards deadlines and collaborating as a team – essential skills necessary to succeed in the highly competitive gaming industry. This sentiment is echoed by their teacher Daniel Hale; “Ray and Menia are both great examples of the budding talent we are seeing at TAFE North Sydney. Games Jam offers them and others students the chance to meet directly with industry professionals and demonstrate their amazing talent, we believe it is really important to nurture talent and provide them with the skills necessary for a successful career in games development.”

Now in it’s third year, TAFE’s Global Games Jam saw the cream of Sydney’s video game development crop come together as a community to share their knowledge and passion for gaming. A fantastic live stream hosted by Bajo (Steven O’Donnell from ABC’s Good Game) led to the reveal of the “waves” theme after a keynote video created by the team at Extra Credits. This led to a frenzy of creation, which didn’t stop at the weekend. Many games developed in previous Game Jams have become fully realised games. The Global Game Jam is open source, hardware and software agnostic and all projects are protected under a Creative Commons license. Some standout mentions from this year included:

Wave Breaker – A tsunami survival game with a bizarre Nicholas Cage Easter egg.

CYCLONE_RYDER.EXE – A wave pattern maze game that is deceptively difficult.

Electric Surfaloo – A surfing themed game which pits Broseidon against an onslaught of beach goers.

That’s My Queen – A truly unique and entertaining concept that requires you to make the correct hand gestures to your kingdom’s subjects as you pass by in your car.

For a full list of games created and participant lists follow the link to the official Games Jam site here.

image source: TAFE North Sydney – Global Games Jam

 

Filed Under: Announcements, Modern Gaming Tagged With: Cyclone Ryder.Exe, Electric Surfaloo, GameDev, Games Jam, Global Games Jam, IndieDev, Sydney Game Developers Jam Together, TAFE North Sydney, TAFE NSW North Sydney Open Week, That's My Queen, Wave Breaker

Wonder Boy III: The Dragon’s Trap

January 23, 2017 By ausretrogamer

Wonder Boy III: The Dragon’s Trap is Ms. Ausretrogamer’s favourite Sega Master System game, so to say she is excited for the remake of the 1989 classic would be a gross understatement!

The Dragon’s Trap remake is being developed by Paris based Lizardcube and published by the awesome DotEmu! We eagerly read each development blog entry for how things are panning out, and we wait with bated breath for this game to come out on all modern consoles, including the Nintendo Switch and also PC.

No matter your choice in systems, 2017 is going to be a great year for gaming! We can’t wait for The Dragon’s Trap.

wb4

wb3

wb2

source: The Dragon’s Trap

 

Filed Under: Modern Gaming Tagged With: Nintendo Switch, PC, PS4, Steam, The Dragons Trap, Wonder Boy, Wonder Boy 3, Wonder Boy III, Wonder Boy III: The Dragon's Trap, Xbox One

Back To The Virtual Future

January 11, 2017 By ausretrogamer

image source: VR Source

We live in a brave new world of virtual reality and ‘real’ 3D experiences. The race for full-immersion is on, with big money invested in tech to transport you into a virtual world. It seems some people won’t rest until every home has access to a Star Trek style holodeck. In these heady days of VR pioneering, it’s easy to forget that the seeds were planted long ago. This post looks at early appearances of VR in popular culture that inspired the current gold rush.

Simulated reality is a very powerful idea. It strikes at the heart of the human experience and touches on existential questions about our nature. I’m not suggesting Oculus Rift is going to shed new philosophical light on the writings of Descartes, but it certainly highlights a longstanding human desire to shape our own reality.

Early science fiction novels played with the idea of virtual reality from as early as 1941. Robert A Heinlen’s book ‘They’ tells of a man confined to a mental institution because he believes he is one of the only real people alive and that the rest of the universe has been created by a few others to deceive him. This solipsistic work sets the tone for many early virtual realities. Most are generally dystopian in nature and play heavily on people’s fears of being unable to trust their own senses and the people around them. This theme reoccurs frequently in popular culture.

Phillip K. Dick, took a slightly different tack. In his 1953 novel “The Trouble with Bubbles” we first see the idea of humans creating virtual worlds for others to experience. It is an interesting concept with relevance to the creators of today’s VR experiences. The book fully explores the morality of having total control over the lives of others.

image source: DailyTech

It’s not just books that play with virtual reality. TV and films explore the trope in great detail. One of the first references to VR on TV was, of course, Star Trek. In 1974, long before Captain Picard was flouncing around the holodeck, the crew of the Enterprise has an encounter with an unusual cloud that affects their computer. The ship starts to play practical jokes; including turning the recreation room into a dangerous virtual reality area that almost kills the unfortunates who get stuck there. A far cry from the holodeck’s mainly benign incarnation in Star Trek: The Next Generation.

image source: Front Effects

Tron (1982) is one of the first examples of close human computer interaction in film and of course borrows heavily from computer games for its action scenes. Again, it is a very twisted form of reality with the main character trapped in a computerized world, fighting against the very system he programmed. The VR on display is highly advanced, with full body immersion and the very real possibility of death.

Other films like Lawnmower Man (1992) and Johnny Mnemonic (1995) come closer to the current day experience with headsets and body suits that relay information between user and applications. The Matrix (1999) has a connection straight to the brain that delivers an almost fool-proof illusion of reality. The first two have technology that is either within our grasp or very close, while the direct brain plug of the Matrix is not as far away as you might think. Advances in direct neuro controls for things like prosthetic limbs shows our understanding of the brain is expanding at a rapid rate.

You can bet that the brains behind the current crop of VR are aware of the fiction behind the science. Science fiction has always influenced technology, inviting scientists and engineers to turn the imagination of writers into reality. With the amount of money being invested in the new generation of VR, it’s only a matter of time before more outlandish ideas become reality. At the current pace, we will likely see highly convincing virtual reality with haptic feedback and all senses engaged within our lifetimes.
It is strange that something that is clearly a great fantasy for many people is inspired by popular culture that generally warns of the dangers of the technology. Let’s just hope that science fiction has only predicted the emergence of the tech and not its dystopian themes.
____________________________________________________________________________________________________________________
Andy Trowers is a game design consultant, freelance ne’er-do-well and staff writer for www.australia.for-sale.com

 

Filed Under: History, Modern Gaming, Retro Gaming Culture Tagged With: Andy Trowers, Holodeck, Old school VR, Star Trek, Virtual Reality, VR, VR history

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