Monday, February 8, 2010

You don't buy DLC, you rent it

It doesn't seem like it was that long ago when I wrote about games disappearing off the Live service. It seemed not to make much of a ripple on the internet, as they were "just" a handful of arcade games that no one seemed to care about. I wondered then what it would take to stir up enough anger that people might actually start to care about digital distribution, how it takes away their rights and privileges, turning "buying" into "leasing" under terms that only the network owner controls and can change at any time "for the good of the service".

On Friday, Xbox Live's Major Nelson dropped a bombshell, announcing on his blog that Microsoft was discontinuing Xbox Live support for all Xbox 1 consoles and games. Officially, it's so they can evolve the Live service without being restricted by features the original games couldn't support. It still seems to me they should've been able to work around this, by versioning the service and system calls. Windows has been doing this for decades, after all, where the same API behaves differently depending on how it's being called. But then, it's been theorized that Windows's instability is partially a result of its attempt to support old software as well as new, so I don't fault them for wanting to shrug off the old to move forward. I still question whether it's entirely necessary. Necessary or not, though, it's the move they're making.

Last month, I wrote about the problem with dedicated servers, and how games that rely on those servers become useless online when (not if) the companies that run them give up support. I mentioned that games that don't do that benefit from the fact that Xbox Live uses peer-to-peer and can continue to be played online indefinitely. Unfortunately, Microsoft just negated that argument. The Xbox Live service was responsible for matching those peers, and now, even without a dedicated server reliance, all games are going to be useless online. Sure, LAN will still work (which means certain LAN-tunneling programs like Xlink Kai or XBConnect can be used to emulate the service), but it's not quite the same.

But wait, there's more — or rather, less! Microsoft, being the forward-thinking company they are, decided to get a head start on the end-of-life process and pulled all the Xbox 1 content from their servers immediately. That means any downloadable content, such as the maps for Halo 2, was no longer available. As you can imagine, this greatly interfered with Bungie's suggestion to play a few rounds of Halo 2 for "old time's sake" before support goes away, as all the matchmaking playlists require all the maps (they're all free at this point, after all). See, users who don't have them available, because they've either deleted them to make room on their hard drives for "current" content, or they've replaced their consoles sometime (the maps are bound to the console when installed and won't play on another console without re-downloading/reinstalling), can't get them. Now, Bungie happens to have enough "pull" with Microsoft that they've talked Microsoft into granting an "exception" and putting Halo 2 maps back online, which is great for them, but not so much for people who might want one last crack at an online romp through, say, Crimson Skies.

Where I hope this makes people very angry, is that the Halo 2 maps were not always free. When they were first released, they were at a price; which means people paid real money for this content. In a couple months, it will no longer be available. (Other games had for-pay content as well, but Halo 2 is the best-known and still the most-played original Xbox game, and the one most likely to stir up a fuss.) So, content that people have paid for, on a game that people still play (either because they haven't upgraded to a 360 — and I do know someone who hasn't — or because they happen to think Halo 2 is a good game, and it happens to be playable on the 360), a game whose name has been practically synonymous with the word "Xbox" since its launch, is going to be taken away.

Is it enough for people to get mad about yet? Will we stop hearing the chant, "The disc is dead! Long live DLC!" Or is it "ok" because Halo 2 is such an old game; that people have "played enough" that they don't "need" that content anymore; that sure, it was a rental, but it was for a "long enough" term that it doesn't matter; and there "aren't enough" people affected to "worry about"? (And did I use enough "scare quotes" to accurately convey my "opinion" on "that"?)

Saturday, January 30, 2010

Lego Rock Band

There's not a whole lot to be said about Lego Rock Band, to be honest. It's pretty much the same old Rock Band game, just with a Lego skin. Rectangles, now in the shape of Lego bricks, slide down the tracks, and you use the same plastic instruments to match the colors.

There are a few new features worthy of note. There is a new "super easy" mode, where a player only needs to strum or hit a drum to "score" (i.e., it doesn't matter if you hit the right color, so long as you hit something). It's very helpful for kids, spouses, parents, etc. who want to play along but just can't get it. There's also an "auto kick-pedal" option just for the drums, which could work for someone like me who just can't get two hands and a foot to coordinate.

Also, in the "story" mode, you have the chance to play challenges, where you use "the power of rock" to accomplish some task (demolish a building, summon rain for a farmer's crops, beat back a giant octopus). It's a little entertaining, in that it adds a bit of purpose to the game — except it is really only good for spectators. You still have to concentrate on the note tracks, which makes it difficult to appreciate the visuals going on in the background. (Seeing the roadies pop up to shout "Ghostbusters!" in the chorus is cute, but I've only been able to see it out of the corner of my eye.) Supposedly, if you're playing multiplayer, the challenges work by feeding notes to one player at a time, though; unfortunately, I haven't had a chance to experience this first-hand yet.

The game also lets you play "short versions" of songs (at least, the ones on disc), which is helpful when you're playing the same songs over and over again. (Yes, the song list, while including a lot of good songs, is fairly short.)

Lego Rock Band is mostly cross-compatible with the Rock Band catalog, which helps to make it less repetitive. Harmonix does apply a certain rating to the songs, though, and only songs that are rated "age-appropriate" are allowable in Lego Rock Band. I don't begrudge them trying to implement this restriction in their "cute" edition, but as my wife and I went through the Rock Band store and noted which songs were marked available for Lego Rock Band and which weren't, we found some rather surprising choices.

My older son used to be more into the Rock Band series (although his interest had waned in recent months), and my second son loves the Lego games. Also, of the songs on my MP3 player, both of them had really taken to the Ghostbusters theme song, begging for me to convert it for playback on their DSi's and listening to it repeatedly. I had thought Lego Rock Band would be the perfect storm then, mixing Lego and Rock Band, and including Ghostbusters in its track list. Plus, new features like the "super easy" mode would make it possible for my less coordinated younger son to play without getting frustrated.

Unfortunately, they just haven't been interested. Whether they've just tired of the plastic guitar genre, or they're just too interested in the DSi games they got for Christmas, I'm not sure. Even when they do put their Nintendos down and play the 360, though, Lego Rock Band just hasn't been their game of choice.

I don't regret the purchase, even if I am a little disappointed by the lack of enthusiasm I got from my kids.

Wednesday, January 27, 2010

Tower Bloxx Deluxe

My son bought this Xbox Live Arcade game with some points that Santa brought him for Christmas. Gameplay is ridiculously simple — you build residential towers by dropping blocks from a crane. Your only control is the 'A' button to drop a block (although you do need the stick and other buttons for selecting where in the city you are building your tower). The crane swings the block from side to side, and depending on how accurately you stack your blocks, your tower will sway as well. The more perfectly you stack your blocks, and the higher you build your towers, the more people will move into them. Higher populations unlock taller possible towers and special bonus blocks.

Beyond the very simple core gameplay, there's a bit of thinking and strategy in planning out your cities, as there are rules for where each tower can be placed. Your entry-level blue towers can go anywhere, but the next-sized-up red tower can only go next to an existing blue tower, the next-sized green tower can only go in an empty space touching both a red and a blue tower, and so on.

Still, there's not much to the game. Doesn't really seem worth the $10 in Points. Plus, it's more than a little frustrating, in that "completing" the game really requires dropping blocks with pinpoint accuracy, and it won't count if you're off by just a couple pixels (which is incredibly difficult to even see on a CRT display).

I probably would've discouraged my son from getting it, since there are better games for the money, but it was, after all, his money.

Saturday, January 9, 2010

Where were you when the servers went dark?

Earlier this week, Sega pulled the plug on the multiplayer servers for Chromehounds. While it's not a game I played often (personally, I logged maybe a total of 80 hours over the 3+ years I owned the game), and I had a lot of complaints about it, it's still overall a good game, if only for the experience I had playing it with fellow Geezer Gamers, and it will certainly be missed.

Chromehounds had a lot of really bad achievements — from the leaderboard-style ones; to the rare, random event one; to the ones that can only be achieved through impossibly long hours of grinding (even above and beyond what this achievement enthusiast is willing to endure). Of course, a lot of them can be forgiven, since they were created when achievements were still relatively new. The majority of these achievements, however, are now completely unavailable. Because they were dependent on the online war simulation, which was hosted on the dedicated server, there's now no option for getting those achievements.

But no game is all about achievements. Chromehounds was about building and customizing giant military robots, joining with a group of friends, and fighting a group of enemy robots. Our preference was for fighting computer-controlled opponents. Although they were fairly predictable and had accuracy and range beyond realistic, it was better than running into humans who played the game to such an extent that they would build ridiculous Hounds with obnoxious combinations designed to destroy an enemy in a single shot.

Of course, the computer-controlled players were controlled by the central server, as was the state of the war and all its battlefields, so those types of matches are gone forever.

Other server-managed features also went offline, such as squads. Initially, this was just sad from a sentimental view, but we realized that it also put an end to one of the highlights of the game: being able to trade Hound builds and parts with each other. Since you can only trade with people in your squad (and only when both of you were online simultaneously — this was also before sending things via an Xbox Live message was the norm), trading was also gone.

Probably the most irritating thing of all, though, is the non-war-related game modes. There was a group of four of us who were playing on that last, fateful night. When the server was shut down and the computer opponents were no longer available, we found that "Free Play" was still available. Launching a Free Play mission, we were able to play against each other.

This seemed like a good thing at first. It wasn't much, but it meant there was at least some way we could get online and get in Hounds with each other again. But we quickly discovered, as one of our party ended up kicked out to the game's title screen, that there would be no coming back. When you select "Xbox Live" from the game's title screen, the first thing it does is attempt to contact the central server. When it fails to connect to the server, it doesn't let the game proceed into multiplayer mode. Those of us who were already in that mode could stay there, but once we left, there was no coming back, even to play the game types that didn't require the server.

It's not terribly surprising that Sega took the server offline. Chromehounds is over three years old, which is a long time to be playing a videogame these days. But it does show the weakness in having a game rely on a dedicated server; and how when that server goes, so much of the game goes with it.

Sega is hardly the first or the most egregious offender of this, though. Electronic Arts uses dedicated servers for a lot of its games, most notably its sports titles, and they have announced the impending doom for dozens of their games, including relatively new titles like Madden 09. While this seems more conspicuously like a money grab by forcing customers to "upgrade" to the latest version of their titles, it shows how quickly a game can become "worthless" (at least online) when a company decides it's time to let go, if the game is dependent on a dedicated server.

On the other hand, there are games which probably owe their continued existence to the fact that peer-to-peer is more the rule rather than the exception. If Shadowrun relied on a dedicated server, it's not inconceivable to think the game (which only had an online component and had no single-player mode to speak of) would've lasted a year, considering the parent company, FASA, closed up shop very soon after the game's release. Halo Wars may have been in a similar situation, since developer Ensemble actually closed before the game was on store shelves.

Still, there are advantages to having dedicated servers, like deploying server-side updates and better connections (in the cases when certain peers don't have a good data path between them). Developer Valve walks the line best, by offering the option for using a dedicated server or a peer for a server in Left 4 Dead 2. (Left 4 Dead automatically makes the choice.) If the dedicated servers ever go offline (or, as I've already seen, the choice is made for a dedicated server, but the dedicated servers are already overloaded and none are available for a new game), the game is still fully functional in peer-to-peer mode.

I remember Microsoft taking a lot of heat for their lack of dedicated gaming servers (especially on a paid service), but I think these examples show what happens when games' online components are reliant on a company's continuing support. Games that are peer-to-peer (or at least can fall back to that as an option) can always be played online with a willing partner or opponent, regardless or in spite of the lack of company support or existence. It does also factor into my purchasing decisions. I am very leery of buying EA games (or other games that I know use a dedicated server) for online play, knowing how quickly they might yank support.

Saturday, December 12, 2009

A face for radio

At GeezerGamers.com, we have a community podcast, where the hosts do a get-to-know-you interview with a member of the website, talk about current games, and then discuss some gaming-related topic of the week. Basically, it's just a bunch of old guys shooting the breeze about video games.

Since the hosts live on the east coast of the U.S., most of their guests have also been from the Eastern or Central Time zones, as those are the people they've happened to game with most often (although I've actually been a guest once myself). In order to remedy this and give the west coast members some representation (and to take some of the pressure off of the east coast hosts from having to do a show every week), there will now be two shows, an east and a west coast show, on alternating weeks.

What makes this exciting is, I will be one of the co-hosts! Fellow Geezers SquidgeyFlint and FireMedic41 will be the other hosts, as we do the West Side edition of the Geezer Gamers Community Cast.

Our first episode, where FireMedic41 acts as our "guest" and subjects himself to the "20 questions" segment, is up on the GGCC Blogger site.

Friday, November 27, 2009

Left 4 Dead 2

Valve took a lot of heat for announcing the release of Left 4 Dead 2 a mere year after its predecessor, which seems odd considering Madden games get a lot less and Call of Duty games get nearly zero criticism for doing the exact same thing year after year. Many seem to feel that Left 4 Dead was not given a promised amount of support or DLC, or that the content of Left 4 Dead 2 should have only been released as DLC for the original.

Left 4 Dead 2 in a lot of ways is the same game as Left 4 Dead, however it does bring a ton of new content that I think "merely" distributing it as a downloadable add-on would not have been feasible. (Honestly, if it were possible, they probably would've made a lot more money partitioning it out as DLC; so the argument that they were trying to milk customers by packaging it as a separate full-price game doesn't hold water.)

Left 4 Dead 2 brings four new survivors into the zombie apocalypse. The setting is in the southeastern United States, and the survivors have a distinct Southern flavor to them. The levels are a lot wider, meaning the survivors aren't guided down a narrow channel through the level; and the levels occur in broad daylight as well as the middle of the night. There are a lot more weapons, rather than just three different weapons in two different powers. There are also new assists (adrenaline shots and defibrillator units), and all-new melee weapons. There are also new special infected — the charger, spitter, and jockey — and new "uncommon" common infected, like CDA agents in hazmat suits and police officers in body armor.

The Director, the program that controls the overall experience, has some new tools in its arsenal, as well. It has more options for distributing medpacks and weapons (no longer placing the same groups of the same weapons in the same locations), the ability to block off some pathways and open up others to change the overall layout of the level, and even the ability to control the weather in some situations.

Ultimately, though, the gameplay is pretty much the same as before. You have to get through the level from one safe room to the next, trying not to get killed along the way. A couple of the new campaigns end in the same type of "hold out for rescue" event as before, but some have very new objectives. One, you have to collect gas cans and fuel up a car to make an escape (while hordes of zombies try to prevent you from doing it), and another you have to keep moving and run across a long bridge. There is even a new style of "crescendo" event — not only do you have mid-campaign moments like Left 4 Dead where you have to stand your ground against an extended horde for a predetermined period of time (e.g., while a noisy elevator slides into position to grant you passage), but Left 4 Dead 2 has new moments where you start the event at one point and have to battle your way through the zombies to the "off switch" to stop the event, and the horde will only keep coming until you do.

Although each of the five campaigns in Left 4 Dead 2 are considered a "game" and can be played in any order, the dialog at the beginning and end of each tells a more coherent story played in sequence, showing the survivors' journey from Savannah to New Orleans and their ultimate rescue by the armed forces. The game therefore does give just a little more of a story than Left 4 Dead — although there is still no real depth or detail given to the backstory. You still don't know a lot about the characters themselves (unless you read the little bio given in the manual), and nothing more about the infection itself.

Compared to Left 4 Dead, the characters in Left 4 Dead 2 don't show a lot of personality. (The notable exception is that Ellis, if you linger in the safe room for a moment at the start of each chapter, will launch into a very long story about the misadventures of his friend Keith, before getting cut off by one of the other survivors.) While the survivors in Left 4 Dead were constantly throwing out one-liners and brief little interchanges throughout their adventure (from Francis's constant murmurings of things he hates, to the always-entertaining elevator dialog in No Mercy, to Zoey, upon seeing the graffiti "GOD IS DEAD", whispering an awed, "Oh, no, the zombies ate God!"), the Left 4 Dead 2 foursome seem to be all business. They swear a lot more, too, which I don't terribly appreciate.

One thing I noticed about the level design is, because the Left 4 Dead 2 levels are so much more "open", it is much easier to feel lost. When playing the original Left 4 Dead, the level design was so constricted and the use of lighting was so dramatic, that it was quite nearly like riding on rails. There was almost no question where to go next. By contrast, I've found that Left 4 Dead 2 does not have the same "guided" feeling to the design, such that I'm not always sure where to go next. Part of that, I think, is because a lot of the levels are daylight, where "follow the light" just isn't possible — but even in the nighttime of the Hard Rain campaign, the lighting cues just aren't as obvious. In fact, I got thoroughly lost wandering through the sugar mill of Hard Rain, and if I didn't happen to be in a party chat with someone who happened to remember enough of that level to give me some general direction, I'm not sure how long I would've wandered around that level. One of the tricks the game uses to help you find out where to go is, when your character is about to go through the right door or up the correct ramp, he'll signal to his fellow survivors with a helpful "Let's go this way" — but that only seems to occur if you're already heading the right way to begin with. If you can't see or find the right door, you don't get a lot of help. Certainly, this is a problem that will fade with experience, but it does ramp up the learning curve in trying to get through the campaigns.

There are five new campaigns, which are all playable in co-op and versus modes. The Survival mode, that was added as free DLC to Left 4 Dead, is included in Left 4 Dead 2. There is also a brand new "Scavenge" mode, where survivors try to keep a generator fueled as long as they can while the infected try to prevent it. The variety of game types do give you more of an option of how much time you need to commit. A campaign can last up to an hour on the easiest level; versus can be a very lengthy proposition, depending on the skill of both teams. On the other hand, Survival and Scavenge offer a co-op and versus game type, respectively, that generally lasts a relatively short time, like 15 minutes or so.

All told, it definitely feels like much more of a complete package than the original, which by comparison seems like a Left 4 Dead Lite. Although it seems more difficult getting a team together (since its release has been eclipsed by this fall's mega-blockbuster Modern Warfare 2 — or is it because people aren't as excited about this release as the last one?), the teamwork and camaraderie in banding together mowing down hordes of zombies to get to the next rescue point is just as fun as the last time.

Wednesday, November 11, 2009

Download now, play next week!

Interesting DRM-related goings on in the PC world. The distribution network Steam is offering the ability to not only pre-order games, but pre-download them as well. Since downloading a full game is not an instantaneous process (and is expected to be even worse on a big game's release date), you can download the code early, but be locked out of play until you are able to activate your copy with their server, on the game's actual release date.

Sounds perfectly reasonable, as far as it goes. They have enabled that for the upcoming Left 4 Dead 2, and they also had it available for the much-anticipated Call of Duty: Modern Warfare 2, whose official release date was Tuesday of this week.

Although the official retail release date was Tuesday, some retailers started selling copies early (which was quickly and "unofficially" copied by GameStop in those areas). So, if you elected to buy a physical game disc instead of the "convenience" of a digital download, there's a chance you could've been playing it early.

Wait, it gets better. When the official retail release date rolled around and people lined up outside retail stores to buy their shiny discs, those who bought the "convenient" digital copy found that it did not activate when midnight changed Monday into Tuesday. In fact, the digital copy would not unlock until Thursday, a full two days later. There was some more confusion as the unlock date was pushed even further out until Friday, but it seems to have been pulled back now to Wednesday night.

Meanwhile, people who bought their shiny discs will have had their fully functional copies for over a day and a half (assuming no issues with DRM).

Wow. So, apparently, in the digital download future, we can not only buy games that we don't own, can't resell, rent, or trade, may not be able to back up and will lose at some uncertain point in the future, but now you can download games and not even get to play them!

I'm sorry, how exactly is this a good thing? Oh right, the publishers directly get your money, whether you get to play the game or not; so it's good for them.