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Posts tagged ‘Gaming’

16
Jun

Zombie thriller ‘Days Gone’ will need to find its humanity to survive


Lots of people are burnt out on the post-apocalyptic zombie trope, but I’m not one of them. I was fairly insulated from the genre until I played The Last of Us, which quickly became my favorite game of the last five years or so. So the trailer for Days Gone, a new title set in a post-pandemic corner of the northwestern US that was unveiled at Sony’s E3 event, piqued my interest. The attention to detail in the ruined world was excellent, the narration intriguing enough to make me wonder what went down, and the idea of a former motorcycle gang biking around an open-world felt like a concept worth exploring.

But the in-game demo that concluded the Sony event ended up being a bit of a surprising letdown, and I’ve been thinking about why ever since. What was missing from the demo was a human connection — a motivation for bounty hunter and protagonist Deacon St John’s actions beyond simple survival. Without that, the massive horde of “freakers” featured in the gameplay demo might as well kill St John and be done with it.

Obviously, this is just a first look at the game; developer Bend Studios focused on gameplay mechanics and the undeniably impressive and overwhelming nature of the freaker horde over fleshing out more of the story. But I was left with plenty of questions at the end of the demo that’ll need satisfying answers for the game to carve out a space in the crowded zombie apocalypse landscape.

Chief among those is what Days Gone will do that The Last of Us didn’t already do to near-perfection. Representatives from Bend focused on that horde of freakers, noting that they were not “undead” — they’re alive and need food and water just like you do. They’re just more “animalistic” than normal humans, competing for survival in the ruined world. Additionally, the world itself will shape your encounters, with constantly changing weather as well as transitions from day to night affecting how you approach any given scenario. The open-world nature of the game means there are a host of different ways to survive any given scenario, and part of the fun will likely come from the various play styles you can bring to the same encounter.

While we didn’t get to see how the weather and environment affected the experience, the demo did show some interesting concepts as Deacon tried to escape from hundreds of freakers. Funneling the zombies into a “choke point” where they’re all trying to fit through a small space lets you gun them down en masse, and at one point Deacon cuts the rope on a huge stack of logs at a sawmill, temporarily blocking pursuit. You can also grab items from the environment to augment your weapons or build something out of nothing — another conceit that reminded me of the crafting system in The Last of Us, but that doesn’t mean it can’t be used to good effect here.

As impressive as the freaker horde is, though, the big question is how Deacon can possibly survive facing down this many enemies. Bend assured us that not all encounters will play out like this one, but there has to be a way to “win” against such a vast and speedy enemy. It might be more about escape than actually taking down all the freakers. The motorcycle will play a big part in the game, so maybe the goal of the encounter in the demo is to get in, capture or kill your bounty, and get out before being overrun.

The question of motivation still remains. What’s the point of being a bounty hunter in such a world? Who is trading valuable resources to get revenge on someone who might have wronged them? And is the benefit large enough to put yourself in the path of hundreds of freakers? Again, it’s very early for Days Gone and we’ll surely learn more about the circumstances of this particular pandemic as time passes. But fleshing out the universe of Days Gone in a compelling way is going to be crucial to making the game stand out. The reason The Last of Us was so successful wasn’t because of the zombies or the combat — it was because of the beautifully-built world and, most crucially, Joel’s relationship with Ellie.

Fortunately, the Days Gone trailer hinted at some depth to Deacon St John and the trauma he endured trying to survive as the world fell apart. The clip of him in the past, with his blond love interest on the motorcycle with him was right on-the-nose, but nonetheless it helped paint a picture of a man who lost something and is trying to find the will to continue on. Hopefully, Bend can pull of a combo of chaotic, unpredictable open-world adventuring with a story and characters worth caring about.

16
Jun

‘1979 Revolution’ arrives on iOS following Iranian ban


Shortly after its release in Iran, the country’s government banned the sale of 1979 Revolution, a game that allows players to witness the unrest as a photojournalist. Created by former Rockstar Games developer Navid Khonsari, the title combines video games and documentary filmmaker for a first-hand look at the events in Tehran in the late 1970s. The Iranian government didn’t think too highly of the project, as the National Foundation for Computer Games (NFCG) announced a plan to block sites like Steam and others that were selling the game less than two days after its April release. The NFCG called it “Anti-Iranian” and proceeded to confiscate copies of the title as well.

As another way to offer 1979 Revolution, Khnosari’s Ink Stories studio worked on an iOS version that’s available today. Bringing the game iPad and iPhone was always part of the plan, despite a PC and Mac release earlier this year. Once you download it, you’ll play through the campaign as photojournalist Reza Shirazi, the main character who returned to Tehran to document the events of 1978. As you might expect, Shirazi gets swept up in the covert happenings of the revolution, needing to act carefully to save himself and others.

Khonsari, who worked on Rockstar’s Grand Theft Auto franchise, was born in Iran and interviewed over 50 scholars on the events alongside is wife and co-producer. What’s more, he collected 1,500 photos in addition to home movies and audio recordings for use in the game. In fact, some of the audio is from speeches made by revolutionary leader Ruhollah Khomeini. The mobile game will set you back $5 and it’s available now in the iTunes App Store.

Source: iTunes

16
Jun

‘Breach’ adds a smart, stylish mode to the new ‘Deus Ex’


Deus Ex: Mankind Divided lands in mere months, and while we got to tackle a relatively fully-finished Dubai level (it’s definitely a glossier, bigger sequel to Human Revolution), instead I’m going to talk about Breach, an additional arcade(ish) mode that will launch for free within the main game. You’re a hacker who’s using VR technology — of course — to hack security nodes and get information. Security includes humanoid robots that’ll shoot you and kick you out, and it cam also change the rules of the game as you play. Fortunately, you can break some of those rules.

Following that simple hacker vs. security premise, the developers took the opportunity to shed the detailed (realistic) graphics of the Deus Ex series, instead going for soft simplified polygon-esque frames for the weapons, enemies and the environment itself. It’s funny: this style would have been cutting edge graphics on the advent of 3D graphics, but the creators also infused it with light shading, textures, and more to ensure it takes on the polished sheen more befitting of a game made in 2016. The result is crisp, cool, original-looking shooter.

Judging from what I played at the E3 demo, levels are also far more simplified than the environments you’ll find in Mankind Divided. They are not, however, easy. Enemies, turrets, navigational hurdles and more make up the challenges facing each stage, while you’ll have finite equipment that you can take along with you. The rest of your stash (other weapons, augments and more) will rest on servers. You can choose what you take with you — but you can’t take everything. There’s strategy involved, and depending on your speed and efficiency, good performance results in more experience and more cash for upgrades.

Yes, you’ll be able to install augments that are both the same and different to the usual upgrades the main game offers its protagonist Denton. That’s predictable enough, however the system you’re attacking also adapts. As soon as you’ve completed your task of leeching from multiple data loads, the system/ level will go into lockdown. For me, this meant my routes of escape were suddenly blocked and there was now tougher security on my way to my extraction point. You’re also able to carry your own hacks with you (double speed or double hit points, for example), so in a pinch you can reverse your fortunes easily.

That said, levels are (pretty easily) overcome. The challenge (and the thrill of repeat play) is the competitive angle. The game will host leaderboards and you’ll be able to send challenge requests (staking your in-game cash on the gambit). If the challenger wins, they get your money. If they don’t: more money for your upgrades. It’s a shrewd way of combining two hugely popular gaming methods: competition and speed runs. Once you’ve finished Mankind Divided, there’s likely to be a possibly longer-life challenge still waiting.

16
Jun

Kratos finds his humanity in the new ‘God of War’


It was never in question that God of War would return. The franchise is one of Sony’s most successful exclusives of the last decade, and the main trilogy of games were both critically acclaimed and hugely popular. But the ending of God of War III seemed to put a pretty definitive end on the series, while the relatively lackluster prequel God of War: Ascension that came a few years later showed that Sony had pretty much run out of ways to continue telling the story of its anti-hero, Kratos.

That is, unless developer Santa Monica Studios made a break from the series’ past, changed the gameplay, left Greek mythology behind and, most importantly, show us a more human side of Kratos than we’ve ever seen before. Judging from the preview of the forthcoming God of War that kicked off Sony’s E3 event, that’s exactly what’s happened, and it completely reinvigorated my interest in a series that felt like it had nothing left to say.

Just don’t call it a reboot. In a conversation I had with God of War mastermind Cory Barlog, he made it clear that this is indeed the same Kratos whose fate was up in the air at the end of God of War III, but he’s in a radically different place in his life. “As a writer, I think the interesting thing to do is to take the challenge of somebody who has a very difficult past, a very difficult image and put the audience in the position that they’re going to root for them,” Barlog says. “And they’re going to root for them because they’re failing — because they’re getting back up. You’re not inspired because they succeeded, you’re inspired because they succeeded after a thousand failures.”

That sense of redemption permeated the new God of War that Sony showed off this week at E3. Kratos is watching his son, and that makes the former Spartan far more sympathetic. It felt like there was more character development in the God of War preview than there was in the previous trilogy, and it doesn’t just come in cut scenes. It comes in small moments of exploration and discovery between the big battles and more in-depth story moments.

The old, one-dimensional, rage-filled Kratos is an important part of the story. He was once the petulant child of Zeus, and but now he’s a father again, trying to reign in his worst qualities while still being true to himself. “Kratos was the Hulk all the time,” Barlog says. “I think watching The Avengers and hearing [Mark] Ruffalo’s line: ‘The secret is I’m angry all the time’…” After taking a pause, Barlog continues: “That was so powerful because it did make me realize that is Kratos, but he doesn’t have the connection with his Bruce Banner. The kid pulls the humanity out of him.”

The child is truly the anchor of this game, and while Barlog says you don’t play as him, he will be a constant companion for the majority of God of War. For lack of a better word, there’s a “child” button that will bring him more fully into whatever you’re doing at a particular moment. “He’ll open a door, he’ll participate in a cooperative puzzle with you, he’ll go over and attack somebody,” Barlog explains.

But the child’s importance goes far beyond gameplay: He’s what keeps Kratos from being the wrathful God of War. In the gameplay demo, the child disobeys Kratos while trying to hunt a deer, and you can see some of Kratos’s trademark Spartan rage begin to show, but he manages to pull it back and teach instead of scream. He’s still cold and distant, unable to bring himself to comfort the boy after helping him kill that first deer up close with a hunting knife. But, when the boy is unable to make the killing cut himself, Kratos takes his hand and guides the knife in with him. He’s not perfect, but he’s showing more empathy and care in a 10-minute demo than we saw in an entire trilogy.

“That, to me, is parenting… and that’s being a kid,” Barlog says after noting that he put more of himself into this game than any other he’s done thus far. “I failed all the time, my relationship with my parents is so weird, and my relationship with my kid is the same thing. I see in him all the weird facets of myself that I wish I could change, but I can’t. But I can help make his next day better, and that’s where Kratos is at.”

The idea of Kratos trying to help make someone’s next day better is entirely foreign, and that’s what makes the new God of War so enticing. We have no idea what the actual story narrative will be thus far, but there’s a lot to be hopeful for. It doesn’t hurt that the new combat system looks like a blast — you can throw Kratos’ axe, fight with your bare fists, and then magically recall the ax to your hand at any time. And despite the series’ new camera angle that to put you right behind Kratos’ shoulder, the action still feels familiar and fluid.

Between the new camera and fighting styles, the signature massive monsters and the undeniably gorgeous visuals, there’s a lot to be intrigued about here. But what’s most interesting to me is the story and the mystery: What happened to Kratos between his destruction of ancient Greece and its pantheon of Gods and his new life in the north? (Barlog says the game doesn’t fill in all the blanks, but will address what happened after God of War III in some capacity.) Who is this kid, anyway? Is Kratos a friend of the Norse gods, an enemy, or something else entirely? It’s going to be a while before we find out, but for the first time I’m more excited about a God of War story than the action.

16
Jun

Sky and Virgin Media to host 24-hour eSports TV channel


The UK will soon have it own 24-hour eSports TV channel, covering multiplayer video games such as Counter-Strike: Global Offensive and Dota 2. Ginx eSports TV is a relaunch of the existing Ginx TV channel, which covers a broader range of gaming culture. It’s currently available online and through Virgin Media; for its relaunch on June 23rd, it’ll also be coming to Sky as part of the broadcaster’s “Original” TV bundle. Today, Sky and ITV are also announcing that they’ve taken minority stakes in Ginx.

Video game publishers and league organisers already offer their own eSports coverage. Gfinity, for instance, has live commentary and studio analysis for all of the tournaments it holds in London. Ginx has a studio in the English capital and will be using this for its own live commentary and post-match discussions. When the company shows live match feeds, however, it’ll be working with tournament holders to splice in their respective shoutcasters and pundits — when it makes sense, of course.

Ginx says it wants to cover “the widest possible range of games and international tournaments.” These include Turner’s ELEAGUE tournament, FACEIT’s eSports Championship Series, and Valve’s The International for Dota 2. These live showcases will be supplemented with “unique, independent programming” produced by Ginx’s team in London.

The growing popularity of eSports is undeniable. What’s unproven, however, is whether that interest can be reproduced and sustained on a traditional TV channel. Sky and the BBC have both experimented with eSports coverage in the UK, but have so far been hesitant to commit a regular show or programming slot. ESPN is a little more serious, having recently launched a dedicated section on espn.com. A 24-hour TV channel is, in comparison, a bold play, and should serve as a useful litmus test for other, more established TV broadcasters considering similar ideas.

Via: The Guardian

Source: Sky

16
Jun

Facebook Messenger has a hidden football keepy-uppy game


Across Europe, soccer (or rather, football) fans are glued to their TV screens day and night, watching the continent’s best duke it out for Euro 2016 glory. If you fall into that camp, you’ll be pleased to know that Facebook has added a “secret” minigame to Messenger in a similar vein to its basketball time-waster. To get started, you simply need to send the football emoji in a conversation. Facebook will then launch the hidden game, which has you performing keepy-uppys with your fingers. It seems simple at first, but stringing together more than a dozen is surprisingly tricky.

Via: TechCrunch

16
Jun

Nintendo’s E3 ‘Zelda’ booth is almost as good as the game itself


The Legend of Zelda: Breath of the Wild is easily one of the best games we’ve gotten to try at E3 this year. And in true Nintendo fashion, the company’s booth is nearly as impressive as the game itself. The company pulled out all the stops this year, building a huge Hyrule environment in its booth for attendees to stroll through. You could take photos with a wonderfully detailed Link statue, cover in fear from various goblins and stroll through the Temple of Time. There was even real grass all around the booth to help simulate the wonderfully alive world that you get to explore in the game.

Words don’t quite do it justice, though — check out this gallery of one of Nintendo’s most lavish E3 booths yet.

16
Jun

‘Resident Evil 7’ in VR is a sweaty, puke-inducing masterpiece


I nearly tossed my cookies in the middle of Sony’s media lounge at E3, while hosting a Facebook Live stream and playing Resident Evil 7: Biohazard on PlayStation VR. This wasn’t a case of Nerd Flu or a bout of food poisoning — I finally experienced the notorious curse known as VR sickness. For years I’ve been drifting from headset to headset without a care in the world, content in the knowledge that I didn’t get nauseated while playing games in virtual reality. I’d read about people feeling queasy after playing Elite: Dangerous or Project Cars, but I never fully understood why it was such a big deal. Couldn’t these people just chug some Pepto Bismol and get on with their immersive gaming experiences? Where did all these weak-stomached crybabies come from anyway?

Crybabies, consider this my formal apology, courtesy of PS VR and Resident Evil 7.

I was incredibly excited to play Resident Evil 7 in VR. I’m a long-time franchise fan and I loved the direction that Capcom decided to take with this installment. It’s in first-person, a departure from other games in the series, and at first glance it looks more like PT or Outlast than a traditional Resident Evil title. This is great news for me; I adore psychological thrillers and the recent wave of exploration-based, haunted house horror games has been pure nectar for my adrenal glands. With a team of terror masters behind the Resident Evil 7, I was prepared to be scared. However, I was not prepared to puke.

A third of the way through the demo, with Engadget Social Media Editor Mallory Johns streaming my every move live to the internet, I suddenly felt feverish. In an instant I was burning up, sweat building on my hairline and at the base of my neck. I fanned myself and assumed it was the adrenaline kicking in. After all, I was wandering around a dilapidated, carcass-filled house that was supposed to scare my pants off at any moment. Nerves were normal.

With Mallory feeding me questions from the live stream, I continued to talk and search the house despite a growing discomfort in my chest and stomach. The first wave of nausea crashed over me shortly after I climbed the stairs for the first time, my head tilted upward as I peered around a dark loft space occupied by a group of naked mannequins. I wondered if I was coming down with the flu.

Two minutes later, I was barely paying attention to the game. My stomach churned and my skin steamed. Mallory asked what I was seeing on the screen and I snapped back into presenter mode for moments at a time, but the nausea only increased. Ten minutes into the demo, I had paused to fan myself once and lifted the headset away from my eyes three times. At that point, I knew that if I put the PS VR back on, I was going to puke all over Sony’s media lounge, live on Facebook. I called it quits. Mallory ended the stream as I asked the Capcom employee if people complained of VR sickness a lot. He shrugged.

I was on the brink of vomiting for 10 minutes following the demo. Mallory rushed with me to the bathroom but the fresh air and real world filling my vision gradually dulled the nausea. It was all incredibly strange — I’d never felt anything like it, especially not while playing a game in VR.

We asked around and found that my experience wasn’t unique. Multiple people reported feeling sick while playing Resident Evil 7 on PlayStation VR, including some who said they’d never experienced VR sickness before. A friend sat down to play the demo and as we talked afterward, he paused multiple times to cover his mouth, on the verge of vomiting. A staff member at a neighboring demo station said that people regularly left the Resident Evil booth with VR sickness, including one man who removed the headset to reveal a head drenched in sweat.

This was a shame, largely because the demo was legitimately wonderful otherwise. The house was claustrophobic and mysterious, the graphics were immersive and the story was just starting to reach a fever pitch by the time I had to quit. Despite the overwhelming nausea and clammy sweats, I remain interested in Resident Evil 7 (the full game lands on January 24th, 2017, by the way) — just not in VR.

Maybe I fell ill because I used the right analog stick too much to look around instead of simply turning my head (old habits die hard). Maybe the sickness struck because I hadn’t eaten lunch and my stomach was overflowing with excitement at playing Resident Evil in VR. Maybe I was pregnant. OK, it wasn’t that one — but the thought did cross my mind before I heard the stories from other people who felt pukey after playing the demo.

It’s worth noting that the Resident Evil 7 demo on PS VR runs at 60fps, the minimum specs that Sony will allow on its new headset. In comparison, the Vive, Oculus Rift and Razer’s HDK 2 all require at least 90fps. VR sickness is a tricky beast — it stems from a wide range of factors, including frame rate and latency issues, and disparate games can induce nausea for different reasons. A dropped frame here or there can turn an immersive experience into a roiling vomit catalyst, and subtle lag between a player’s head movements and the on-screen reaction can destroy an otherwise wonderful game. Low frame rate isn’t the only culprit when it comes to VR sickness, but it’s definitely on the list.

Again, I’ve never gotten sick while playing a VR game before, no matter how long I’ve worn the headset or how quickly I’ve turned my head in-game. The nausea that assaulted my body while playing Resident Evil 7 in VR was so sudden and sweaty that it was scary — just not in the way Capcom intended.

Follow all the news from E3 2016 here!

16
Jun

Fear and faith: ‘The Last Guardian’ is an incomplete opus


“Yes, I worry. All I can do at this moment really is pray.”

Fumito Ueda has been working on The Last Guardian for almost 10 years, and in just four months time, it will be released on PlayStation 4. At E3 2016, Ueda showed me the fruits of his labor and shared his fears about the reaction to its eventual release on October 25th.

In The Last Guardian, you play as a young boy who wakes up in an unknown land next to a giant creature named Trico. The animal is mostly catlike in appearance but with mangled, shorn wings and a ratty tail. I played the first 40 minutes of the game, and it’s changed a fair amount from the section we saw last year.

The game starts by establishing its controls with on-screen prompts and begins to tell Trico’s story. Your first task, as in last year’s demo, is to remove the spears preventing Trico from moving. To do this, you need to begin to befriend the creature, feeding it barrels to satiate its hunger and build trust. With spears removed, you then set about freeing Trico from his chains, a feat that requires you to scale his furry, feathered torso and remove a collar from his neck.

Before The Last Guardian, Ueda worked on Ico and Shadow of the Colossus. Both were released on PlayStation 2 to critical acclaim, but they hail from a different time. And The Last Guardian does too. Work began on the game in 2007, the same year Uncharted, BioShock and Assassin’s Creed all debuted. Despite the fact that those series have spawned a combined 13 sequels, bringing all manner of advances and additions to their respective formulas, Ueda says his vision for The Last Guardian has not changed. Speaking through a translator, he noted that while “from a technical standpoint, the detail and amount of expression” may have changed due to the long development cycle, the game is “exactly what I had in mind with my vision.”

That vision still eludes me. The gameplay, from both the demo I went through and the various trailers over the years, is roughly divided between puzzle-solving and platforming. You utilize the two characters’ vast difference in stature to your advantage, crawling through gaps and cracks with the boy and reaching high above with Trico. But Ueda’s games have always focused on story as much as gameplay, and The Last Guardian concentrates on telling the animal’s story through its relationship with the boy.

Both Ico and Shadow of the Colossus deal with childhood, innocence, growth, nonverbal communication and bonds. The Last Guardian appears to explore similar notes, albeit in a new arrangement. The commonality is no accident, but Ueda says he doesn’t want to tell stories about these themes. Instead, he comes back to them because they allow him to best convey stories. The child, for example, mirrors the mindset of a player as she’s exploring a new world. The lack of dialogue allows for a wide range of interpretation among different gamers. He’s not crafting characters “to make 100,000 people to feel [a certain way]” but rather creating characters that will help 100,000 people feel whatever they want to feel.

Fumito Ueda

Fumito Ueda, the game’s creator and director.

Prior to the demo, and in my subsequent interview with Ueda, I saw the boy as the main character. That was wrong. While he is playable, Trico is our voiceless protagonist (when he opens his mouth, it’s only to emit a birdlike shriek). It’s through the two characters’ relationship that we get to know the creature and learn his story. Ueda spoke passionately about his creation, telling me that even in the team’s darker moments, “we just couldn’t forget about Trico. It’s something that we’ve created and we can’t forget, and we continue to pour our heart and soul into.”

And there must have been some truly dark times over the game’s development cycle. I asked Ueda how he and his team remained motivated, delay after delay. He pinpointed the release of PlayStation 3 versions of Ico and Shadow of the Colossus as pivotal in maintaining focus. When they were first released, “we were just on the brink of entering social media,” he explained, but by the time the HD remasters released, “there was a different feedback loop that we hadn’t experienced.” Hearing fans’ responses and seeing their delight in discovering the games “was a great positive factor for us” and spurred the team to continue its work, even when it became apparent that it would have to move development from PlayStation 3 to PlayStation 4.

I have no doubt that The Last Guardian will engender positive responses from fans. It was a true delight to discover the various mechanics of the game, so much so that I almost feel bad revealing them. There’s the color of Trico’s eyes, which changes with his mood, allowing you to learn what he’s thinking nonverbally. There’s a magical shield with which you can spur Trico to shoot lightning from his tail. There’s the narrator, ostensibly a grown-up version of the boy retelling the tale, who says what he did in order to guide you in the right direction. There’s the gorgeously exaggerated key frame animation of the boy as he creeps around in the darkness. It’s the most impressive tutorial I’ve ever played. By the end of the demo, the bond between the boy and Trico was only just beginning to form, but the bond between Trico and me was already strong.

By the end of the demo, the bond between the boy and Trico was only just beginning to form, but the bond between Trico and me was already strong.

That said, I have some concerns about The Last Guardian being ready by October. The game should be in the “refine for release” phase, but I noticed plenty of graphical glitches, awkward camera angles and even one instance where a jump that should’ve barely lifted me into the air propelled me 10 feet high.

To be clear, none of the issues detracted enough from the experience to make this anything other than the most memorable 30 minutes of my gaming year, but it’s still a worrying sign when we are this close to the release of a title that is so anticipated. Although Ueda and his team at genDESIGN remain the creative force behind the project, since the switch to PlayStation 4, Sony’s Japan Studio has been handling the technical side of the game. Perhaps the full force of that 400-strong team working to the deadline will be enough to give The Last Guardian the polish that fans are expecting.

Although social media has helped Ueda believe in the strength of his vision, its potential for negativity worries him as well. “Today, [social media] is maybe a little too much. Your harshest critics are also your biggest fans.” Combined with the extremely long development cycle, this has made Ueda tense about its October release. “Yes, I worry. All I can do at this moment really is pray,” he told me. Now it’s just a case of faith. “When I put my ideas on paper, I’m coming from my own player perspective. This is the type of game I want to play too. When the game comes out, all you can hope for is there are others who have the same passion and ideas that I have. That’s all I can hope for: That there’s a very wide range of players out there that can feel that.”

16
Jun

PlayStation didn’t need a new console at E3


Sony didn’t show a new, more powerful PlayStation because it didn’t have to. But it still had the best show at E3. PlayStation repeated its strategy from last year by focusing on the games. The event was filled with exciting trailers, relaunched classics, release dates for highly anticipated titles and a better look at what’s going to come to its VR headset, which arrives in mere months. (And it was refreshingly short on small talk.) Sony played a smarter game than Microsoft.

Sony's E3 2016 Event in 7 Minutes

Neo, aka the PlayStation 4.5, definitely exists. After the information leaked months earlier, Sony’s Andrew House told the Financial Times that the console would eventually launch with the PS4 still in stores. The new hardware is “intended to sit alongside and complement the standard PS4.” He also warned that it wouldn’t be on display at E3.

The Neo will obviously be more powerful than the existing PlayStation, outputting games and video at 4K (if you have the television for it). The company also insists that all future games will still run on PS4 hardware. The Neo would be for the hard-core gamer while the original remains the (cheaper) console for everyone else.

When it came to PlayStation hardware announcements at E3, the company limited it to a release date for a very important incoming peripheral: The PlayStation VR lands on Oct. 13th. And the company spent plenty of time hyping up a whole raft of games for its new toy.

At its E3 presentation, PlayStation unveiled VR Star Wars, Batman and Resident Evil 7 — as well as a Final Fantasy XV “experience,” whatever that is. It’s an attempt to draw fans of those properties to PSVR, which is important for both Sony and for virtual reality in general.

With an install base of over 40 million PS4s (and a lower price than the sort of PC you’d need for an HTC Vive or Oculus Rift), PSVR has the biggest chance of bringing virtual reality to the masses. Meanwhile, Xbox’s VR strategy hasn’t been spelled out explicitly. Microsoft is working with Oculus (it even had John Carmack onstage during its showcase), and HoloLens remains a completely different kind of product. (That’s not to mention the confusing messaging surrounding its new Xbox consoles.) Where is Xbox VR or VR One? When is it coming? How much will it cost? PS VR starts at $400 and goes on sale in mere months. It’s all known, and it’s coming soon.

The company didn’t need to add more noise by unveiling additional hardware. It would be crazy for Sony to try to pitch an upgraded PS4 at the same time as an accessory that costs as much as one. So it didn’t. In the meantime, PlayStation owners get to play with PSVR and save up for this future console upgrade if they want it. All the while Sony will be watching and learning. Is virtual reality going to be the next big thing? Or will we all be content playing on our 4K TVs? All of that will help shape the PS4 Neo, when it does eventually show itself.

Correction: A previous version of this article marked PSVR’s release date as October 17th, rather than 13th. We apologize for the error.