Knomo
Boxee at Dabs

Posts Tagged ‘gaming’

Prepare to get wet…

Thursday, June 17th, 2010

Heavy Rain (PS3)

Heavy Rain Front CoverOverview
Heavy Rain is the latest instalment for the PS3 from Quantic Dream, the same folks who brought us the interesting and innovative “interactive movie” that was Fahrenheit (or Indigo Prophecy in the States). After playing Fahrenheit on the Xbox many moons ago and becoming completely enthralled in the unique playing style and interesting storyline, I was very excited when I first spyed the trailers for Heavy Rain. The premise of Heavy Rain is fairly similar to that of Fahrenheit, an interactive movie that the player essentially directs, every action the player takes (or chooses not to take in some cases) affects the storyline and final outcome. Without providing any significant spoilers for you, the game revolves around four playable characters who are all affected or connected to a series of grizzly deaths undertaken by the origami killer who, as the name suggests, has a penchant for origami figures. Through playing various sequences as each of these four characters, the storyline develops and gradually a gripping plot unwinds and the identity of the origami killer is revealed. Each character, particularly the four main characters, is well constructed, very interesting and important to the storyline.

First Impressions
One thing that has to be said for Heavy Rain is that it starts really slowly – there is a very extensive opening sequence that, although it does set up the rest of the game and acts as a tutorial to learn the control system, is far too long and if you choose to play through multiple times it’s recommended that you start from a later “chapter”. It is well worth staying patient and sticking with it though, as a couple of hours in you’ll really get your teeth into it and be on the edge of your seat until the end. Heavy Rain really is unlike any other game available out there at the moment and is a refreshing injection into the gaming industry.

Interface
Anyone who has played Fahrenheit previously will understand the type of control system that Heavy Rain employs. The game successfully brings together intricate storytelling with gameplay by using a series of quick-time events (like Dragon’s Lair, or God of War’s takedown sequences) but unlike Fahrenheit, missing a prompt doesn’t mean curtains for you – in fact, you can’t actually fail in Heavy Rain. There is no game over, just a different conclusion to the story. It’s actually possible to “kill off” certain playable characters, this doesn’t mean that you are forced to replay the part where your character dies, it simply means that their portion of the game and storyline is over. However, thanks to the chapter options (much like a DVD) it’s possible to replay any sequence at anytime if you are unhappy with the outcome – but of course, this all affects the overall storyline.
The game makes quite effective use of the Sixaxis controller too – for example, opening a door that sticks requires a swift tug using the controller – however, this can be quite annoying when trying to play the game subtly whilst your flatmate is asleep on the sofa next to you!

Aesthetics
Quite simply put Heavy Rain is a stunningly beautiful game. I got it as part of my PS3 bundle, and the first evening I played it, I was using standard definition (damn you Sony and your lack of included HDMI or Component Cable!) and even in SD, the rain drops of the opening sequence are wonderful. However, the real magic comes when it’s played in High Definition – the attention to detail on the faces of the characters is simply awe inspiring and looks more lifelike than any other game I have ever had the pleasure of playing. The developers have effectively used actors for motion capture and likeness that certainly brings a realistic quality to Heavy Rain that enhances the gameplay experience and makes you feel like you really are in control of an interactive movie.
The voice acting for the most part is also very good, however, during one or two particular scenarios it repeats several voice samples, often in quick succession and this does unfortunately detract from the experience as a whole.
As you play through the game you can unlock bonus features, much like you would find on a DVD – these come in the shape of behind the scenes snippets and loads of frighteningly beautiful concept art. These bonus items that are a really nice treat to anyone who really appreciates the art and craft of making games, especially one that is so majestically delivered such as this.

Difficulty
The game comes with three different “difficulty” options. Although, as I stated previously, there is no way to actually fail Heavy Rain. These options are based on your familiarity with similar games and merely adjust the time in which you can react to the quick-time prompt sequences, or the complexity of the buttons that need pressing to complete a particular action. Heavy Rain is a game that can be enjoyed by even the most casual of gamers thanks in part to its riveting storyline, very simple control system and no fear of being unable to complete the game.

Will you still be playing it in 6 months?
Due to the fact that pretty much every action or option you can take in Heavy Rain will have an effect on the storyline, it’s possible to play through the game several thousand times and have a different experience every single time. Yes, certain scenarios will always have the same set up so a player can be forgiven for not wanting to replay it immediately after completion, it really is just like a movie in that aspect…there aren’t many movies out there that I want to watch again in its entirety immediately after first watching it. However, like a very good movie, it will sit on the shelf and will be brought out and replayed several times (frequently on rainy Sunday afternoon!)…in fact it was less than a week after I first completed Heavy Rain that I was back playing it again, this time to do essentially the exact opposite of everything that I did the first time round just to see how the storyline and end result would differ.

Overall
I thoroughly enjoyed Heavy Rain, it’s just the type of game that I’ve been waiting for ever since I first played the brilliant Fahrenheit. It’s one of the few games recently that really hooked me and had me playing until the small hours. Plus after first completing it, it had me wanting to go back for more. Sure, it’s not for everyone – hardcore first-person shooter fans will probably be bored by the lack of explosions and it certainly features enough swearing, violence, nudity and sex to be unsuitable for kids (it is an 18 after all), but for gamers who are looking for a really absorbing storyline coupled with stunning aesthetics and an innovative control system – Heavy Rain ticks all those boxes and comes highly recommended.

The Scores…
Concept – 9.5
Graphics – 9.0
Sound – 8.0
Gameplay – 8.5
Longevity – 8.5

Overall – 8.7 out of 10

Dell Alienware M11X

Monday, March 15th, 2010

One of our resident boys gives us his view on the attractive Dell Alienware M11x:

Dell Alienware M11X

The Alienware mx11 is a curious little beast: a fully-powered laptop in the form-factor of a netbook, that packs more power in its graphics card alone than most device of this size can yield in toto. Alienware are, of course, famous for building brashly over-powered gaming rigs for serious gamers with big budgets. Despite its size, the M11x fits comfortably into the Alienware range.

Although the machine is only 11 inches across, it fairly bristles with fancy coloured lights and gurning alien heads, while the box and keyboard are covered in curious occult symbols that presumably say “This way up” in Alpha Centauri. This is a laptop that says “I have too much disposable income, and I’m not afraid to use it.”

From a hardware point of view, the device is almost impeccable. As with any Alienware machine, you get great build quality and a whole bunch of added extras. The M11x looks like Darth Vader’s netbook, and is reassuring weighty. The keys are rubberised (and backlit, naturally) and have a nice action to them. My only criticism of the keyboard is that it’s too small, and my arms began to cramp, but hey – it’s only 11 inches wide, so what can you expect? The built-in webcam does the job, and there are more output ports than seem possible, with both HDMI and DisplayPort alongside the VGA out. An SD card reader makes a nice addition to a well-considered spec, but there’s no CD drive. Ordinarily, that wouldn’t be a problem – a CD drive would be a useless encumbrance on a netbook  - but ordinarily I wouldn’t want to install Crysis on a netbook. The tight compromise between size and functionality rears its ugly head here, and while it’s not a killer, it’s an irritation.

The machine ships with Windows 7, and comes preinstalled with AlienWare’s fancy control panel, and a fascinating facial recognition system called AlienSense. This provides biometric login based on images from the webcam – not only can you use your face to sign in instead of a username and password, but the machine can lock itself if a stranger starts twiddling while you’re away. It’s not foolproof, and it refuses to let me sign in with a beard, but it’s a cool little gimmick that adds to the futuristic aesthetic of the device.

Games, however, are the raison d’etre for the M11x, and this is where the machine really does sparkle. I was skeptical that the 1.3Ghz CPU would be able to take the punishment of a serious game, but it more than makes up for it with the graphics card, and it turns out to be the right trade-off to have made. Crysis ran better than expected in medium performance mode; while the sound was screwy, I’m willing to blame the drivers, and the video was flawlessly smooth and detailed, and I was able to run Rainbow Six: Vegas II at 35 fps even at the maximum resolution of 1366 * 768 with detail turned up to highest.

It’s difficult to give an objective review of this machine, because I don’t understand who might buy it. It’s a great little toy, and I can’t fault it technically, but it’s hard to see why the world needs an ultra-portable gaming laptop – even one so beautifully executed as this. There’s no way that the trackpad is going to be useful in an Unreal match, so you’ll need to pack a mouse, and find a place to set yourself up which makes the whole concept a little moot.

That said, the M11X has enough horsepower to be a gaming rig, and it certainly looks the part. Ultimately, it’s a neat little device in search of a product – category, but if you’ve got the cash to spend on a new toy, it’s way cooler than an iPad.

Overall – 4/5

G ‘n’ G Women in Tech Week – Cat Burton, Mind Candy

Thursday, May 7th, 2009

The Girl Geek and the Monsters

I’m sat pondering the life of a London girl geek, cup of tea in hand and admiring a lovely view of the Thames.  It’s hard to believe that just a few years ago I was living in rural Lincolnshire, with big dreams of working in the games industry. 

Cat Burton www.mindcandy.com

Cat Burton www.mindcandy.com

I can’t remember my first gaming experience as I grew up surrounded by games. From a young age, our household was full of glorious gaming gadgetry, from our old Spectrum, to a NES; from Gameboys to Segas. What I can remember, however, are some of the games that ultimately inspired me to break away from the traditional girly stereotypes and follow a path of geekery.  Whether it was Civilization II, Theme Hospital, Mario Bros or Monkey Island, one thing was for certain – I knew I wanted to work in the games industry.

When I left sixth form at 18, I moved away to attend Nottingham Trent University where I studied a BSc in Computer Science. In my first two years on the course, I got a good overview into many different subject areas, developing a real passion for games development and artificial intelligence.  The end of that second year brought with it my placement year and my first experience of life in London.  For just over a year, I worked as a developer at (what was) Lehman Brothers.  Whilst this didn’t give me the games dev experience I craved, it gave me a wonderful insight into global corporations and how business works.  All in all, a year well spent.

Upon returning to university for my final year, I was determined to do more work in the fields of AI and games dev. That year, I worked on many wonderful projects, from creating a 3D asteroids game for the PS2, to developing an artificial neural network capable of predicting foreign exchange rates. Here’s where I should say thank you to my tutor, Dr Jonathan Tepper, for sharing his valuable experience and helping make the project a success.

Mind Candy

And so, in summer 2007, I graduated and moved my life back to the big city, accepting a role back at Lehman Brothers.  After about a year, the games dev craving became too strong and I began looking around for a new role.  I didn’t just want a games dev job though; I wanted to work on a game of which I was a fan; one which I could see grow and feel proud to be a part of.  After a long search, it eventually became clear that there was one game I really wanted to be part of.  And so, in October 2008, I began working at Mind Candy.

At Mind Candy, I work as a developer (predominantly working with Actionscript) on the wonderful Moshi Monsters. Moshi Monsters is a world of adoptable pet monsters, an exciting cross between a virtual pet, social network and educational puzzle games site for kids.  The game allows users to adopt their own pet monster, and play games online with the 2.4 million of other players across the world.

eric

Click to adopt your monster now!
Click to adopt your monster now!

 

One of the most rewarding aspects of working on Moshi Monsters is the feedback from the players. There’s no better feeling than releasing a big new element of the game, and seeing the positive reactions from the users.  Their wonderful comments make the hard work worthwhile, and confirm that the games industry is definitely the right one for me.

Cat’s personal blog can be found at www.catburton.co.uk. You can also follow her on Twitter!

Join in the Conversation

Winner - Computer Weekly Blog Awards 2009 - Best SME

Highly Commended - Cosmopolitan Blog Awards - Best Gadget Blog 2010