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JohnRabbit

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JohnRabbit

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#1  Edited By JohnRabbit
@kortex said:
" In the last couple of Years Japanese developers took some heavy hits in the west."
I'm interested in what you mean by this statement.  Are we talking commercially or critically?
 
For the most part, the quality of Japanese games has not wavered in recent memory; the style which they are wrapped around has simply become less popular in the Western market.   Out of the games you mentioned, only two seem like they would have a chance to even be moderately successful outside of their country of origin: Enslaved and Vanquish.  Both games will likely fall victim to either (in the case of Enslaved) a bad release window where it will be lost in the sea of holiday titles, or (in the case of Vanquish) be too niche of a title to gain widespread appeal.
 
Japanese games are just not as popular, despite the fact some of the best reviewed games in the last few years have been Japanese.
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JohnRabbit

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#2  Edited By JohnRabbit
@Animagess: 
Absolutely, I'm flattered.
 
Please credit Sean Haas (me, duh) and if you'd like to link to something please link it to http://www.vis-atk.com/  which is my blog (this post does not appear there however).
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JohnRabbit

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#3  Edited By JohnRabbit
(this was written earlier in 2010, but I'm posting it here so it lives on somewhere other than my hard drive)

When attempting to vouch for the relative quality of an object or thing, a person will sometimes say "taken objectively, this thing is...." and go on to list a variety of reasons why you should believe them. This approach denotes that removing the context in which the object is experienced is somehow detrimental to the experience one would have with it. This is not a new idea nor should this kind of analysis be discouraged. Removing something from a particular environment can benefit your experience with that thing. For instance it is probably ideal to listen to the newest album from your favorite band at home with headphones and not while standing on the tarmac of an airport.

As is the case with Deadly Premonition, many seem to use the "taken objectively" cliche when attempting to explain why someone should play the game. Implying that its faults are so numerous and glaring that the only possible way to ignore them is to "take the game objectively". I find this opinion rather stilted and slightly arrogant. It reeks of an elitism that implies Deadly Premonition is an "objectively terrible" game; so alarmingly that it goes past the point of being simply bad into the territory of charmingly bad. The conclusion at the end of this thought-train is that games with larger budgets created by more “progressive” minds are immediately "not objectively bad" because they do not on the whole resemble any one part of Deadly Premonition.

Personally, I refuse to believe that SWERY (the producer behind Deadly Premonition) intentionally set about making almost every facet of this game "terrible" by modern-day gaming standards. Even if that is the case, I believe the end result is something truly special. Deadly Premonition is not a bad game, a so-bad-its-good game, or even an "objectively bad" game. It does not require that you play it with the mindset that no other videogames have or will ever exist.

Simply put, Deadly Premonition is the greatest PlayStation game ever made. It is a virtual shrine to the game design ethos of the mid to late 90s made prevalent on Sony's first platform. The controls are awkward and oftentimes as much if not more of an obstacle than the intentional ones inside the game world; the graphics resemble an upscaled 2nd-generation Dreamcast title and the overall presentation is not unlike a game from the Simple 2000 series. It is a new game that has already "not aged well"; a paradigm of dated game design.

The game's charm and ultimately its enjoyment lies inside this idea. In the year 2010 there have been at least a dozen games released to wide-acclaim for the advancement of their respective genre (Super Mario Galaxy 2), refinement of gameplay (Bayonetta), or even of the medium itself (Mass Effect 2). While I do not strive to unseat these titles from their places of adoration, for they deserve every word, at the same time it has become tiresome to continually move from "ground-breaking" title to "genre-defining release" to games that "set a new standard for all games to follow". Much like every blockbuster movie release is "this years biggest thrill-ride", it is easy to become exhausted with continually being told that our favorite method of entertainment is a constantly shifting bed of sand where great ideas are overwritten the following week and entire genres are "played out" within a few years. The next big thing in gaming is oftentimes the last thing we should be playing.

The direction taken by SWERY and his team has seemingly been so in order to provide a particular and focused experience for the player. The sprawling variety of side-quests for the townsfolk provides a deeper, richer back story than many of this generation's largest RPGs. The humble, plaintive and at times nuanced voice-acting coupled with a surprisingly (for the budget) well-written script connect with a player more directly than a growling bald space-marine with a rifle could ever hope to.

Deadly Premonition's particular use of "that font from terrible Japanese horror games" and repeated instances of Engrish translation are so obvious and placed throughout the game that one has to wonder if Access Games has studied the art of mediocrity. Charming yes, however this idea seems again to be a choice engineered to evoke a particular response in the player. It can be said the pursuit of providing a novel experience does not rely solely on the implementation of most advanced techniques available.

The outdated graphics engine does not demonstrate the limitations of the developer's competency, but rather acts as a translation for the "vision" of the game; much like a first generation PlayStation game would utilize a highly-compressed image of clouds for the sky. As a player, you were not seated at your television thinking, "Wow how terrible do those clouds look?". You were thinking, "Look at that sky! Its got clouds and it looks awesome ."

Simply because the industry has told you "cloud textures are out , sky boxes with dynamic weather and high-dynamic range lighting are in ," does not mean that purposely illustrating your vision with an "inferior" technique renders it an inferior result. "Taken objectively" the mangled perspective and discoloration of Picasso's later works are awful but are widely regarded as the highest of Cubist-era art. Is Deadly Premonition the harbinger of a new wave in purposely outdated game design? Probably not, but it does not mean that picture it paints was not done in an artistic and deliberate manner.

Deadly Premonition is everything that a big-budget, triple A title, should not be. It does not attempt to set new standards, refine or exemplify mechanics (although its implementation of time is rather novel), or even tell a very unique story. It is however, the end result when ideas long made obsolete attempt to reconcile themselves one last time into something greater than the sum of their parts. In this current climate of successive one-upmanship with every major release, perhaps the most novel experience of all lies within one that is the most mundane, the least risky, the most "objectively bad". 
 
Isn't that right, Zach?

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JohnRabbit

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#4  Edited By JohnRabbit
@SL33TBL1ND said:
" I would plug mine, but it isn't good. "
pfft, I have zero problem with doing that.
 
check out Podcast 198x.  you can find us on iTunes as well.  two guys ramble for roughly 2 hours every 2 weeks.
 
huh, weird never realized that.
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JohnRabbit

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#5  Edited By JohnRabbit

oh good christ this is going to be amazing.  has shades of PN03, Gears, and Contra in it.  its overly masculine in every way that bayonetta was overly feminine.  cannot WAIT!

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#6  Edited By JohnRabbit

i'll post my impressions as i listen to the first few minutes of episode 5.
 
1. where is episode 4?
2. doesn't sound terrible for a podcast obviously recorded over skype or another chat program (oftentimes i cannot STAND the tinny/scratchy sound of skype chat)
3. i know its hard with cheap mics/headsets, but it is possible to avoid blowing the levels when someone scoffs/laughs into the mic, maybe reduce the recording levels or physically moving the mic away from your mouth
4. having the music underneath the podcast is nice, i always appreciate that
5. 5 minutes in and I'm not bored, but the wild variation in voice quality is still a little distracting
 
 will keep listening for awhile, not bad.
 
and while we're on the subject, i co-host a podcast as well. please listen if you're so inclined (you can also find us on itunes)
Podcast 198x

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#7  Edited By JohnRabbit
@DevWil said:
" The review made me feel like buying the game (though I was pretty interested already), but in his last paragraph he said something that made me shudder: 
   

This is a wonderful way for Capcom to build to the release of the full game. You might chafe a bit at having to pay for it -- I'd much rather have seen this as part of some sort of pre-order deal -- but you can't argue that Case Zero is not only an effective way to set the stage and build anticipation, it's also a meaty, satisfying slice of the zombie apocalypse.    


No. 
 
Making Case Zero a pre-order bonus would be the opposite of a good idea and it'd set a terrible precedent as well.  Capcom did a wonderful thing by throwing down a 400 MSP Prequel to the Sequel.  It was the right way to do this, as Case Zero is a promotional device.  You don't give your promotional game exclusively to people who already bought your game.  That's crazy talk.  Exclusive pre-order content is bad enough as it is. "
the doubly unintelligent thing here is that he is somehow convinced that had Case Zero been a pre-order bonus that you didn't "pay for it".  as though you didn't have to walk into a store and give someone $5 for the opportunity.   the difference being that Capcom feels Dead Rising 2 and Case Zero are worth 55 dollars American instead of just $50.  money is still being exchanged, a transaction has occurred.  if anything its a possibility that people will spend $5 on Case Zero, get their fill of Dead Rising (for better or worse), and not buy the full sequel.  the game has as much power to dissuade as it does to convince potential new players.
 
he seems to be making the connection here that Case Zero as a standalone product is not worth the additional $5; even though he basically spends the entire review justifying its purchase price.  very confusing.
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JohnRabbit

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#8  Edited By JohnRabbit
@bhhawks78 said:
" @JohnRabbit said:
" @bhhawks78 said:

" From 
 http://www.gamesindustry.biz/articles/2010-08-31-console-market-not-supporting-full-range-of-products-says-ubisoft  

"The games that are not triple-A are not profitable anymore," said Corre in an interview published today. "And that’s changed in the last 18 months.

"When you have a triple-A blockbuster it costs more money to develop, but at the end of the day there’s also the chance of a good return on it because there’s a concentration at the top of the charts. To a certain extent it becomes less risky to invest more in a single game or franchise than spreading your investment between three or four games. Because if those three or four games are not at the right quality level, you are sure to lose money," said Corre.


developers and publishers cannot go around espousing such garbage and pretend they have had nothing to do with this transformation.  the industry is not "non supportive" of non-AAA titles, the industry is non-supportive of changing their business model.  the notion that for any game to succeed you need a gargantuan budget or a small team who catches lightning in a bottle should be offensive to consumers.  rather than force games that "should sell" down our throats and scratch their heads when it bombs maybe if publishers took a measured approach toward the distribution model and realized you could sell a "mid-tier" product for a "mid-tier" price with a "mid-tier" distribution scale and have it succeed.  but hey, it's great that we'll stymie creativity in the name of "assured" profitability. "
Why is it bad to push creativity to the 5-20$ games before making that huge risk?  Honestly sounds perfectly sensible to me. "
by your logic i could reinforce my own post.  why is it bad to push creativity into a $40 game and having it be a huge risk?
 
the way this guy would have you see it, there's zero room for a properly scaled production.  its either balls-to-wall double-digit million dollar budget, or $5-$15 game made by a small team.  if games like RUSE, and HAWX2 had been released at a lower price-point and had some of their undoubtedly extraneous budget costs removed from the production, there's no reason they could not have been profitable if not at least broke even.
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JohnRabbit

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#9  Edited By JohnRabbit
@bhhawks78 said:

" From 
 http://www.gamesindustry.biz/articles/2010-08-31-console-market-not-supporting-full-range-of-products-says-ubisoft  

"The games that are not triple-A are not profitable anymore," said Corre in an interview published today. "And that’s changed in the last 18 months.

"When you have a triple-A blockbuster it costs more money to develop, but at the end of the day there’s also the chance of a good return on it because there’s a concentration at the top of the charts. To a certain extent it becomes less risky to invest more in a single game or franchise than spreading your investment between three or four games. Because if those three or four games are not at the right quality level, you are sure to lose money," said Corre.


developers and publishers cannot go around espousing such garbage and pretend they have had nothing to do with this transformation.  the industry is not "non supportive" of non-AAA titles, the industry is non-supportive of changing their business model.  the notion that for any game to succeed you need a gargantuan budget or a small team who catches lightning in a bottle should be offensive to consumers.  rather than force games that "should sell" down our throats and scratch their heads when it bombs maybe if publishers took a measured approach toward the distribution model and realized you could sell a "mid-tier" product for a "mid-tier" price with a "mid-tier" distribution scale and have it succeed.
 
but hey, it's great that we'll stymie creativity in the name of "assured" profitability.
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JohnRabbit

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#10  Edited By JohnRabbit
@Radar said:

" Other than the chrome Xbox globe, that thing is pretty sexy "

wish it was in black though.  why bother releasing an accessory in white/silver when they just finally converted their entire hardware lineup to black?