Silent Hills just won't seem to die. Shortly after the game was canceled by Konami, petitions started popping up demanding that it be re-instated. Then came the debacle of the Metal Gear Solid V release, which seemed blatantly incomplete and/or half-assed. Then Kojima officially left Konami, Guillermo del Toro tweeted that the cancelation of Silent Hills "breaks his greasy heart", and it all seemed done and buried.
Or was it?
Andrew House (Group CEO of Sony Interactive) announces a partnership with Hideo Kojima.
Within a week of the official announcement that Kojima had left Konami, he was reported to have already set up his own independent Kojima Productions studio, and that he had already partnered with Sony to develop an un-named PS4 exclusive. Geez, that was quick. Kojima has always had a good relationship with Sony. The Metal Gear Solid games were originally PlayStation exclusives, and were definite showcases for those Sony platforms. I mean, when you think of the original PlayStation, what are the first few games that come to mind? Probably Final Fantasy VII. Tomb Raider? Maybe Resident Evil? And definitely Metal Gear Solid. Even when Kojima was initially rumored to be leaving Konami, I had speculated that Sony might make a move to hire him. Contracting him to act as a second-party developer of exclusive content is just as good. I had also speculated at the time that there were three possibilities for Silent Hills to see the light of day:
- Konami could hire Kojima's independent studio to continue development of Silent Hills. This seemed unlikely considering the rocky conclusion to Kojima's employment.
- Kojima could buy the IP rights to Silent Hill (and maybe Metal Gear). This also seemed unlikely considering that both franchises are cash-cows for Konami.
- Lastly, there was the possibility that Kojima Productions could continue the development of what would have been Silent Hills, but without the "Silent Hill" title. Same game; different name.
The partnership with Sony opens up a fourth possibility: Sony could buy or lease the licensing rights to Silent Hill and then contract out development to Kojima Productions. This is the only way that the game could possibly see the light of day and still maintain the "Silent Hill" name. Konami has already expressed its disinterest in continued first-party console game development. It's just too expensive, and the company wants to focus more on its gambling business and mobile games. If Konami wants to continue to see revenue from those IPs, then they are stuck either making smaller in-house games (such as mobile games, pachinko machines, or browser-based games); or they would have to license out the IP to third-party developers. Sony certainly has the buying-power that Kojima, by himself, doesn't have, and could certainly afford to buy those rights, if they so desire.
A trailer for Konami's next Silent Hill game. Not exactly what fans were hoping for...
However, Silent Hill fans probably shouldn't get their hopes up for a triumphant return of their tarnished, yet beloved, franchise. In the video announcing the partnership with Sony, Kojima says that he is "thrilled to embark on creating a new franchise with PlayStation". So this project does not appear to be Silent Hills. At least, not in title...
Kojima is rumored to be collaborating once again with Guillermo Del Toro, which opens up the possibility that the two are going to work on realizing the plans that they had for Silent Hills. During a keynote address at DICE, Kojima and Del Toro stated that they would like to continue to work together. Del Toro even went as far as saying that he would "do whatever the fuck Kojima asks him to". He even made an off-hand comment about famed Japanese horror illustrator Junji Ito. I don't know much bout Junji Ito, but his work is apparently a pretty big deal, and he's also been seen with Kojima. Kojima and Norman Reedus have even been seen together, and it's been rumored that Reedus will be working with Kojima again. All the pieces seem to be fitting into place... [More]
The DLC level for Bloodborne is considerably easier to access than the DLC of the first Dark Souls. You only have to beat a mid-game boss, and the items that you need to access the DLC are literally just handed to you next time you visit the Hunter's Dream. Unfortunately, if you don't read the pop-up text that tells you where to go to access the DLC level, then you might be in trouble, as there's no other indication in the game of where to go. Not eve in the item description of the trinket that grants access. In typical FROMSoft fashion, accessing the DLC is fairly obscure and un-intuitive. In fact, it's even more obscure than Dark Souls because it isn't something that the player is likely to accidentally stumble upon. It requires players to do something that they might actively avoid attempting to do because it's something that probably got them killed in the base game. Granted, there is one other situation in the base game in which you are teleported to an optional location by this same method, so it's not entirely unprecedented, but it still feels contrived. Look FROMSoft, if you have to explicitly tell the player where to go in a text prompt, rather than allowing the player to infer it based on textual or environmental clues, that's probably a sign that you made it too esoteric...
The DLC doesn't require players to jump through as many hoops as Artorias of the Abyss required,
but the actual entry-point into the DLC is even more obscure and counter-intuitive.
Once you're in the DLC's "Hunter's Nightmare" area, you'll be provided with a seemingly much more technical challenge than Dark Souls' Artorias of the Abyss DLC. While Artorias DLC threw a lot of magic-casting enemies at me that required me to cheese my way through the levels by using ranged weapons or mob-baiting tactics to cut down enemies one-by-one while staying out of range of the casters, Bloodborne's The Old Hunters DLC instead pits me in more one-on-one battles with fellow hunters that require more careful technique in order to vanquish. In fact, these encounters kind of subvert one of the common criticisms of the Souls games, which is that enemies are too easy to bait, and fighting one-on-one trivializes most fights. The mob monsters in the Hunter's Nightmare actually back away from you as if they're scared, and the other hunter enemies will actually kill those monsters for you, setting the stage for these one-on-one fights. I hope you've been practicing parrying, visceral attacks, and dashing towards enemies in the base game, because this DLC will test those skills. They aren't as obscenely difficult as the NPC hunters that you can find in the chapel of the Unseen Village or in the courtyard on the side of the Grand Cathedral (opposite the path to the Forbidden Woods), but they can easily destroy you if you overreach or get arrogant.
Or at least, most of the hunters aren't that difficult. There are a few notable hunters that posed quite a challenge. One pair of hostile church agents caused me quite a bit of trouble with the camera and target lock, since one was a ranged spell-caster, and the other was an in-your-face swordsman. These issues were exacerbated by the presence of environmental decorations that kept getting between my character and the camera, and thus blocking my view of the action. It always annoys me when game designers put challenges in the game that the mechanics are ill-equipped to deal with. It's something that Bloodborne and the Souls games rarely fell victim to (other than the occasional tight-roping and platforming), so it's really noticeable when it does happen.
This wheelchair enemy would sometimes wind up on the moving stairs and turn invisible.
There was also a recurring glitch in which a particular wheelchair enemy would sometimes fall onto a set of rotating stairs and would then become invisible. I'd be walking around, then suddenly BOOM! I'm blasted with gatling gun fire literally from nowhere! This resulted in two cheap deaths for me before I realized what was going on and remembered where it was.
Through the nightmares of hunters past
Another way that "The Old Hunters" is reminiscent of "Artorias of the Abyss" is that this DLC fills a similar role of further expanding upon backstory that is hinted at by the base game. Wheres Artorias literally took the player back in time to witness the legend of Artorias first-hand, "The Old Hunters" sends the player into a nightmarish limbo version of Yharnam populated by hunters and church members of ages past. The world is twisted and convoluted by the imperfect memory of the characters that inhabit it, and the result is another confusing trek through the maze of a barely-recognizable Yharnam.
The Hunter's Nightmare is a twisted and threatening re-interpretation of the familiar Yharnam.
But this time, the maze feels more organic. The opening level of Yharnam in Bloodborne really felt as though the developers wanted the player to at least have an idea of where to go, but just failed miserably at communicating any sense of direction to the player. For example, an NPC in original Yharnam told you to go "south", but there's no compass or signpost indicating which direction "south" is. In this nightmare Yharnam, I feel like direction is deliberately left ambiguous. The world itself feels like a surreal mystery that the player is supposed to unravel, and the first part of that mystery is answering the questions "Where am I?" and "What the heck is this place?" And the fact that Bloodborne already requires the player to go through portals and trek through nightmares makes the transition to the DLC area feel much less jarring and out-of-place than the journey to Oolacile felt, even though (as stated early) the entry-point is more esoteric than ever. [More]
Here is a game that somehow managed to slip under the radar for me. As a snob for strong narrative-based games, I was surprised that a project like Until Dawn managed to escape my attention until a couple weeks prior to its release. Once I heard about it though, I was immediately intrigued. I knew it wasn't going to be a proper survival horror game, but it looked to have a lot of potential to move the horror genre (and gaming in general) in interesting directions. I was doubly surprised when I went to go by the game a couple days after its release so that I could play it over the weekend, only for it to be sold out in the two stores that I went to. It's the first time in about ten years that I've had trouble finding a game on store shelves within a week of its release, but I doubt that I'll have to break my long-standing boycott for pre-orders. So I had to resort to ordering it off of Amazon Prime with 2-day delivery and play it the next weekend.
Suspend your disbelief - and your common sense
Don't be fooled into thinking that Until Dawn is something other than what it is. It is an interactive movie with branching story. It is not an open-ended survival game! Anyone familiar with Heavy Rain or the Telltale Games will have a good idea of how the game will play out. The things you do and the actions and dialogue available are very tightly scripted. You won't be making decisions on how the group splits up, who goes where, or even what any individual character might be doing at any given time. Large chunks of the game are just dialogue and cutscenes, stopping you every now and then to let you make one of two choices, or showing a button prompt on screen to keep the action going (and sometimes keep the character alive). There are even some action sequences that could have been playable, but which are strictly non-interactive cutscenes.
How about lighting some friggin' candles instead of groping around in the dark?
The only time that the game opens up more is when you must explore rooms for clues or evidence. In these cases, you have complete control of character movement and can walk around mostly freely. But interactions are severely limited. You can only interact with the select few objects that the developers intended for you to interact with.
These limitations can be very frustrating because the game doesn't let you do some obvious, common sense things. Upon entering the lodge, I'd like to have been able to light the candles instead of having to wander around in the dark for the next few chapters. Later, when investigating something crashing through a window, I'd like to have been able to take the rifle I just found on the wall. And even later, after the rifle didn't have enough bullets to shoot the murderer, it would be nice to have been able to open up the revolver I just found to make sure that it's loaded and find out how many bullets are in the chamber. And the list of dumb oversights goes on...
Common sense precautions like taking a melee weapon or checking that your new gun is loaded are not possible.
These limitations are further exacerbated by the esoteric nature of some of the decisions. Since all decision are binary (usually consisting of a "helpful" / "safe" option or an "antagonistic" / "risky" option), it's often unclear exactly what the character will do, and the outcome often plays out in a non-interactive cutscene. The character may not say or do exactly what the option described, which might lead the player to think "that's not what I meant to do / say!", and sometimes a decision might railroad you into following through in a way that you don't want to.
Granted, the options need to be somewhat vague, and the consequences shouldn't be obvious. That would make the game too easy and dull. The game has to utilize some of the classic horror movie tropes in order for the narrative to work. After all, the characters don't have the foresight to know that they're in a horror [More]
movie game. I accept that there needs to be limitations on the precautions that the player can take, but the player also needs to feel like they have more agency.
I haven't talked about Bloodborne on this blog yet, other than in passing. This has been because there wasn't much information on it except for the most superficial information and a few minutes of gameplay video. But over the past few months, more information has come out, so I'm going to take a moment to talk about some of the features and mechanics that I am excited about.
If you're not already aware, Bloodborne is the PS4's spiritual successor to FROM Software's hit games Demon's Soul and Dark Souls. Both of those games are among my favorite games on the PS3. I'm eagerly awaiting this game, as it is likely going to be the reason that I end up buying a PS4.
Overall, the game looks to play similarly to the Souls games with one major exception: it takes place in a steampunk, Victorian setting instead of a medieval fantasy universe. This means that the traditional sword and shield gameplay doesn't transfer to the new setting. In fact, shields don't seem to play a role at all. Instead, the player's off-hand can be used to equip a second bladed weapon or a gun. The lack of a shield means that the game is designed to be faster-paced, and combat is intended to be more aggressive and offensive so as to encourage players to attack and dodge rather than backpedal behind their shields.
Bloodborne looks to be a darker, bloodier, and faster-paced variation of Dark Souls - with guns!.
Little is known about the game's story so far, except that it involves people transforming into vicious beasts, and the player character is hunting them. There might also be a bit of a "Dr. Jekyll and Mr. Hyde" theme here, as it's been hinted that players can transform into beasts. This is presumably a replacement for the "soul form" and "hollow form" in Demon's Souls and Dark Souls (respectively). There will be multiplayer components similar to the previous Souls games, but specific details are limited.
According to a preview at a recent Sony expo, the PS4-exclusive Bloodborne will have some interesting new features:
A demo shown in December's PlayStation Experience expo in Las Vegas, Nevada (apparently, there was an official Sony PlayStation convention in Vegas that I didn't hear about until the week after it was done?) revealed an intriguing new feature: the game will include a procedurally-generated dungeon.
The "Chalice Dungeon
" (as it is called), is an optional
dungeon that will vary from player to player, or character to character, or game to game, or visit to visit, or moment to moment (depending on how you interpret the tranlator). A key semantic point is that the dungeon is being called a "procedurally-generated dungeon", and not a "randomly-generated dungeon". The extent of the randomness isn't entirely clear ... [More]
With a new generation of consoles coming into their own, the lifespan of the PS3 and XBox360 is rapidly coming to an end. It's not quite as monumental as the end of the PS2's lifecycle, which is arguably the single best gaming console ever made! With the PS3 and XBox360, our console games started to have consistent online functionality, and with online functionality comes a sad side-effect: a game's life-span is finite. I can always go back and play my favorite PS2 games (like Silent Hill 2, Metal Gear Solid 3, Ace Combat 4, Ico, Shadow of the Colossus, Gran Turismo 3, and Devil May Cry) and have pretty much the same experience that I had the first time I played. But I won't be able to do that with some of my favorite PS3 games, because some of them have online features that won't remain active forever.
As long as my PS2 is functional, I can always go back and re-play my favorite PS2 games.
PC gamers have been dealing with this problem since the dawn of the internet, but they have work-arounds. PC Games can be modded to support direct TCP / IP connections in order for their online communities to stay online. Hypothetically, you could keep your favorite MMO alive for yourself and your circle of friends in this fashion. But with console games, there are much more significant technical hurdles to overcome, and when the producer shuts down the servers, that is basically the end of that game.
And that is exactly what is going to happen some day with my favorite PS3-exclusive: Demon's Souls.
Every console has its defining games - those games that are reasons for owning the consoles. The original PlayStation had Final Fantasy VII and Metal Gear Solid, the Nintendo 64 had Goldeneye, the Dreamcast had Shenmue and Soul Calibur, the XBox had Halo, GameCube had Resident Evil 4 and Eternal Darkness, the PS2 had Shadow of the Colossus. For me, Demon's Souls is that game for the PS3: the game that makes owning a PS3 worthwhile.
Demon's Souls is a game that completely redefined the way that I think about gaming. My ideas about how a player can interact with a game world and with other players were completely turned on their head with this game. So I want to take a moment to pay tribute to this masterpiece of interactive art with a full review while its servers are still up and running. And maybe - just maybe - I can sell a copy or two to some new players.
The gameplay is based on a simple control configuration in which weapons are mapped to the left and right hand and controlled with the left and right shoulder buttons (respectively). The design is reminiscent of a simplified version of FROM's other major game franchise: the mech-combat sim Armored Core. Weapons equipped in the right hand have a basic attack and a heavy attack, and weapons or shields in the left hand have a block and heavy attack (sorry, lefties, no left-handed characters for you!). These basic controls are very simple, and any player can start hacking and blocking away as soon as they pick up the controller. But more advanced controls and variations in weapon functionality make this seemingly-simple combat system very deep.
Each weapon class has different movesets, ranging from the slashing of a sword to the thrusting of a spear, to smashing of a giant hammer. And shields (and some off-hand weapons) have an advanced parry feature that allows you to stun and counter an attacking foe to land a critical hit. You can also attack while running or out of dodges in order to keep a foe guessing. Mastering these various features takes a little bit of time, but it is immensely rewarding when you finally have the skills to go toe to toe with a giant, butcher-knife wielding skeleton with confidence. But don't get overconfident, because this game will punish you for every mistake!
With patience and practice, you'll soon stand confidently before the Vanguard that killed you in the tutorial.
If you die, you lose all your accumulated souls (i.e. "experience"), and must restart the level from the beginning! But there is a shining glimmer of hope: you have one chance to reach the spot where you died in order to recover your lost souls. If you get there... [More]
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