Saturday, 10 March 2012

What's the future of app-based digital distribution?

Are we currently seeing the genesis of a new type of app-based proprietary online digital distribution store?
Or is it just another internet marketing fad?


You may have heard of, if not used, the Steam digital distribution platform before. But do you know about the other players in this newly emerging market?


If you don't know, Steam is a PC and Mac based  computer games distributor and reseller, which distributes games and their related media on-line. You can pay for games through an on-line purchase and then download the games program to your computer, no box, no posting, no shop-front. However, in order to play these games, and organise your Steam purchases, you are first required to download the steam client application to your local  computer. As well as allowing you to play the games this interface also serves as a database to keep track of your purchases and allows for community based multiplayer elements, which includes utomated game updates and  in-game voice/chat functionality through a Steam community HUD. The Steam platform was developed and is run by the Valve Corporation, and carries a fairly comprehensive list of games from both the large software houses and the small independent developers. At the last count over 1504 games were available through Steam. But it isn't the only game in town...

Tuesday, 24 January 2012

Polybius – Not a parrot on public transport...


... but is it a game?

For those who don’t know the original Polybius game was apparently released in 1981 and has become a bit of an urban-myth.
It may, or may not have been an arcade cabinet system, programmed by a mysterious company called Sinnesloschen, which also may or may not have existed. The original game became famous for its apparent ability to cause seizures in its players, and become rolled up in wilder and wilder accusations of government cover-ups and experiments in mind control...

If you are interested in the ‘legend’ you could do worse than having a look at the Wikipedia page. I would also strongly suggest taking a look at the very strange, but hysterical, RetroGamer forum thread, where the apparent author ‘debated’ the game at length.


But this review isn’t about any of that!
This is a review of the fan-made re-make (or recreation) game produced in 2007...
... if you can re-make a game that may or may not have been real in the first place, from a company that may or may not have evere xisted, that is.
This game can be downloaded from the Sinnesloschen website...
N.B. This is not the original ROM, which may, or may not, exist.


Wednesday, 18 January 2012

The power of PI

The raspberry PI is the new £16 or £22 computer that has a lot of people talking.
The first 10 boards from the initial production model run were recently auctioned off on eBay as a publicity stunt, and gathered thousands of pounds each, but will this new system be any good for gaming?

If you haven’t heard of this before I’d suggest having a look over on the official site, as this really is an interesting little piece of hardware.
The computer is sold as the bare board only, a strategy not done since the early days of home-computers. Although many dedicated third party case designs have already been produced.
As can be seen from the photo to the right, the PI board is smaller than an iPhone and just a little taller with all the interfaces attached.
It will run a variety of Linux operating systems and has already been shown to handle relatively processor intensive games like Quake 3. Obviously it would be silly to expect this to run your modern PC games or to compete with a PS3 or 360.

It was Acceptable in the 80s...


So sung Calvin Harris in 2007, but when it came to cloning popular games, never a truer word was spoken.
Today we are told to look on copying in any form, even intellectual copying, as a bad thing, but without that first wave of bedroom coders sitting up all night trying to write their own versions of the popular arcade games of the day there would be no games industry. And that’s not a ‘maybe there wouldn’t be a games industry’ it’s an absolute certainty, because that spirit of free innovation is where the modern industry directly hailed from, and not from any corporations, they only really got involved much later, when they saw a market developing that they could make real money form.
The fact that some of these same bedroom coders are now heads of companies that seem to wish to stifle innovation in favour of market forces now baffles me. In many cases they started by cloning Space Invaders and Pac-Man for the 8bit home-computers, and now they are churning out the same old FPS wrapped up in (slightly) different skins... Ok so I suppose there’s certain symmetry to that, but it’s the innovation that has been lost. The games market of the eighties was all about taking the big-game concepts and running with them, advancing the concepts and trying to come up with the next new big thing. Very often this innovation led to completely new and innovative games. Games that now form the very bedrock of a stagnant pool of FPS sameness.
It seems that there isn’t enough profit in innovation for the big-name companies to risk any game that hasn’t been proven to have a ready made mass market audience, although the recently developing on-line Independent games market is making good inroads into bringing back innovation to gaming. Unfortunately this could all be set to change.

Monday, 16 January 2012

Pivotal and Landmark games: from the beginning up


This post looks over what were, in my view, the landmark industry-changing games from the early years up until present day.

Of course everybody’s idea of this will be slightly different. I suppose the writer's age and game preference will always play a part in this type of thing (even if it is subconsciously).

I have tried to be as objective as possible, and the choices definitely contain games I both personally like and dislike.

I’m not claming this selection  is definitive in any way, and there are a lot more games that almost made my list.
Feel free to let me know if you think I’ve missed something important, or if I've added something you think is largely irrelevant.

Friday, 13 January 2012

Back to the future with cloud gaming?


So first of, what exactly is cloud computing?
Well it sounds good doesn’t it? 
It sounds all technical and important. 
But it seams that the truth is nobody ‘exactly’ knows. 

‘The cloud’ had been used to mask a variety of disparate distributed network systems and at one level seems to be little more than a new catch-all buzz-word for combining existing networked stuff in new an interesting ways...
Basically, it’s a generally used term meaning any centrally-based system or resource that is accessed through a non-specific network infrastructure.

Got that? No, nether did I...


What does all  this gobbledegook mean for gaming?
The cloud is spreading all around us whether we see it or not. It’s running web-based applications and/or services; like Google’s Apps, web-based  document storage, and on-demand video; as well as much of  the information you are accessing through simply browsing the Internet, and gamming hasn’t escaped this trend.
Like using one of Google’s on-line apps, or even playing Runescape you don’t have to physically download any actual program code to your machine in order to use these products. This means that the physical hardware you are using to view these ‘cloud’ programs is largely irrelevant, and games are no different.
Using this ‘cloud’ technology it’s perfectly feasible for any modern networked TV or other networked device  to play the latest games, irrespective of the format they were originally written for; PC, MAC, xBox 360, Playstation3, VIC-20... it doesn’t matter; as long as you have a client capable of connecting to the server platform hosting them.
With services like OnLive now beginning to provide live games streaming directly to your client hardware the only limitation is whether or not a ‘thin-client’ program is made available for your device. You may have noticed that I didn’t say ‘computer’ here, because the ‘client’ hardware doesn’t have to be a computer. Any device capable or running the client software is capable of accessing and running the games directly on and from the central server. Just as if you were using the high-powered machine directly... and if that all sounds a bit familiar... well, there’s a very good reason for that.

Sunday, 8 January 2012

Run, but no Gun!


It’s software-house review time again.
 I’ve had a look at another little-known developer. This time from Helsingborg in Sweden. 

The outfit is Frictional Games, and it all kicked off when the founding members produced a non-commercial tech-demo for MS Windows in 2006.
This demo was simply titled ‘Penumbra’ and was intended to showcase Frictional’s new HPL Engine (standing for H.P Lovecraft) the intended use and leanings of this new engine were rather obvious. Work on the original engine was started in 2004 and it was coded with 2D gaming in mind. The concept was later updated, with a new 3D  layer being added to the system. The Penumbra demo received much interest and acclaim upon its release, and this success spurred its creators on to produce a full commercial game using the system.

Unlike many other companies nowadays Frictional Games have taken the time to produce and develop their very-own proprietary game-engine, and very good it is as well. The code has been rewritten and tweaked for each subsequent release. So much so that by the time ‘Amnesia’ was produced the engine had developed into a very strong and solid piece of coding. This gives the games a very different look and feel to most mainstream stuff, which can generally all be traced back along the same engine-family trees.

I personally hope to see more games produced using the HPL engine. In some ways Frictional’s design is a nod to the point-and click type adventures of the past. But it mixes the level of exploration provided by these systems up with the unrestricted first-person perspective movement of modern games. Along with a well honed physics engine this leads to a game that feels like it puts you much more in touch with your environment, and lends itself very nicely to the atmospheric adventure based game-play offered by Frictional Games.