The Terrible Troubles Of Final Fantasy XIV And How To Fix Them

August 15, 2012 3:55AM PDT

New visuals, animation, quests, dungeons, and a new user interface make Final Fantasy XIV: A Realm Reborn almost unrecognisable. Fortunately, that’s a good thing.

Last year, after a tumultuous time for the company, Square Enix CEO Yoichi Wada conceded that the damage had been done. Its flagship brand Final Fantasy had been “greatly damaged” by XIV, an MMO RPG that failed to excite critics, and more importantly, failed to excite fans. The backlash was severe. But as a company, Square Enix isn’t one to let a game, let alone one as important as a numbered title in the Final Fantasy series, die a slow death. The PlayStation 3 version was put on hold, the development team, replaced. What was left of its disheartened userbase were given free passes to roam a world that no one wanted to be a part of.

For many companies, that would be the end of it. Call it quits, burn it down, and cut its losses. But not Square Enix. As Producer Nokoi Yoshida puts it: “as a company, we cannot let a title like Final Fantasy XIV end in failure. We let a lot of fans down and lost a lot of their trust–we need to get it back”. That’s a bold statement for a game that’s been so heavily shunned by so many people, but the company’s ambitions for the game are perhaps even bolder. Final Fantasy XIV: A Real Reborn isn’t an expansion pack, nor is it a patch. It is, according to Yoshida, a complete rebuild of the game, both on PC and PlayStation 3; modern, slick, and able to compete with any of the great MMOs of the west.

Indeed, it’s those great MMO games of the west that proved to be the starting block for rebuilding the game, once the development team had been replaced. “The developers didn’t look at what players really wanted”, says Yoshida, “We created a 450-page Excel spreadsheet that documented exactly what it takes to be a great MMO. We want over it with the development team, told them to play other games for inspiration”. The result is game that Yoshida claims lives up to the “global MMO standard”.

And so Final Fantasy XIV lives on, but the game is almost unrecognizable. The visuals have been greatly improved, powered as they are by a new graphics engine, which Yoshida says needed to be as impressive as possible, thanks to the long lifespan of the MMO. The animation engine has been overhauled too, with the niggling lag that made the game feel so sluggish now eliminated. The maps have been redesigned, all new assets have been created, and there are “hundreds” of new quests to complete, and dungeons to explore–a content quest finder will make them easier to find.

More importantly, that sprawling, confusing interface has been streamlined, and seeing the game in action, it immediately looks a hell of a lot more user friendly. Menus have been simplified, icons have been made clearer, and the whole thing can be customized to you own preferences. And that’s just the PC version. The PlayStation 3 version will feature a completely separate interface, designed explicitly for a control pad, by an entirely separate team. And yes, the PS3 will launch alongside its PC counterpart this time, or so they tell me.

In one final flurry of fan service, the Limit Break system–as made famous by Final Fantasy VII–is being introduced, albeit for groups, rather than individuals. If your party has its Limit Break bar powered up, it can unleash devastating attacks, spells, or even heal itself. It even comes with the requisite over-the-top visual flourishes that the Limit Break system is famed for.

Whether or not that’s all enough to change the fortunes of what is, perhaps, the most disappointing entry ever in the Final Fantasy series remains to be seen. Like Yoichi Wada said, the damage has already been done. Convincing people to once again place their faith in Square Enix might be too much ask. But from what I’ve seen today, Final Fantasy XIV: A Real Reborn is certainly well on its way to doing so.

Sleeping Dogs Review

What does it take to survive as an undercover cop who infiltrates one of Hong Kong’s most ruthless criminal organizations? If Sleeping Dogs is any indication, it takes martial arts prowess, good marksmanship, driving skill, a reckless willingness to leap from one speeding vehicle to another, and the confidence to sing karaoke. None of the individual elements in Sleeping Dogs are best-in-class, but they’re all thoroughly enjoyable, and the structured story missions have you switching from one type of action to another frequently enough that you’re never tired of what you’re doing at any given moment. Additionally, the fictionalized version of Hong Kong where Sleeping Dogs takes place is an exotic and atmospheric setting for this tale of conflicting loyalties; you probably wouldn’t want to live amid the ruthless criminals who populate the game’s cast, but this world sure is a nice place to visit.

You play as Wei Shen, a Hong Kong native who has returned after spending some time in the States. Driven by a desire to avenge his sister’s death, he accepts a dangerous assignment to infiltrate the Sun On Yee triad and help take them down from the inside. Starting out on the lowest rungs of the criminal ladder, he rapidly climbs up through the ranks, behaving in ways that sometimes make his triad cohorts suspect he’s a cop and sometimes make his police superiors think he’s getting too attached to his brothers in crime. It’s a typical tale of an undercover cop possibly getting in too deep, and the story doesn’t have any surprises in store for you. But solid voice acting and writing that convincingly blends English and Cantonese make it a narrative that’s more than capable of supporting the gameplay, providing context for many a dramatic mission and building up to a cathartic climax that’s bloody enough to be taken right out of one of John Woo’s Hong Kong action films.

Sleeping Dogs is an open-world game, but it doesn’t start out by setting you free. The opening chapters keep you on a tight leash as they introduce you to the basics of movement and melee combat, which is good, since that combat plays a huge role in the game as a whole. Taking its cues from the standard-setting brawling of Batman: Arkham Asylum and its sequel, this combat has you unleashing combos and using timed button presses to counter enemy attacks. Wei’s attacks look and feel powerful, and the bone-breaking animations may often make you squirm and make your enemies flinch.

But what sets Sleeping Dogs’ combat apart from games with similar systems is the emphasis on environmental attacks. In most places where you find yourself needing to clobber some fools, you can drag enemies to certain objects around you and use these things to finish them off. These environmental finishers range from the relatively restrained old standby of tossing a thug into a dumpster, to the much more original and brutal attack that has Wei impaling an enemy on a swordfish head. There’s a good assortment of these attack opportunities throughout the game, and a number of chances for you to make your own fun with the environment, too. Tossing an enemy from the upper level of a swanky club to the level down below isn’t, strictly speaking, one of the game’s contextual environmental attacks, but don’t let that stop you from doing it. It’s empowering and effective.

The early stages also introduce you to some of the atmospheric pleasures of this fictional Hong Kong. People believably appear to go about their business; cooks fry things up in restaurants, merchants hock their wares at the marketplace, and dancers perform at a street festival. What’s absent from the behavior of non-player characters is almost as important as what’s present. Strangers can sometimes be overheard discussing story events, but they don’t constantly call out to you as if their existences revolved around you. (They do, of course, but it shouldn’t seem like they do.) Unfortunately, close inspection can shatter the illusion. Character models look like plastic dolls when viewed up close, and some gestures characters make are rigid and unnatural. Despite these oddities, the PC version is easily the best-looking version of the game. A high-resolution texture pack is included as free downloadable content, but even if you need to run the game at low settings, everything is much crisper than in the comparatively fuzzy console versions.

Still, Sleeping Dogs is more about wide-angle, big-picture atmosphere than about fine details. The skyline gleams with towering skyscrapers. Neon signs hang from every available outcropping on busy streets, crowding the air above you with glowing Chinese characters. This city may not be accurately modeled on the real Hong Kong, but it nonetheless has a powerful identity, and while you’re playing, you feel transported to this dangerous land. Collectibles scattered across the island make exploring it worthwhile as well as enjoyable; finding health shrines increases your maximum health, while blue lockboxes hidden all over the place reward you with cash and sometimes with new items of clothing.

Once you complete the first few missions, you’re free to explore the island as you see fit. But Sleeping Dogs is an open-world game in which you’re sure to enjoy the structured missions more than the opportunities for free-form mayhem. It’s fun for a while to run around jump-kicking people to death, or fatally tossing them off of three-foot-high railings. However, unlike other games in the genre like Just Cause 2 and Saints Row: The Third, which reveled in giving you ways to wreak incredible havoc on your own, Sleeping Dogs is at its best when you’re playing through the story. Missions typically string together a number of activities, switching from one type of action to another frequently enough to keep you on your toes and ensure that you never get tired of what you’re doing.

Online petition strives to make eSports an Olympic event

August 14, 2012 12:14AM PDT

Torch for Gaming argues eSports fully embody the Olympic spirit and should therefore be recognised as an Olympic sport.

A group of gamers have started an online petition to try and get eSports recognised as an Olympic sport.

Torch for Gaming believes eSports fully embody the Olympic spirit, arguing they are accessible to people who are excluded from traditional sport because of physical disability.

“By their design, video games provide joy and education,” the group argues on its website. “They entertain and they teach. Games create ethical boundaries and challenge our views, they force us to govern and to abide. No other sport can claim such a combination of body, will and mind.”

The Torch for Gaming petition currently has 1525 signatures from 24 countries. The group is encouraging people to sign by arguing that video games promote friendship, create communities around shared experiences and do not discriminate on gender or age.

If you want to sign the petition, go here.

Mobile is the new PC, says Epic

The power of mobile GPUs and the complexity of developing for them is rapidly approaching that of consoles and some PCs, according to Niklas Smedberg of Epic Games. Speaking during a keynote presentation at GDC Europe, the developer said that mobile was “starting to compete with current consoles”, but in doing so development has become much more complex.

Smedberg compared the process of mobile development to that of PCs, where there are hundreds of different platforms to develop for, each with their own hardware. “We have to scale things–we are Epic, we never do the minimum, so we have to scale for high to low devices”. He went on to claim that mobile games will soon have graphics options similar to that of PC, with low, medium, and high for different effects, as well as resolution settings.

Citing the example of God Rays, a lighting effect used heavily in Gear of War 3 and Infinity Blade II, Smedberg said that the mobile version of the effect actually “ended up looking better” than on the 360. “In some regards, mobile is way better than console. There’s way more memory, which allows for much higher texture resolutions.”

Looking to the future, Smedberg claimed that the next generation of mobile GPUs will be up to 20 times more powerful. He cited product roadmaps from IMGTec and Nvidia as examples, and assured the audience that such steep rises in GPU power would be put to good use. “On console we were doing 720p”, he said, “on iPad we’re doing crazy resolutions”.

Call of Duty: Black Ops II Screens

7 new shots posted.

       

Get the full article at GameSpot

“Call of Duty: Black Ops II Screens” was posted on Tue, 14 Aug 2012 03:18:01 -0700