Showing posts with label console gaming. Show all posts
Showing posts with label console gaming. Show all posts

Sunday, April 15, 2012

Mass Market Effect II

It’s been a while since I’ve felt like I had anything worthwhile to say about video games, but here we are again. Thanks for reading.

When talking about Mass Effect 3 I think it’s important to first address the elephant in the room – the ending. In case you haven’t heard, it is apparently very unpopular, and a movement has sprung up to convince BioWare to change it.

Without spoiling it for anyone I can safely say this: the real problem with the ending of Mass Effect 3 is not that it is narratively poor – it logically follows the story. It is that it is inherently unsatisfying. The Great Gatsby is one of my favorite books, but I dislike the ending. I can appreciate the novel on its artistic merit, even agree with the way the story went, without enjoying it.

I think the real, compelling question that Mass Effect 3 and the subsequent fan frenzy over the ending ask is, “is it enough for the ending of a video game to stand on artistic merit?” Novels and movies represent a few hours of investment and require no real effort to reach the ending.

By the time you close up shop in Mass Effect 3, you’ve probably logged 150 or so hours of active playtime into the game’s universe, and that only accounts for a single complete playthrough. That is more than six full days, or almost four 40-hour work weeks. Is it worth investing that kind of time in a story that ends on a gut punch?

I can’t answer that question for anyone else, but for my part, I will think hard before getting invested in another of BioWare’s game franchises, or, at the very least, I will enter into the next devil’s contract with a better understanding of what to expect from the designers.

These are not men with an interest in amusing you – these are men with an unexpectedly grim philosophy regarding the sanctity of narrative. As a writer I can respect that, but when I spend the kind of time and energy I’ve spent on Mass Effect I expect a pat on the back. I like happy endings – so sue me. Or, you know, donate to Child’s Play with a note attached saying I should change my attitude. It could work.

As for the complaint that the ending does not reflect the choices you have made throughout the story, I think that is a more difficult judgment call. BioWare could have limited the ending options for anyone who hadn’t played the original Mass Effect or Mass Effect 2, but doing so would have offended my sensibilities – I believe that when you pay for a thing you should get the whole thing.

It’s part and parcel to why I am opposed to EULAs, “online activation codes,” and to a lesser extent DLC on the whole. Not supporting BioWare in this would be hypocritical.

In the end, Mass Effect 3 does involve the choices you made in the first and second games to a great degree, and it engages them in a quantitative way that does ultimately influence how the end of the game plays out. I did successfully complete the game, but my understanding is that it is absolutely possible to fail, and for that reason I have to dismiss this particular grievance as spurious.

Your choices from all three games do affect the ending of Mass Effect 3 – just not the actual events of the successful ending, which one could argue have been narratively set in stone since long before the main character was even born.

With the matter of the ending dealt with, I have to say that overall, Mass Effect 3 kind of disappointed me. The game has none of the elegance of its immediate predecessor, replaced by rampant sentiment and unrepentant gut punches so frequent that they almost (almost, mind you) become ineffective.

On top of this, the game engine itself is a disaster, with a quest log that's almost as unusable as the inventory system from the original Mass Effect, and frequent freezes (and one legitimate crash to the main menu!) on the Xbox. I’ve never seen that happen before, and installing doesn’t seem to help. I’m told these things are less of an issue in the PC version of the game.

Ultimately, Mass Effect is another great trilogy that will go down in history with a second chapter that is the best out of three. But Mass Effect 3 is still playable and fun and engaging, and worth some bucks, particularly for the multiplayer, which almost feels like the main purpose of the software, it's so well implemented. It's just not a five-star game like Mass Effect 2.

My biggest complaints are that while missions in Mass Effect 2 ended at the perfect length, just as they were getting obnoxious, Mass Effect 3 throws this design concept right out the window in favor of Deep Meaningful Combat – long, confusing battles against powerful foes and challenging environments, meant to evoke hopelessness in the face of overwhelming odds but that are ultimately just frustrating.

The game also uses slow-motion to turn pivotal and dramatic combat moments into thinly veiled reflex minigames. Coupled with get-up-and-make-a-sandwich load times when you fail, the game’s overall approach to combat makes for an annoying disappointment.

Note: I am not “into” Mass Effect’s combat engine – it is possible that these sort of things might entertain more tactically minded players. As a casual gamer who generally plays this trilogy on Normal difficulty, I found it very difficult to stomach.

The narrative of Mass Effect 3 is ultimately its greatest strength, as it has been throughout the trilogy – while it suffers from some of the same opening cognitive dissonance present in the beginning of Mass Effect 2, this is forgivable considering the interactive nature of the story. The writers undertook a tremendous challenge in bringing the variable events in the games to life, and overall I think they did a quality job. The game’s story, while excessively sentimental, is a worthwhile capstone to a living universe.

Bottom line: I give Mass Effect 3.5 stars – the game is worth playing, but it requires a lot of patience with both the technology and the game balance. It just doesn’t quite deserve that fourth star.

Tuesday, September 22, 2009

PS3 Backwards Compatibility Update

Oddly enough, this Sony update comes to us from SEGA. The prominent third-party game publisher's press site leaked rough minutes from a meeting with Sony that were promptly downloaded by the good folks at Objectif-SEGA.

The memo includes a lot of information that was probably supposed to stay secret, but the important bit is that it sounds like the rumors of Playstation 2 games for premium download on the Playstation Network are true, and that Sony will be rolling out their newly patented software emulation to support the initiative.

Of course, the trouble is that this is no kind of news at all for anyone who likes money. The useful information is still being omitted: will this Playstation 3 software emulation support playing PS2 games on disc? If it won't, it is still crippled functionality being marketed as a feature.

Demand more, people.

Saturday, September 12, 2009

Mass Market Effect

This is going to be brief.

Mass Effect has what is probably the best combat system ever developed for a console/computer roleplaying game.

This does not mean it warranted a premium-downloadable-content bot-match arena.

BioWare, I love you guys, and I realize you're neck-deep in bringing us Mass Effect 2, right now, but could you at least warn a die-hard fan that his $5 won't net him any storyline content?

Caveat emptor, I suppose.

Speaking of Mass Effect 2, I'm a bit nervous that the new plot seems to involve an entirely new crew, and that the plot seems to diverge from the Reaper threat established in the first game. I have no doubt that the game will be excellent -- BioWare has a nearly spotless track record -- but I am disappointed that many mysteries that went unsolved in the first game will continue to be unsolved at least until the third game in the trilogy, and that relationships forged in the first Mass Effect will only have passing impact on Mass Effect 2.

Still, much remains to be seen. Mass Effect 2 is still largely an unknown quantity. Hope springs eternal.

Wednesday, September 9, 2009

Bassackwards

The big console news right now is the price drops and redesigns going on, and one of the aspects of the Playstation 3 redesign is the absence of backwards compatibility from the new models despite Sony having recently patented a system for software backwards compatibility running on the PS3’s Cell processor.

I hear all the justifications. Some of them are good. Most are not. Sony’s Director of Hardware Marketing, John Keller, claims that backwards compatibility is “not as big as a purchase intent driver as you may be hearing,” which is ridiculous, considering that the currently marketed PS3 units are not backwards compatible, so it is actually impossible for backwards compatibility to be a purchase intent driver. Good show, Mr. Keller.

Some fans claim that the need for backwards compatibility just isn’t there. That it is only relevant at the beginning of a console’s life, when there is not a sufficient catalog of next-gen titles to support the console. Others argue that no one wants to play last-gen games anymore, or that they just don’t even if they have the capacity. This is obviously not true, or Keller wouldn’t casually remark that “it’s all people ever talk about.” Frankly, that’d be a red flag for me if I worked in marketing. But then, I don’t. I’m not going to get into the quality or breadth of the PS3’s game library here – that’s too much a matter of opinion.

Here’s my take: a lack of backwards compatibility in a popular mainstream gaming console is dangerous. It’s obviously not going to bring about the end of days or anything, but from a consumer’s perspective we should all be concerned about it. It is functionality that should be included in next-gen consoles. We paid the money for the last-gen games; we should not lazily accept the loss of the ability to play them. Video games are not like books or movies or music. Books require no operating system to use, and paper is almost a universal medium. Movies and music can be copied from last-gen media onto next-gen media with a minimal loss of quality and no loss in utility. But a video game depends not only on the media it is printed on but also the operating system of the console or computer it was designed for. When that operating system becomes defunct, so does the game.

Yes, Playstation 2 systems cost $100 brand new, today. But what about tomorrow? When the consoles disappear, the Playstation 2 library is gone. There will be future attempts to resurrect it for the sake of nostalgia, like Nintendo’s Virtual Console on the Wii, but these downloadable content libraries are slow to grow, incomplete, and still dependent on yet another operating system – not to mention the fact that they require a second purchase of the game! Every time a console is made obsolete and its successor is not backwards compatible, hundreds of creative works are lost to the playing public, and their return is entirely dependent on the vagaries of manufacturer foresight. Video game console manufacturers are historically not the most foresighted organizations, as evidenced by Sony’s seemingly willful ignorance of their consumer base’s interest in backwards compatibility.

This concerns me. Video games are the books and movies of the next century. It is too easy to imagine a world where, say, the Lord of the Rings came out for George Allen & Unwin’s UnwinBox in 1954, but was never ported to Houghton Mifflin’s PlayMifflin 3 in the 1960s, and therefore failed to become the cultural phenomenon that inspired an entire genre of fiction as well as fantasy roleplaying. This is not an acceptable vision of the future of creative expression. This sort of thinking on the part of hardware manufacturers needs to stop.

Of course, John Keller is something of a denial expert, who passionately refuted the existence of the PSP Go! and PS3 Slim prior to the release of those two system revisions. Sony has a wonderfully self-aware commercial out now that captures the resultant hilarity far better than I ever could here. The only way to know for sure what the future holds is to wait and see.

But this gamer won't be buying a PS3 until backwards compatibility is confirmed.

Price Pointing

A short time ago, BBC Radio 1’s website Newsbeat featured an article by Dan Whitworth, calling attention to a British price hike for the upcoming Call of Duty: Modern Warfare 2. The new Call of Duty will apparently retail in the UK for £55, rather than the usual £45. Apparently UK gamers are up in arms about it, although judging by the reactions from Dan’s interviewees, it’s not going to affect their purchasing decisions. Maybe that’s because they’re already willing to pay the equivalent of US$75 for a game Americans only pay $60 for. What’s another $16?

We Americans saw a similar phenomenon in the US around the inception of this latest generation of console gaming hardware in 2005 and 2006 when the price point for a new video game jumped from $49.99 to $59.99. I don’t remember a particular fuss being made about it at the time, although debate still rages in the community as to whether games were worth $50 in the first place. It’s this ‘price point’ mentality – this idea that no matter what the content of a video game (or, for that matter, a roleplaying sourcebook), it is worth a certain amount of money simply because it belongs to a certain class of commodity.

It is difficult to argue this point about video games because of the multiple genres involved, all of which have very different standards of quality. For instance, I may find it ridiculous that Halo 3, a ten-hour game, retails for the same price as Lost Odyssey, a 50-hour game, but that is largely because I am a roleplaying gamer, unlikely to get much enjoyment from Halo 3’s robust multiplayer system. But on the other hand, it is a often a challenge to find two games in the same genre that are wildly disparate in content, largely because the games with lesser content often suffer from other failings that cause them to be panned by the community.

Fortunately this generation of games has at least one example I am very familiar with. Take Shadowrun, another contemporary of Halo 3 that shares both the ‘shooter’ genre and Halo’s publisher, Microsoft. Shadowrun has no single-player content, which suggests a lower price point, but its matchmaking is also vastly inferior to Halo 3’s, and its bot AI is considered to be so bad that Halo 3’s complete lack of bot AI is preferable. These latter elements mandated a lower price point, and one was eventually reached – through market pressures. The game was retailing new at $29.99 only a few months following its release.

But the point is that both games started out at the same place, in terms of cost to the consumer: $59.99. Why was a game so clearly inferior to its contemporaries priced so highly?

Admittedly, in recent years we have seen game publishers set lower prices for ‘second-string’ video game titles, between $25 and $40, but this typically has nothing to do with quality or quantity of content and everything to do with brand. The big releases are all still right up there at $60, not including ‘special editions’ that can run anywhere from $70 to $120 or more. Now, I’m not saying that video games on average are not worth $60. That’s an argument for a different post, and probably a different blog. What I’m asking is, “Why is EVERY game worth $60?” It seems to me that gamers need to use some of that consumer market pressure that drove the price of Shadowrun down so quickly to convince game publishers that we are smart enough to notice that not all video games are equal. Maybe this means some of them will become more expensive than $60. But it sure as heck should mean that many of them become significantly less expensive.

This same phenomenon is visible in the roleplaying game industry. Wizards of the Coast raised the cost of the core rulebooks for Dungeons & Dragons, 3rd Edition, from $20 to $30, and we all grumbled but didn’t argue. Their press releases were right, after all – the price point on the books had not risen for twenty years. It was time. I do not begrudge companies responding to the forces of inflation. Now, books a fraction of the size of those core rulebooks retail for $35, and major sourcebooks can retail for as much as $50. But the real issue is that again, these numbers are irrespective of content! Page count for a $35 sourcebook can range anywhere from 100 to 300 pages. So I’m forced to ask, “Why?”

Why is a 100-page book worth the same amount of my money as a 300-page book? Why hasn’t the community used its collective consumer power to do something about this? Why are we so content to throw our money away on these hobbies?

It’s certainly not that we aren’t aware. People notice these things; I know they do. I’ve heard them complain. But no one ever seriously eschews making a purchase as a result. Video gamers might wait until a game hits the shelves used to pick up the occasional title, but if it is something we really want, we’ll buy it new – or as soon as it shows up used, in which case we’re essentially paying full price anyway, and for a lower-quality product.

Perhaps we ignore these ludicrous price-point strategies because we recognize that spending money on these things is a waste to begin with, and we acknowledge this at such a basic level that we are not enraged by the blatant discrepancies. Personally, I think it’s time we all got a bit more active and conscientious about the value of our dollars. We owe it to ourselves, but more importantly we owe it to the hobby.

Tuesday, December 9, 2008

Updates on Metal Gear Solid 4 and Mirror's Edge

As regards Metal Gear Solid 4, it appears I may have spoken too soon. As recently as October 15, Konami sources were quoted as saying that an XBox 360 port of the game was something they "are looking into" due to "worldwide demand." The original quote has been pulled, according to the original report from Kotaku, but the teaser flash on Kojima's website is still inspiring curiosity.

EA DICE has announced upcoming downloadable content for Mirror's Edge, and it looks terrible. It is entirely time trials, which is great, but the setting has been changed from cluttered rooftops to massive, floating, three-dimensional geometric shapes reminiscent of Metal Gear Solid's virtual reality missions (without the floor). The only thing that is going to save this franchise at this point is a quality sequel that focuses on the run itself, not on the run as disassociated puzzle or the run as combat training.

Also, while I have not read a lot of news about it and I personally quit World of Warcraft several months ago, everyone I know who is still in the game tells me that Wrath of the Lich King lives up to the hype. Glad to hear it.

UPDATE: Ha! The new MGS game is for the iPhone, thus explaining for what the "i" in the aforementioned equation stands. I don't know for what the blatant homage to the pulsing green XBox power circle stands, other than a symbolic middle finger aimed squarely at the XBox. The universal power symbol does not appear anywhere on the iPhone. I stand by my previous assertion that there is some seriously mean-spirited nonsense going on, here.

Sunday, November 30, 2008

Mirror's Edge: Holding On By Its Fingertips

Two-and-a-half stars out of five.

Mirror’s Edge, from EA DICE, is as far as I know video gaming’s first foray into the world of parkour. It executes the subject admirably. The innovative engine it uses to simulate running along rooftops and jumping from foothold to handhold to foothold is excellent; neither so difficult that it quickly becomes frustrating nor so forgiving that the player does not feel like he is working hard for every meter of ground. I frequently found myself holding my breath during particularly challenging leaps. The parkour portion of Mirror’s Edge could be a game in itself. In fact, it probably should have been.

I bought Mirror’s Edge despite warnings that it contained SWAT teams because I assumed that, as one friend described it, the enemies would be there to discourage slowing down. An important part of parkour is the speed with which one travels from point A to point B, and in a game with a plot that has nothing to do with the sport of parkour, there should be something in place to create a sense of urgency. I do not have a thematic objection to the presence of enemies in the game. Indeed, there are many ways that the police in Mirror’s Edge could have been utilized well to encourage constant movement, and on rare occasion the game does hit on one or two of them. Unfortunately, the developers do not seem to have recognized their value, and instead incorporate enemies as an unpredictable and frustrating element of their puzzle construction.

In fact, despite the game’s early warnings that hostiles should be avoided rather than fought, Mirror’s Edge is constantly putting the player in situations where direct confrontration, if not conflict, is required by the environment. The player’s radio contact repeatedly warns her to “be ready for a fight” from about the third chapter on. Police appear directly in the path of the player without explanation, even when that path involves overcoming considerable inaccessibility. And these are not the blue-uniformed pistol-bearing cops of the downloadable free demo. These are armored men carrying assault shotguns and rifles, and in some cases 50-caliber machine guns. If there is one message I want to express clearly in this review, it is this: the police are everywhere in this game. Expect the majority of this game to be parkour, but parkour under automatic weapons fire.

Even this could be forgiven, despite the fact that they are armed in this fashion to deal with the threat of a single woman armed only with her speed, if the police had good code governing them. But they do not. There is no stealth system in Mirror’s Edge. Enemies become aware of the player when they are activated, regardless of the player’s actions or concealment. And once they are aware of the player, they never lose track of her, no matter how insane or hidden her movements. The player will never step out of cover in Mirror’s Edge and not be greeted by a hail of bullets. The police can and do track the player around corners and through solid objects.

In many cases, the police do not spawn until the player has wasted too much time in a single area, but this is not universally the case, and there are a few locations in the game that contain enemies from the start and require the player to perform a time-consuming task while there, outside of cover and essentially stationary. The game never explicitly requires combat, but when climbing a pipe or opening a hatch takes two or three seconds, and the pipe or hatch are not protected, failing to deal with the armed men beforehand has predictable results.

In the end, what makes the combat in Mirror’s Edge a failure is not its inclusion but its execution. It would have been a simple matter to always have the police in a pursuit role, or if that became too contrived or difficult, to make the player significantly more vulnerable to gunfire while stationary and significantly less vulnerable while moving. Instead, the enemies are often directly in the players’ path, and gunfire is extremely erratic, to the extent that the player can make a run under fire without taking a single bullet that on a previous attempt resulted in her being gunned down instantly – and vice versa. If a designer is going to use gunfire in puzzle design, their algorithms for accuracy simply have to be more reliable than that. The demo could be beaten without taking a single bullet by making no more than two well-aimed slide kicks. If the whole game had played like that, this would have been a very different review.

The only thing keeping Mirror’s Edge from being a two-star game, despite the excellent parkour engine, is the time trial mode. These are genuinely fun rehashes of the parkour in the game’s story mode, often with some changes to the required route to keep things interesting. Unfortunately, in order to unlock these, you have to first beat the story mode of the game. The speedrun mode of the game is just the story mode with a timer attached, and adds no real value. Hopefully, if DICE produces a sequel, they will make the time trials available from the start and will also do something to eliminate or at least reduce the ubiquitous combat content from the original. Mirror’s Edge is not the game it should have been.

The final encounter of Mirror’s Edge is a short, entertaining boss fight that does not involve combat (only about half the “boss fights” in the game don’t), but rather quick and skillful use of parkour abilities. I successfully executed the required maneuver first try and happily watched the villain receive his comeuppance, only to then immediately succumb to the numerous high-powered gunshot wounds to my back. The experience defines Mirror’s Edge pretty well, in my mind – a good game ruined by poorly designed content that was irrelevant to begin with.

Also published at Gamestop.com and Amazon.com.

Thursday, September 11, 2008

Hideo Kojima and Console-Exclusive Game Releases

Last week, a friend of mine said that he had heard that Konami’s Metal Gear Solid 4 (warning – lots of Flash) had been confirmed for the XBox 360. Of course, I immediately began searching the internet for further evidence of this fact, and I found nothing – MGS4 for the 360 is still vaporware, if vaporware is even the term for something that was never intended or announced in the first place. But the search for more information did find me a 26 August 2008 Eurogamer interview with Hideo Kojima, creator of the Metal Gear games, that didn’t sit right with me. I feel the need to respond to what seems to me to be dramatic hubris on Kojima’s part.

Console video gaming is rapidly becoming the entertainment medium of the future – a quick look at the 57.7 million video game consoles sold globally in this generation of systems (Microsoft XBox 360, Nintendo Wii, and Sony Playstation 3; normalized for 93 weeks after launch; vgchartz.com) compared to only 8.3 million two generations ago (Nintendo 64, Sega Dreamcast, and Sony Playstation) shows a positively stratospheric climb in the popularity of the hobby over the last fifteen years. Humanity is demanding a more interactive entertainment experience, and video gaming is the only medium that is responding in kind. But the genre suffers under a brutal yoke.

Multiple incompatible formats are an accepted and entrenched reality of the console gaming market, whereas in most entertainment media, multiple competing formats are discouraged by production and consumer pressures. Vinyl fought hard and maintained a market share alongside 8-tracks and cassettes, but in the current age of the CD it is almost unheard of. VHS beat Betamax. HD-DVD lost out to BluRay. But ever since the creation of the first consumer video game console in the late 1970s – 30 years ago! – the console gaming industry has been home to three to four contemporary and incompatible formats, with no clear winner ever emerging.

Individual generations always seem to have a victor who claims momentary dominion over the battlefields of the “console war.” In the early 1980s, Atari held the crown, succeeded by Nintendo, whose reign bridged the late 1980s and most of the 1990s. Sony conquered the market in the mid-1990s with the Playstation, and may still be on top of the heap today despite stiff competition from Microsoft’s XBox platform. But this has proven to be largely meaningless.

A video game hardware manufacturer is only as good as their next console, as evidenced by such dramatic fumbles as the Nintendo 64, a cartridge-based system that tried to contend with CD-based competitors in the mid-1990s, and the PS3, a modern system that blows its contemporaries away in terms of raw processing power and flexibility but suffers from poor public reception of its high price point (on which Sony took, and is still taking, a loss). The prince of one generation can become the whipping boy of the next very easily. More so than any other medium, console video gaming is driven by improvements in CPU and GPU power, and so Moore’s Law ensures that every few years failing hardware manufacturers will have a chance at redemption. And so the cycle continues.

For the most part, today’s console gaming fans do not suffer the way an early Betamax or HD-DVD adopter might have suffered, because the vast majority of modern console video games are produced by third-party companies who have no stake in a single piece of hardware. When a console “fails,” games are still produced for it throughout its lifetime. The most popular console games are typically released on multiple consoles, even those that are not selling as well as their contemporaries – and so gamers are largely free to pick the console they prefer based on the minor differences in the libraries available for each, and are not forced to pay large sums of money in order to own every system available in a generation. Considering that the total price tag for all three major consoles available in 2008 is close to US $1,000 after significant price cuts on both the PS3 and XBox 360, that is no small consideration.

But some popular third-party games buck this trend, hearkening back to an era when nearly all console games were proprietary, and multiple-format releases were rarely if ever simultaneous. One such game is MGS4.

By now it should be obvious to the reader that I oppose the idea of platform exclusives. As far as I can tell, the only beneficiary of the platform-exclusive policy is the manufacturer of the console on which the game in question is released. The game designer and publisher do not benefit – it limits their maximum sales to the sales of a single console. They save the cost of the port, but I have trouble believing that is significant in the grand scheme of development costs. The players of the game do not benefit, either – excepting considerable schadenfreude, which is certainly in abundance in the console gaming “community,” an XBox 360 player has no real advantage over a PS3 player if a game is XBox exclusive rather than a multiple-platform release. I am against things that benefit corporations at the expense of their consumers and employees to begin with, but I find the idea of a third-party company making a decision that benefits a business partner over their potential customers particularly distasteful.

In his interview with Eurogamer, Hideo Kojima complains that half of the questions he is asked at his appearances focus on the possibility of an XBox 360 release for MGS4. He expresses the desire to hear more fans asking “about Metal Gear, about us, about our future projects,” and the hope that fans “will stop caring about the hardware.”

Personally, I would love to talk to Kojima about his game, and not about the hardware that it runs on, but unfortunately I don’t own a PS3 and I have no intention of purchasing one. It’s entirely a matter of personal preference – of the top 20 PS3 games (according to metacritic.com), I am interested in exactly five, three of which are also available on the XBox 360. For me, Resistance: Fall of Man and MGS4 are not worth buying a whole new console for, no matter the cost involved. It is a shame, but there it is. I’m just not that big a fan of either game.

It seems to me that what Kojima implies in this interview is that if someone wants to play MGS4, he or she should not think twice about shelling out the cash for a PS3 and the game. I have to hand it to him – it takes balls of brass to claim, even indirectly, that you have designed a game that is worth ten times the asking price of its contemporary releases. If that’s not what he is saying, Kojima ought to knuckle down, put his money where his mouth is, and port MGS4 to the XBox 360. He clearly wants more people to enjoy his game, and that’s the only point of control he has over the situation.

That said, I suppose that I might as well weigh in on the question of whether or not I believe MGS4 will be ported to the XBox, despite Kojima’s reservations. To be honest, I’m not certain that it is the slam-dunk case it was back in January. Right now, there are five million more XBox 360s sold than PS3s, but that number is misleading because the 360 has been on sale for a year longer than the PS3. At 93 weeks past the XBox 360’s launch date, however, 11.2 million consoles had been sold. In comparison, 14.9 million PS3s had been sold after the system had been on the market for 93 weeks. And that number is growing faster than the total number of 360s sold. If Sony can keep up the momentum (and that is a big if, with many variables), it seems like they could pass or at least match the XBox 360’s cumulative sales numbers by this time next year. Some analysts are even suggesting that Sony will best Microsoft in 2008. With an average console generation lasting approximately six years, we will be only about halfway into the lifespan of these consoles at that point, and game designers will only just be hitting their stride with the new technology.

How does this affect a potential XBox release of MGS4? Well, with a theoretical release date of 12 to 14 months after the PS3 release, the game would be coming out just as the PS3 was making its play for dominance in the market. I’m not certain that I see any additional advantage to releasing for the XBox then than there is currently, and the current advantage is clearly not enough for Konami to justify a multiple-platform release.

It’s a shame, but there it is.