Wednesday, January 7, 2015
Gen Con 2014 Very Important Gamer Program Impressions
Short version: the program is fun, but vastly overpriced and overvalued. I won't be renewing my badge, and it will be returning to this year's pool. (You're welcome.) But I recommend reading on.
I’m glad I participated in the VIG program once – I don’t make it to Gen Con often and it was kind of enjoyable to be elite for a weekend. Overall, I think the program has some things going for it, but there are two major caveats. One, for $575 the program should be an overwhelmingly positive addition to the Gen Con experience, and when all is said and done it’s more what you make of it. If you're not focused on it, it can be kind of a mixed bag. Two, despite being targeted at the hardcore Gen Con attendee, I feel like they are the least likely to get the most benefit out of the badge, because they are likely too busy doing Gen Con things to take advantage of the benefits of the program.
My advice to anyone considering joining the program this year is this: only do it if you’ve got $575 to lose, and only if you’re willing to schedule your Gen Con experience around the VIG perks. Otherwise, no, it’s not worth it.
I want to be clear that this is my impression. I definitely met other VIGs at the con who would disagree with me. I met one VIG in particular who was traveling from Calgary, Alberta, with his wife, two kids, and a trailer full of goods for auction. He thought of the program as a virtual necessity, and I completely understand why! But for me, someone who gets out to Gen Con maybe once a decade, and packs the experience as full of events as possible, I felt like the VIG badge was sadly surplus to my requirements.
I’ll go down the list:
Hotel Registration
The housing draw was still stressful, and I know some VIGs didn’t end up with downtown housing, although it is my understanding that the Gen Con folks bent over backward to fix that error. I personally got a fantastic room, so close to the action it was practically in the convention center. That said, it was not the nicest room any of my friends got.
Verdict: Point in favor, if barely. I think I got pretty lucky. I am sure housing draw is better for VIGs than it is for everyone else but it is still no fun at all. Still, I know guaranteed (?) downtown housing is the biggest draw to the fellow from Calgary.
4-Day Access + Benefits
I don’t recall getting a badge holder, but there is a nice brass pin.
Verdict: Neutral; I wouldn’t have missed the brass pin (or badge holder).
VIG Lounge
Some of my VIG Companions reported getting real use out of the Lounge, and agree that it is a nice perk. Personally I was on my feet the entire convention, running from event to event, and barely managed to stop in to pick up my swag bag. When I was stopped, I was showering or sleeping. If I had not had my entire convention planned out in advance, I think I would have been very grateful for the registration tables in the Lounge but as it was I did not spend much time there at all. I did make use of the bag check on one occasion and was grateful for it, and the people working there were extremely helpful and pleasant.
Verdict: Point in favor, but be aware that the use you get out of the Lounge is inversely proportional to how busy you are. If you’re participating in an event, you are by definition not sitting on a bean bag, surfing free wifi, and enjoying a complimentary beverage.
Exclusive VIG Pack (Swag Bag)
I think this is probably the most coveted thing about the VIG program, but I think for a lot of people that desirability will turn out to be an illusion. The thing to remember here is that Gen Con is a multi-purpose convention. You have TCG players, board gamers, roleplayers, wargamers – there’s a lot of overlap but there is also a lot of diversity. The swag bag reflects that diversity. I am all of the above to a greater or lesser degree, and even so 80% of the swag bag was nothing I was interested in. This is completely understandable, but simultaneously pretty disappointing. The best thing about the swag bag was the bag itself – the Gen Con canvas messenger bags are awesome.
Verdict: Neutral. Free stuff is good, but when it ends up left in your hotel room to save luggage space or traded on Board Game Geek as soon as you get home it’s not a big positive.
Early Exhibit Hall Access
One hour on one day is no kind of early access to a space the size of the Gen Con exhibit hall. I will admit that it allowed me to snag a copy of Dead of Winter, because I knew exactly what I was looking for and where it was, but you should expect to spend a good sized chunk of the early access hour in a queue that wraps around half the convention center. The Gen Con staff did a great job at expediting this process, but we are talking about hundreds and hundreds of people. Every VIG wants to take advantage of this perk. There aren’t enough doors in the world.
Verdict: Point against. I’m not saying that one hour wasn’t nice, but I’m also not saying it was anywhere near enough.
VIG Reserved Event Seating
Who are these people who can show up 30 minutes early to a slot at Gen Con?
Verdict: Neutral. Better seating is better seating, no doubt, but I don’t know if it’s worth a half slot of sitting around.
VIG Mixer
I planned to go but was too busy to make it! You should be sensing a theme, here.
Verdict: Can’t say, but it’s worth reiterating that getting the most out of your VIG badge means making time to do so.
$10 System Credit
I am trying to be evenhanded, here, but I have to declare that I thought this was a little insulting even before I paid for the badge. I mean, what’s $10 into $575? Less than 2%? And in store credit? I make it to Gen Con about once a decade, so this ten bucks is going to be sitting in my account for a long time.
Verdict: Point against. If you can make the badge cheaper, make it cheaper. Don’t do whatever this is.
VIG Exclusive Events
I had hoped to do the True Dungeon this year, and appreciated the VIG-only slots, but ultimately it didn’t make the cut.
Verdict: Point in favor; access to hard to get tickets is definitely the biggest selling point of the VIG badge.
“Members Only” VIG Forum
A lot like the regular forum, only with less people complaining about how hard it is to get a VIG badge. *rimshot*
Verdict: Neutral.
First Chance at a VIG Package for 2015!
I feel very strongly that this is bad policy. I’m sure Gen Con has its reasons, but I don’t feel like creating an elite class is the right move for our community. I'd rather see as many people as possible get the opportunity to have this experience and decide for themselves if it is something they want to pursue year-to-year.
Verdict: Point against, although it’s not really a problem with the program so much as a bad feel about the administration of the program.
VIG Companion Packages
My VIG Companions all agreed that their perks were a good deal for the $100+ they paid for the privilege. I am glad.
Verdict: Point in favor, although you should note that $100 is a lot less to pay than $575.
Sunday, April 15, 2012
Mass Market Effect II
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
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.
Wednesday, September 9, 2009
Bassackwards
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
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
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.
Thursday, September 11, 2008
Hideo Kojima and Console-Exclusive Game Releases
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.
