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Sony's Gamers Day 2003
Getting
to go to San Francisco immediately got my mind spinning.
Being a neophyte, rookie and simpleton, I wasn’t automatically
in the mindset of gaming. Yes,
it was to be Sony’s Gamers Day 2003 but my mind instantly shifted to
Dashiell Hammett’s detective creations, most notably Sam Spade, made
famous by 1941’s The Maltese Falcon starring Humphrey Bogart (although
there was an earlier film back in 1931 that has garnered less
attention.) Hammett’s
detectives spent most of their time being shot at, beaten up, and drunk,
while trying to set things right. How
does San Francisco fit in? That’s
where the Maltese Falcon takes place. I
had early hopes that I’d be able to visit some of the locations
mentioned in the Maltese Falcon (or The Glass Key), and drinking gin and
whiskey at points in between. Since
I arrived nearly a full day before the event I had some time to meet
this goal. Typically,
upon leaving the hotel I got lost.
Not wanting to actually admit that I was lost, I spent a couple
of hours simply wandering and becoming more lost.
I was no longer anywhere on my hotel-supplied mini-map, whereupon
I broke down and finally asked a passer-by for directions to the cable
car station – limply lifting my inadequate map as some kind of weak
excuse. Through
a thick German accent and broken English the man informed me that he was
from out of town. Maybe
it was just that time of year, but there were a lot of German
tourists in San Francisco when I was there. Failing to find any gin joints or speakeasies but finally getting on the right track, I hopped on the cable car at Market & Powell and rode to the end of the line: Fisherman’s Wharf. Not wanting to neglect the intellectual attractions, I headed to Ripley’s Believe it or Not.... Museum. Where else can you find the world’s biggest |
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paintbrush,
shrunken torsos and a self-portrait of Picasso made entirely of toast?
My mind brimming over with culture, I spent the next hour touring
the waterfront then caught the cable car back to Powell & Main.
I had just enough time to freshen up and give my feet a rest before heading across the street to the Thirsty Bear (which I referred to as the Thirsty Beaver to a least six people – only one |
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person corrected
me). It was a general
mingling session featuring an open bar.
I took full advantage, probably drinking more beer than I should
have. And what
The
conclusion was a unanimous, “Not much” – an opinion based on the
fact there weren’t that many media people in attendance. At
6:30 the next morning the phone by my bed started ringing.
It took a panicked 5 seconds before I sorted out where I was and
what I was doing there. Media
check-in and breakfast was scheduled for a 7:00AM start so I wasted no
time getting down to the conference area. (Bad memories of the media
breakfast at E3 2003.) As
only the second person there, I loaded up my plate and watched people
straggle in over the next two hours. The
briefing began at 9:00AM to an explosion of noise and visual cacophony
from the bank of TVs on stage. After
some dreaded PowerPoint presentations – in which we learned one new
thing, Final Fantasy XI Online will be bundled on the PS2’s hard drive
– we headed across the street to a larger presentation area where
we’d actually see some games. The
large crowd was split into five smaller groups and my first stop was 989
Sports, which was 100% hockey free – at least until next year when it
will be even harder to acquire marketshare.
What 989 showed demonstrated a ton of promise for even better
features next year. Sony is
concentrating much effort making a broadband adapter virtually a
necessity if you want to experience their first-party sports games to
the fullest, with lots of chat features and chances to build a sporting
community. Features include
real world, real time score updates, player versus player, and roster
updates for at least the next year.
Much like EA’s Dynasty gimmick, online players will be rewarded
for purchasing more than one sports title.
You’ll receive “989 Points” that are a combined total of
your sports prowess – great for bragging rights.
The actual look and feel of the titles shown – NBA ShootOut
2004, NCAA Basketball 2004, NFL GameDay 2004 (out now) – are
definitely more refined and possess more depth than last year but the
voice commands (via the USB headset) still need some polish. After
a quick 15-minute break it was back to the grindstone, this time looking
at Ratchet & Clank 2, Rise to Honor and the EyeToy.
EyeToy
finally demonstrated some kind of practical gaming function other than a
novelty to bring out at parties. In
a couple of words: head tracking. (Granted,
it was a limited tech demo.) In
the demo a mock first-person 3D world loaded up and the demonstrator
showed how he could move with the control pad and peek around corners by
moving his head. Was the
tech demo enough to convince me of its necessity?
Even when he mentioned sword-tracking and showed the video/audio
message capability? No, but
at least they were showing us instead of just talking about it,
which is what happened with the PSP (Playstation Portable) at the media
briefing. I love technical
specs as much as the next guy, but show us something! Ratchet
& Clank 2: Going Commando should arrive on store shelves Novemeber
11, but it looks ready to ship now.
No doubt the QA testers are beating this title to death making
sure everything is in order. They
definitely have their work cut out for them as Ratchet & Clank 2 is
packed with upgraded features, more weapons, and massive levels – some
of them self-contained spherical worlds.
The entire package is big, bright and moves at a blistering pace. Rise
to Honor also moves at a solid clip, too, thanks in no small way to
martial artist Jet Li, who lent his voice, likeness and expertise to the
game. At its core, Rise to
Honor is a Hong Kong action movie in game format, with roughly 70%
hand-to-hand combat and the remaining 30% bullet ballets with plenty of
slow motion dives. I’m
not completely sold on Rise of Honor’s control method.
One stick controls his movement, the other his direction of
attack (like Mucky Foot did with Blade 2).
I played for a few minutes – not enough to sway me one way or
another but the cinematic and smooth animation make it look very good.
Rise to Honor doesn’t ship until January 2004 so there should
be plenty of time to address any control issues. Next
up: Lunch and the start of my love affair with Rueben sandwiches.
Let me just say this: If you’ve never had a Rueben, you’ve
never had a sandwich. Lunch
provided a great opportunity to discuss what everyone had seen.
It was also time for a little “star” spotting.
Or “personality” spotting might be a better term to use.
You know, people that are “big time” and recognizable like
Tommy Tallarico, EGM Editor-in-Chief Shoe, and Zoë
Flower. No time for
autographs or other such nonsense – lunch was over. Feeling
a bit dozy from six Rueben sandwiches, I sat down at my group’s next
station: Jak II, SOCOM II, and Syphon Filter: The Omega Strain. SOCOM
II should hit retail on November 4, 2003, with plenty more features and
optimizations over the original. Maybe
the biggest change is the ability to choose a difficulty level, but of
more interest is the 12 new maps in multiplayer (on top of all the
original maps). The USB
headset will be even more important but it won’t be bundled with the
title. Two of the biggest
questions that were asked was about cross-compatibility between the two
SOCOM titles and how long the original title would be supported.
The answer to the first issue was that, “No.
Even with the first game’s maps included in SOCOM II, there’s
been enough optimization that the two are not compatible."
The second issue was answered with, “As long as there’s
interest.” With Sony’s
decided effort to make online gaming on the PS2 a success this seems a
predictable response. (And with the quoted numbers of players this seems
to indicate support for some time.) If
the sports titles and SOCOM II isn’t enough to convince you of
Sony’s desire to cement the PS2 as an online platform, you have Syphon
Filter: The Omega Strain, a semi-sequel to the previous Syphon Filter
games.
Syphon Filter: The Omega Strain and GT4 research Instead
of a lot of deathmatching, Omega Strain concentrates on co-operation. Setting
up the multiplayer missions seems to be a snap and with full support
behind the USB headset should make Omega Strain appeal to team
orientated players. And
it’s only as a team that there can be success.
For example, sometimes you’ll come across an obstacle that
can’t be climbed, but if you get a boost from a buddy you can overcome
it. (Up to four can play together.)
Although it was a limited demo, the graphics flowed and it was
especially cool to be able to see the weapons you’ve chosen arrayed on
your body. Next
up was Jak II, which seems to have taken Grand Theft Auto III’s free
roaming, living worlds to heart. This
is a much darker game than the original in terms of content and theme.
There was a decided effort to make Jak II more adult – although
there was evidence of juvenile humor, which for some reason usually gets
translated as “Adult”. Jak
II you can commandeer practically any vehicle you can see and blast
innocent bystanders to your hearts content without ever having to
actually go on any missions. What
struck me most besides the slick presentation is how massive the
environments are. I ran
around grabbing vehicles and “skating” around for almost 30 minutes
and I never ran into a “Loading” screen.
Can it get any bigger? That
question actually came up and Jason Rubin said (paraphrasing), “Yes,
but it layers on extra costs – monetary and time – for design and
QA.” Just to give you an
idea of how big Jak II is, Rubin stated that 5% of the game is cutscenes
that stretch 90+ minutes. Like Ratchet & Clank 2, the action
seems to be ramped up and moves at a great pace. After
another break it was off to take a look at Gran Turismo 4 (GT4),
demonstrated by none other than Kazunori Yamauchi, creator of the Gran
Turismo series. It seems that there are big changes coming to the series with GT4. Besides a goal of 500 (!) drivable cars, the development team is aiming to offer a human element to the series with convertibles (so you can actually see the driver and crowd effects. Two comments that got my mind moving was the idea of GT4 as a teaching tool for car enthusiasts and that Yamauchi feels there is still room for refinement on the PS2, which is an incredible claim when you see GT4 in motion. Although GT4 will attempt to appeal to all levels of gamer (and driver), the handling is realistic to the point of frustration – lots of wheel spinning and crashing, at least when I’m behind the wheel. Here's
a bit of trivia: Ever wonder why the cars don’t sport accurate damage?
Well, it has to do with the car companies involved.
If you want to license the cars, then hands-off the damage –
this would explain why a game like Burnout 2: Point of Impact features
no-name vehicles. GT4 has
done everything imaginable to capture each car accurately – right down
to the engine revs – so it’s extremely unlikely we’ll ever see
damage modeling in a Gran Turismo game. The
next bit of trivia came at the next station, which featured Square’s
Final Fantasy XI Online. The
title, “Final Fantasy” was actually supposed to Square’s last
game, but it did so well that it pulled the company out of financial
problems and put them on the map for console RPGs. Flash
forward to 2003 and Final Fantasy moves to the online realm and fans
shouldn’t be disappointed. It’s
been running for almost a year in Japan and the North American version
will be an exact copy of that game (aside from the obvious language
difference). As mentioned
above, FFIX Online will come bundled on the PS2’s harddrive, but the
most striking statement involved its compatibility with the PC version
(scheduled for release later this year).
It will be interesting to see how the two versions click
together, and more importantly how PC and console gamers will be able to
get along in a MMORPG setting. If
you’re excited about FFXI, start saving your pennies, because, not
only will you have to shell out for the hard drive, you’ll also want
to have the keyboard, too, otherwise text communication will be a bitch. The
layout and presentation should be instantly recognizable to fans of the
series, and the trademarked high-detail CG cuts are intact. And
with that, the official Gamers Day activities wound to a close, with
another open bar and various munchies to be eaten.
Well, there was still the Booze Cruise around San Francisco
harbor but that was largely a formality (and totally fun). As
I sat in my hotel room that night – my mind scattered with information
and three big Irish coffees – I pondered my final thoughts on the
entire day’s events. How
would I sum it all up? My
notes were of little use, mostly because I couldn’t understand what
I’d written. (Although they made sense on the plane ride home.)
I was disappointed that there wasn’t more revealed about the
PSP (maybe at E3), but overall Sony’s doing a pretty good job
positioning itself as a major online player and it’s line-up of
first-party titles should do well this coming holiday season
(particularly with established franchises) and into 2004. - Omni (September 28, 2003) |
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