Games Archive

Chrono Trigger turns 20 today

Exactly 20 years ago today, one of the best - I would argue, the best - video game(s) of all time was released: Chrono Trigger. This Gamastura article from 2012 gives a lot of fantastic insights into the game's complex, modular story.

From Mass Effect to Skyrim, modern RPGs go to great lengths to merge linear, carefully crafted narrative with dynamic, emergent gameplay. Hundreds of thousands of man-hours are poured into these incredibly complex works, all in the effort to create a believable, cohesive story while giving players a sense of freedom in the way they play their game. The results of these efforts have been best-loved play experiences video games have offered.

But the goal of marrying linear narrative to dynamic gameplay is not out of reach for developers that don't have the resources to create such complex systems. No game shows this better than the classic RPG Chrono Trigger. Crafted by Square's "Dream Team" of RPG developers, Chrono Trigger balances developer control with player freedom using carefully-designed mechanics and a modular approach to narrative.

Chrono Trigger is something special, something one-of-a-kind that cannot be replicated. You see its influence in so many games today, and even on its own, despite its age, it can still hold itself up very well next to all the Quadruple Turbo HD Mega Graphics games of today. While Marle (or Nadia in the Japanese version) is my favourite character, it's hard to deny that as far as storyarcs go, Glenn's story is the most heartbreaking and emotional story ever told in 16 bits - and beyond (well - almost beyond).

While originally a SNES game, Chrono Trigger is currently available for both iOS and Android.

Valve unveils Steam Link, final Steam controller, Source 2

The Steam controller is a big part of what makes a Steam Machine a Steam Machine; we were told that running SteamOS and being packaged with the controller were two of the main things that need to be included to use that branding. The controller itself has gone through a number of revisions, but we were able to use what Valve is calling the final version during GDC.

We've been using pretty much the same controller setup for a while now, so I'm glad Valve is trying to see if things can be improved. I have no idea if this will be it - a hands-on is required - but I'm open to try.

In addition to the final Steam controller and the announcement that Steam Machines will hit the shelves later this year (sure, Valve, sure), the company also unveiled a new streaming box for gaming.

Valve will release a new product called Steam Link later this year that will "extend your Steam experience to any room in the house," according to an announcement from the company. Steam Link will work with PCs - including Valve's Steam Machines and Windows, Mac and Linux computers - to stream content from Steam to the device, as long as they're on the same home network.

Steam Link will support 1080p resolution at 60 Hz "with low latency," Valve says. The device will be available this November and will retail for $49.99.

I'm definitely buying the Steam Link, as it seems like a great way to play PC games on my living room TV without having to hook a full PC up to it. Of course, a lot will depend on the latency, and I'm sure using a wired network is preferable (which I do).

The last and final Valve announcement: the Source 2 engine. It's not yet available, but it will be free for developers. The Source engine powers a number of classic titles - Half-Life 2, Left 4 Dead 1 and 2, Counter-Strike: Source, and so on - and it's hard not to assume that a release of the Source 2 engine also means Hal...

No.

Inside the post-Minecraft billionaire life of Markus Persson

For the better part of the last five years the 35-year-old Swede was that guy, a man who constantly stressed about his creation, Minecraft, the bestselling computer game of all time. Even calling it a game is too limiting. Minecraft became, with 100 million downloads and counting, a canvas for human expression. Players start out in an empty virtual space where they use Lego-like blocks and bricks (which they can actually “mine”) to build whatever they fancy, with the notable feature that other players can then interact with it. Most players are little kids who build basic houses or villages and then host parties in what they’ve constructed or dodge marauding zombies.

Truly obsessed adults, though, have spent hundreds of hours creating full-scale replicas of the Death Star, the Empire State Building and cities from Game of Thrones. The word "Minecraft" is Googled more often than the Bible, Harry Potter and Justin Bieber. And this single game has grossed more than $700 million in its lifetime, the large majority of which is pure profit.

Rare interview with Persson.

The state of Linux gaming in the SteamOS era

Now, more than a year into the SteamOS era (measuring from that beta launch), the nascent Linux gaming community is cautiously optimistic about the promise of a viable PC gaming market that doesn't rely on a Microsoft OS. Despite technical and business problems that continue to get in the way, Valve has already transformed gaming on Linux from "practically nothing" to "definitely something" and could be on the verge of making it much more than that.

Progress has been amazing, and once Valve gets its SteamOS and Steam Machines, things should pick up even more.

The untold story of the invention of the game cartridge

Consider the humble video game cartridge. It's a small, durable plastic box that imparts the most immediate, user-friendly software experience ever created. Just plug it in, and you're playing a game in seconds.

If you’ve ever used one, you have two men to thank: Wallace Kirschner and Lawrence Haskel, who invented the game cartridge 40 years ago while working at an obscure company and rebounding from a business failure. Once the pair's programmable system had been streamlined and turned into a commercial product - the Channel F console - by a team at pioneering electronics company Fairchild, it changed the fundamental business model of home video games forever. By injecting flexibility into a new technology, it paved the way for massive industry growth and the birth of a new creative medium.

Ah, gaming with effectively no loading times. Those were the days.

‘Video games can never be art’

The late film critic Roger Ebert once wrote:

Nevertheless, I remain convinced that in principle, video games cannot be art. Perhaps it is foolish of me to say "never," because never, as Rick Wakeman informs us, is a long, long time. Let me just say that no video gamer now living will survive long enough to experience the medium as an art form.

I have always seen this as a man from an older generation failing to grasp new forms of media, expression, and art. As great a film critic as Ebert was, he completely and utterly missed the point with this oft-quoted statement. There's an endless list of games - large triple A and smaller, independent titles alike - that I would most definitely consider art and that will, in the future, end up in museums and art teachers' classes.

I normally don't really care what other people think, but I was reminded of this statement these past few weeks as I played through To The Moon, the critically acclaimed 2011 indie RPG from FreeBirdGames. The game tells the tale of two people aiding in granting a dying old man his last wish - to go to the moon. The game is relatively short - between 4 and 5 hours - but in that relatively short runtime, its creators manage to tell a moving, endearing, funny, emotional, and ultimately beautiful story that rivals - and, in my view, rises above - some of the best films and books ever created.

To The Moon is available on Steam, GOG, and even Origin, and I highly suggest you play it. If it doesn't fit your budget or you only want the story, I uploaded my experience with To The Moon for all to see. Even if you have no interest in video games, I would still strongly suggest experiencing this uniquely beautiful work of art.

Playing with my son

So I gave my son a crash course in video game history, compressing 25 years of gaming history into about four years.

At this point, you're probably either thinking I'm a monster or a pretty awesome dad. Maybe a little of both.

That's okay with me. My son is amazing, he loves video games, and more than anything, he loves playing them with me.

Ready, player two?

Amazing story.

I sometimes wonder if I ever have kids (god forbid), how would I introduce them to the world of computers? Just hand them a dumb, locked, experimentation-hostile box like a modern smartphone or tablet and be done with it, or hook him up with a textual, CLI-based computer that I grew up with? I'm convinced that the latter would instill a far greater appreciation and understanding of technology than the former.

‘The time is right for a Nintendo phone’

Rumours of Nintendo working on its own mobile phone have been appearing on and off for the past decade, and recently we even heard that the idea almost become a reality back in 2004. The prospect of owning a mobile telecommunications device crafted to suit Nintendo's unique vision is a tantalising one, but the firm has so far refused to embrace the notion. With shareholders calling for Nintendo to make its titles available for a wider audience by embracing existing mobile platforms such as iOS and Android, you might assume that the time for creating a unique mobile device has long since passed, but we're not so sure. In fact, it could be argued that there's never been a better time for Nintendo to release a handset of its own.

Would you switch phones for Mario? Would anyone?

Then again, imagine if Google struck a deal with Nintendo - a full, proper Android phone from Nintendo, with exclusive access to Nintendo's games via Nintendo's own additional platform. Could potentially work.

Businessweek on Anita Sarkeesian

"People are talking about women and games seriously; people are taking the critiques seriously," Sarkeesian says as she stirs her tea. "It's been a huge shift. This discussion is becoming more mainstream."

A blond woman sitting at the next table before an array of New York City street maps begins squirming excitedly in her seat. "Are you talking about the article about gaming in the New York Times yesterday? I read it!" she says excitedly. "Did you write that? It was great!"

Fantastic article, horrible title (hence why I'm using a generic placeholder title instead). She's not gaming's "greatest adversary". In fact, Sarkeesian - and people like her, trying to create more diversity in every aspect of gaming - are gaming's greatest asset.

GamerGate terrorists threaten mass school shooting in Utah

It's been another fantastic few days in the fabricated GamerGate terror campaign. This past weekend, female game developer Brianna Wu was forced to alert the police and leave her home, after receiving threats that she, her family, and possible children would face rape, mutilation, and death. Wu has vowed to not bow to the terrorist threats, and will continue to develop games.

Wu's ordeal was just the last in a long line of GamerGate terrorism, and yesterday we reached a new low.

Gaming critic Anita Sarkeesian was scheduled to hold a talk at Utah State University. However, GamerGate terrorists threatened to enact "the largest school shooting in American history" if the talk were to take place. The contents of the terrorist threat are horrific, and fit the general tone of GamerGate terrorism; threats of rape, murder, mutilation, the usual stuff, but now also with mass murder, automatic rifles, and pipe bombs.

Sadly, the GamerGate terrorists have won, because of concealed carry laws in Utah. Sarkeesian asked the police to perform pat-downs and check for firearms so she would not get murdered, but the police told her that if someone has a valid firearm permit for concealed carry, they are allowed to bring the weapons to the talk. As a result, Sarkeesian was forced to cancel the talk to ensure she and attendees would not get murdered.

And so, these people have successfully employed terrorism to stifle free speech. These GamerGate terrorist threats will continue, because sadly, there is very little that can be done to stop them. Sarkeesian - and several other women who have received terrorist threats from GamerGate supporters - have vowed to continue doing their work.

At this point, we're essentially just waiting for the first GamerGate supporter to murder someone. We like to think of terrorism as something done by outsiders, something imported from other countries or cultures. However, these GamerGate threats are just as much terrorism - we just hate calling it that because it hits too close to home.

Meanwhile, we're hearing very little - if nothing - from large game companies and distributors. These companies and distributors should, of course, take a stand against GamerGate terrorism, but they also know full well that they might lose business over it. So, they decide to shut up. Will it take an actual murder before they speak up?

Behind League of Legends, e-sports’s main attraction

Dozens of those players are now in Seoul, at the fourth world championship. On Oct. 19, the finals will be held in a stadium built for soccer's World Cup, with 40,000 fans expected and many times that number watching online. Last year, Riot Games says, 32 million people around the world saw a South Korean team win the Summoner's Cup, along with a grand prize of $1 million, in the Staples Center in Los Angeles. That's an audience larger than the one that tuned in to the last game of the N.B.A. finals that year.

I play League of Legends, and the sheer size of the game and everything related to it still baffles me. I, too, watch the World Championships live, I play almost every day, watch other people play on live streams and youTube, and I'm still enjoying it. Quite the phenomenon.

Intel buckles to anti-feminist campaign

The #GamerGate hashtag is inextricably linked to campaigns of harassment and its proponents have been demonstrably manipulated by a small number of people who want to hurt others for fun. Until now it has had no major successes, but by giving in to its demands and pulling its advertising from Gamasutra, Intel has legitimized a movement that has shown itself to be anti-feminist, violently protectionist, and totally unwilling to share what it sees as its divine right to video games.

Strung along by both American right-wingers and 4chan. This whole 'GamerGate' thing is so laughably pathetic it makes my sides hurt.

Microsoft acquires Mojang for $2.5 billion

Update: In Notch' own words (Pastebin version because his site is being hammered):

I'm aware this goes against a lot of what I've said in public. I have no good response to that. I'm also aware a lot of you were using me as a symbol of some perceived struggle. I’m not. I’m a person, and I'm right there struggling with you.

I love you. All of you. Thank you for turning Minecraft into what it has become, but there are too many of you, and I can't be responsible for something this big. In one sense, it belongs to Microsoft now. In a much bigger sense, it's belonged to all of you for a long time, and that will never change.

It’s not about the money. It's about my sanity.

His honesty and openness is very welcome.

I bought Minecraft way back in the alpha days (September 29, 2010, to be exact), and I haven't ever regretted it one bit. Thank you for Minecraft, Markus.




It's official. Microsoft has acquired Mojang, and thus, Minecraft.

From Mojang's announcement:

Minecraft has grown from a simple game to a project of monumental significance. Though we're massively proud of what Minecraft has become, it was never Notch’s intention for it to get this big.

As you might already know, Notch is the creator of Minecraft and the majority shareholder at Mojang. He's decided that he doesn't want the responsibility of owning a company of such global significance. Over the past few years he's made attempts to work on smaller projects, but the pressure of owning Minecraft became too much for him to handle. The only option was to sell Mojang. He'll continue to do cool stuff though. Don't worry about that.

While I'm not particularly happy about Minecraft going to Microsoft - of all places - I fully understand Notch' reasoning. Even my own little one-man translation company is a huge amount of effort to run, both in actual working hours (translating) and all the stuff that comes with owning a company (the administrative and office crap nobody likes to do). I can only imagine that is must be a thousand times more difficult to run a company as successful as Mojang, and I can understand him wanting to get rid of it, get a huge pile of money, and use it do new stuff, free from pressure.

So, thank you for Minecraft, Notch, and you and your colleagues deserve this massive break. Congratulations!

So, what about Minecraft's future? From Microsoft's announcement:

Minecraft fans are loyal, with nearly 90 percent of paid customers on the PC having signed in within the past 12 months.

That sentence.

That sentence, Microsoft.

That sentence tells me all I need to know. If you've paid any attention to the negative developments in gaming over the recent years, that sentence should send chills down your spine.

Videogames are for everybody

This, then, is what we want to articulate here: we’re now in a place where our pursuit can be made by anyone, can be about anything, and can be enjoyed almost anywhere. If games were diversifying when we started the site in 2007, now they actually have diversified. Games can be for everyone. Games are by everyone. Games are about everything. That is their great power. That is their utterly vital quality. It is why they matter so, so much.

Games can be for everybody. Games should be for everybody. They should be for you.

RPS is probably the best gaming website on the web, and this article only cements that position. Fantastic job.

An awful week to care about video games

What an awful week for the culture that surrounds and influences video games.

That's putting it very mildly. The people responsible for all of this - like the people who threatened a critic of the portrayal of women in games with physical/sexual violence - should be sent to jail. Especially the 'Kevin Dobson' character should probably be locked up in a mental institution for life.

Especially the treatment of women in the gaming industry - whether on-screen or off-screen - is absolutely horrible. As an n=1 social experiment, I often pretend to be female in my League of Legends matches, and the kind of shit you get thrown at you when you do so is disgusting.

I can shake it off because I'm actually not female - but I shudder at the thought of not being able to do so.

Amazon acquires Twitch.tv

Everybody thought it would be Google, but it's actually Amazon.

Today, I'm pleased to announce we've been acquired by Amazon. We chose Amazon because they believe in our community, they share our values and long-term vision, and they want to help us get there faster. We're keeping most everything the same: our office, our employees, our brand, and most importantly our independence. But with Amazon's support we'll have the resources to bring you an even better Twitch.

Most of the times some hot startup gets acquired it's some vague nonsense I don't care about, but Twitch - Twitch I care about. I use it almost every day, and seeing it in the hands of a company with zero presence in my home country and no history with video, streaming (like I said, Amazon has no presence here), or gaming makes me uneasy.

Twitch is one of the very rare cases where I would have actually preferred Google - or better put, YouTube - buy it. Google+ is by no universally accepted as a mistake, Google is backtracking from it, so that most likely would not have been an issue. The combination Twitch+YouTube looked great on paper - much better than Amazon+Twitch.

This acquisition has me worried for the future of Twitch.

GOG.com now supports Linux

A while ago, we've announced our plans to add Linux support as one of the features of our digital platform, with 100 games on the launch day sometime this fall. We've put much time and effort into this project and now we've found ourselves with over 50 titles, classic and new, prepared for distribution, site infrastructure ready, support team trained and standing by, and absolutely no reason to wait until October or November. We're still aiming to have at least 100 Linux games in the coming months, but we've decided not to delay the launch just for the sake of having a nice-looking number to show off to the press. It's not about them, after all, it's about you. So, one of the most popular site feature requests on our community wishlist is granted today: Linux support has officially arrived on GOG.com!

Good on 'm.