Category Archive: PS3

Oct
28
2011

Delving into PS3 trophies

You know how it is, you start digging into something and before you know it you have far more information than you could ever need. Well my digging into PS3 Trophies means that I think I understand them now and so I thought I would take a look at what they are for, what they are worth and how they compare. This is not the post to read if you think that achievements/trophies/etc are a waste of time.

For the uninitiated there are four levels of trophies on PS3: Bronze, Silver, Gold and Platinum. According to this they are weighted as follows:

  • Bronze: 15
  • Silver: 30
  • Gold: 90
  • Platinum: 180

Games can only have one Platinum, and it has to be for getting all of the rest of the trophies in the game, not including DLC.

So if we take a small game, one of the Sam&Max ones will do, we get a total of 1g (90) 3s (90) and 9b(135) for a total of 315. These small games are not allowed to have a Platinum trophy.

ICO, on the other hand as a medium sized game, has 1p, 9g, 4s and 2b for a total of (180+9*90+4*30+2*15) 690 points. A bit more digging and we have GT5(1p1g4s53b) at 1185 points and an awful long time to that platinum because they’ve been weighted with lots of small ones. Burnout Paradise has a massive 2255 points and Arkham Asylum has 1230. In fact if you dig for a while you find that ~1230 is the normal value for games if you don’t count DLC.

This is all well and good, but what do those levels mean? Well stealing a table from the original post I started with you get:

  • Level 1 – 0 pts
  • Level 2 – 200 pts
  • Level 3 – 600 pts
  • Level 4 – 1200 pts
  • Level 5 – 2400 pts
  • Level 6 – 4000 pts
  • Level 7 – 6000 pts
  • Level 8 – 8000 pts
  • Level 9 – 10000 pts
  • Level 10 – 12000 pts
  • Level 11 – 14000 pts
  • Level 12 – 16000 pts
  • Level 13 – 24000 pts
  • Level 14 – 32000 pts
  • Level 15 – 40000 pts
  • Level 16 – 48000 pts
  • Level 17 – 56000 pts
  • Level 18 – 64000 pts
  • Level 19 – 72000 pts
  • Level 20 – 80000 pts
  • It takes 8,000 points between levels after 20 also.

This tells us that Just playing burnout and completing it all will get you nearly to level 5.

Putting this on a graph we see the following scores for levels 1 through 20:

PS3Levels

Well that’s depressing to look at. At level 5 it slows down a bit, and at level 12 you hit a bit of a cliff where it then takes 8000 points to get a single level instead of the 2000 it was taking for the last few levels. I guess that explains why I think I’ve been noticing so many level 12s then!

So why is it designed like this? To start with it’s a very clear run up to level 5 and you will grab a few levels just finishing the single player side of the games you grabbed when you got the console. Things then slow down until you bog down towards the level 12 point, and that is where I think most normal players are going to hit before really slowing down.  In fact my first thought when seeing that is to just discard the levels completely, the time between milestones is too great.

The level system for PS3 seems pretty well thought out, it’s just not for average people. To start it gives people the sense of progress and at the end it gives a hardcore grind that makes your level really actually mean an achievement. Now I’ve seen the numbers the thought of bouncing off level 12 and maybe 13 for at least a year that makes it all a bit useless as no progress means it becomes meaningless unless you are a really heavy player.

A quick look at a leaderboard should be enough to scare you. Level 50? 275 platinum? That’s a lot of playing.

Since we know that a PS3 game will be around 1230 points we can take the standard 360 value, 1000, for the exact game in some cases and so some very quick and dirty maths to give a very misleading normalised total for the two. I’m not kidding there, this is at best a bad generalisation and at worse a total fabrication.

  1. Level 1 – 0 pts 0 gs
  2. Level 2 – 200 pts 163 gs
  3. Level 3 – 600 pts 488 gs
  4. Level 4 – 1,200 pts 976 gs
  5. Level 5 – 2,400 pts 1,952 gs
  6. Level 6 – 4,000 pts 3,252 gs
  7. Level 7 – 6,000 pts 1,878 gs
  8. Level 8 – 8,000 pts 6,504 gs
  9. Level 9 – 10,000 pts 8,130 gs
  10. Level 10 – 12,000 pts 9,756 gs
  11. Level 11 – 14,000 pts 11,382 gs
  12. Level 12 – 16,000 pts 13,008 gs
  13. Level 13 – 24,000 pts 19,512 gs
  14. Level 14 – 32,000 pts 26,016 gs
  15. Level 15 – 40,000 pts 32,520 gs
  16. Level 16 – 48,000 pts 39,024 gs
  17. Level 17 – 56,000 pts 45,528 gs
  18. Level 18 – 64,000 pts 52,032 gs
  19. Level 19 – 72,000 pts 58,536 gs
  20. Level 20 – 80,000 pts 65,040 gs
  21. Level 21 – 88,000 pts 71,544 gs
  22. Level 22 – 96,000 pts 78,048 gs
  23. Level 23 – 104,000 pts 84,552 gs

Looking at my gamerscore for 360 I would be level 21, which is higher than my first guess was. I think that might be a bit telling.

At this point it might be good to consider what achievement/trophies are for. Primarily they are a mechanism to make us play more games, with a secondary use of getting us to play individual titles longer than we might otherwise do so.

They make us play more games by letting us see where our friends are and hoping that we get all excited about rivalry. The Sony system doesn’t really make that as easy as the Microsoft one as it’s really not clear how far behind somebody you are until you get bored one weekend and do so much research that you blog about it just to make it seem worthwhile. On the other hand the Microsoft system can really make it clear that somebody is so far ahead of you that you will never catch them. Another problem that I also hit with my Gamerscore is that after I passed 60k or so it just started reminding me that I play way too many games. I would be less likely to consider Level 21 to be overkill than I am to think that 75,000gs is, but that comes at a cost of me not caring about the level because the progression is just too slow.

From this I conclude that past a certain point your gamerscore or trophy level become meaningless, and it would be interesting to see if it’s at the same point in both systems or if one keeps players interested longer. My gut feeling would be that slower levels would burn it out fastest, but I just can’t tell.

The more useful use of trophies and achievements are for our benefit and neither Microsoft or Sony really go out of their way to make this easy. In fact Sony have gone out of their way to make this hard in the past. I maintain that the best use of them is to tell us what our friends have been playing so we can be reminded of games we may have on our shelves that we haven’t played in a while, or that we might wish to play online. Neither platform supports this without third party sites, but something like Raptr or one of the myriad of other web sites step into the gap. These sites are all hampered by Sony’s attitude to letting you get the information as you need to give them your PSN account details (BAD SECURITY, SONY!) whereas sites have been getting the Microsoft data for years over the web without needing that information, admittedly with many issues along the way. In fact the Sony logging in situation came about from their hacking scandal, so it could be argued that they have made their security weaker instead of improving it by requiring passwords. Maybe an Eve Online style API key system would be better for their needs if they wish to restrict casual browsing/scraping of usernames.

Permanent link to this article: http://howtomurdertime.com/blog/2011/10/28/delving-into-ps3-trophies.html

Jan
20
2011

Portal 2 on PS3

The news that Portal 2 on PS3 properly shares save games with the PC and Mac versions of the game through Steam’s cloud is welcome news for sure, and is something that we’ve all been after for a long time, or now that we know about it think it’s something we should have wanted. Is it actually a good thing though? Do game companies really do things just for our benefit, and not theirs?

There was a big fuss when it was announced that Portal 2 would be the best console version of the game and the proper inclusion of steamworks indeed makes it the best version. Players get a very good deal there, and it’s made even better by each game containing a code for the PC and Mac version of Portal 2 as well.

Wait? What? Every PS3 game sold counts as a PC version sold as well? OK, that will skew the numbers somewhat but that’s an outstanding deal for us. It’s an outstanding deal for Valve as well as I’m sure more than a few PS3 owners will install Steam for the first time just because they have a free game. The question is what’s in it for Sony? That’s pushing customers to a rival platform, that can’t be in their best interests.

As a developer Valve has some power from being the maker of outstanding games. With Steam they became a publisher who arguably control the majority of the PC games market for non-casual, non-flash games. Those same games that are also sold on the PS3. Once you have Steam installed for the first time you’re a risk to Sony: Those steam deals are very tempting, as I’m sure our Steam libraries are all testament to.

If Portal 2 on PS3 includes any mention of the current Steam sales when you start it up then that’s got to be bad news for Sony as it’ll encourage you to go spend money on the PC or mac instead. Of course they would never allow that would they? Can there be any doubt that this is what Valve really want to get from this partnership, increased sales for their service.

So if Valve are unlikely to be allowed to advertise their rival service inside the PS3 game through deals then what secret weapon do they have to get you onto your PC and into Steam where you can be exposed to those deals?
Hint: It’s the shared save game file. I don’t know how many of you have played Portal 1 on a console, but I assume you have all played on a PC or Mac since they have given the game away for free so many times now it’s harder not to own it at this stage. I’ve played the 360 version and there is this undeniable truth about the game: it’s better if you have a mouse. There are some areas that are an order of magnitude more difficult on a controller than with a mouse, for instance an infinite fall through portals to get your speed up, followed by changing the out location so you can fly across a gap. That’s basic, core gameplay there and it’s easier on the PC and Mac. If you have an Xbox and get stuck on a hard bit like that then you’re out of luck and can only keep trying until you get it. On PS3 though you have an alternative option: pass that puzzle on your PC. Once you go down that route you’ve installed Steam, seen the adverts and are right where Valve want you. Not that it’s a bad thing, Steam is an outstanding service and much better value for money if you don’t mind buying slightly older games or waiting for sales. Even with big, current games it’s better value for money as PC games are cheaper than console games.

To my mind Valve didn’t go cap in hand to Sony and ask to be on their platform, it was the other way around. Did Sony have such a bad bargaining position that they had to agree with this deal? Or am I just being paranoid and reading far too much into it?

Still, it does mean that the PC version is at least going to be the best selling version for sure. Maybe that’s all they really need?

Permanent link to this article: http://howtomurdertime.com/blog/2011/01/20/portal-2-on-ps3.html

Jun
16
2010

Consoles in Motion

E3 is underway and the big three have made their announcements. New hardware is coming, shockingly there are new games coming that look great too and executives really shouldn’t be allowed on stage if they can’t do public speaking.

There are two big areas for consoles in the next year: 3D and motion control. 3D is a good place to start, and there are two approaches being taken.

Sony are going all out with 3D on the PS3 with a solution that needs glasses and special TVs. It is my opinion that is the reason why it’s not going to take off any time soon. 3D TVs are expensive, the glasses are expensive and they’re also awkward and I believe 3D will remain a gimmick until such a time as they can do it without glasses and everybody has 3D TVs. At the very least there is no way that enough people will upgrade their still relatively brand new HD TVs in the next few years just to get 3D. There’s also the question of giving up on the 1080p gaming dream by going 3D. As you can see by the HDMI spec (press release here: http://www.hdmi.org/press/press_release.aspx?prid=120) game content is limited to 720p at the moment, which is a big shame. I will also admit to being slightly bugged by Sony’s insistence that 3D is something special and new, all it takes is rendering two frames with a slight offset, packaging them together in a single image and have the HDMI output in the correct format. It’s not magic, it’s a published standard. Also PCs have been failing to sell 3D for years…

Nintendo takes a different route to 3D, and it’s one that I think will work. The new 3DS takes the existing DS and adds glasses-free 3D using a special screen. This works, I believe, in the same way as those lenticular pictures that change when you move your head. Because of the way you hold a DS they can make sure a different image hits each eye and so as if by magic we have 3D. I think this will sell because it’s Nintendo, an upgraded DS and apparently the market for the DS is 6 for every person on the planet.

Moving on to motion control there were three very different experiences on offer. The Nintendo experience was one of failure and frustration, in fact if that had been the year they announced the Wii then it would be roundly mocked for just not working. Technical issues aside it was more of the same and games taking advantage of this. Why mess with what sells?

Microsoft demonstrated Kinect (the new name for Natal) to the dismay of hardcore gamers who can’t see themselves using it. This doesn’t matter as it’s not for us, it’s for families with kids. Most of the games were the expected shovel ware, with only a few titles standing out. They didn’t even mention it for Fable, which confirms to me that it’s not a core gameplay feature in that game. Which is good. Forza is getting the controls that they demonstrated with Burnout last year, which is good as well. I’ll still play with controllers thank you very much, but it makes Forza into a lot more non-game playing Dad friendly game. I predict it will sell a bunch more copies because of that. All those bemoaning the loss of the steering wheel controller market because of it are wrong as well, you’ll never beat that for experience. Lastly we have two types of games I always thought would be perfect for Kinect. Games such as EA Sports Active were always going to sell, the Tai Chi and Yoga possibilities of a skeleton tracking system rating you and telling you what you’re doing wrong are enough to sell them on their own, let alone the rest of it. The other is a game by Harmonix, Dance Central. Dancing games are popular on the Wii, Kinect gives a better experience so this will sell.

There’s also a rubbish looking star wars game. Which looks rubbish. Because it’s rubbish.

Yep, thought so. Kinect isn’t aimed at me. Time will tell if they’re releasing lots of Kinect games in 2 years time still, but I’ll not hold my breath.

Sony had Move, which is best described as an upgraded version of the Wii. Actually that’s not fair, it’s probably best to describe it as working the way that you expect the Wii to when you first see it. One to one tracking of movements will be very useful and there are some very nice games that you could make now.

I wasn’t as impressed by Sony describing Move and its games as I was by seeing how it works, but the market will rectify that if it takes off. Mostly the games were the same fluff and rubbish that Kinect has but Sony also made the worrying statement that lots of “core” games were getting support as well. We already knew that SOCOM was getting it, but you can add Killzone to that list as well.

Why am I worried about that? It’s giving those games an option of how to play that isn’t as good as what’s currently available. Sony have a bad track record with games using their latest gimmicks in inappropriate ways (the now forgotten motion controlling features of the sixaxis being the prime offender) and I don’t fully trust them not to do that. Now this sounds as if it contradicts what I said about Forza, but I don’t think the ease of access issue is the same for a shooter, you’re just removing the aiming part and leaving the moving the same. It’s telling that one of the accessories for Move announced was a holder for it shaped like a gun, so expect the option to return to lightgun gameplay in lots more PS3 games.

Grand Turismo announced Move support too, but I’m not 100% sure it’s actually Move and not just the camera. It adds something that the PC has had for a while: head tracking for looking around. On the PC it’s been through a product called TrackIR and removing the need for that extra hardware just with a camera is most welcome.

I came away from watching the Sony and Microsoft keynotes not wanting any of the games on either system. The interesting games in the Sony lineup are all games I’ll still play with the controller and the move specific games all looked more than a little rubbish. The Kinect games all looked a little rubbish as well, but they also added controls for the xbox itself through voice and gestures so they at least have that. That’s not worth whatever it’ll cost of course.

Costs are interesting. Sony are trying to sell a LOT of kit this year. New TV, glasses, Move controller ($50), camera, nunchuck ($30) and, oh yes, second move controller for the games that need two. Drop the 3D aspects and you still $150 off the bat to be able to play all games single player. Microsoft didn’t give a price for theirs, but $150 is rumoured and although it looks more expensive that’s a flat fee for every player. Microsoft are actually in a much better position, if that’s the real price, than Sony for families with more than one child as those $80s for the controller pair will soon add up. I also have this nagging feeling that comes from trying to convince my Dad to buy things when I was a kid. He never took well when buying something when I told him that we’d need lots of extras and that’s a lot of bits for kids to convince their Dad about with Move.

The big problem is lag. All three systems have what looks like massive amounts of lag between movement and action on screen which is going to be very distracting when trying to chain moves together in something. You’re not going to know a block worked in a sword fighting game before you need to start your next move for instance.

I probably sound a little down on both Microsoft and Sony here, but that’s just because the majority of the content for these new controllers just isn’t for me. I don’t know if they’ll sell in the long term, but given Microsoft and Sony’s abysmal track record for supporting things like their cameras in the past I don’t hold much hope for the long term survival of these. Both companies are looking to pull in new users with them, whether they are existing Wii owners, PS2 owners who still haven’t upgraded, or people who still haven’t got a console at all. I don’t know if this will work, but I hope we get some interesting things for them. Both Sony and Microsoft have potential here but I worry about them being able to capitalise on it. Move would actually make that killer lightsaber game that we’ve all wanted since the announcement of the Wii for instance.

When it comes down to it both systems are camera heavy, and that’s what gives them their advantages in accuracy over the Wii. The advantage the Wii has is greater though since it’s the dominant console, the one everybody knows as the motion control one, and the one that MS and Sony are being seen to want to copy. That’s a pretty good position to start this new race in.

Permanent link to this article: http://howtomurdertime.com/blog/2010/06/16/consoles-in-motion.html

Jun
11
2010

A post in which Jon complains about motion controls

A recent study has apparently shown that the percentage of people wanting to join the motion control revolution for the HD consoles is rather small, with a pathetic 8% of people saying they’ll be buying Natal and an even lower 6% saying they’ll buy Move. The massive caveat is that only 15% of people even knew that they were getting motion control in the year so these numbers are pretty useless as stands and until the publicity machines jump in and people actually know what’s available only the true motion hardcore would say yes they will buy it.

Well them and people like me. I’ll buy anything to see if it works.

I have to admit to being not that interested in Move. I own a Wii that I rarely use and coincidentally today the game that’s being released that I’m all excited about is a Wii game. Yes, Europe finally gets Super Mario Galaxy 2 today and the reason I’m interested in it isn’t that it’s a Wii game with controls I can wave around; it’s because it’s a good game. Move is, as far as I can see, a cross between the camera that Sony re-release every few years promising that this time they’ll actually release loads of games for it and a slightly improved version of the Wii controls and giving HD graphics.

Funnily enough the reason that I don’t buy most Wii games isn’t that they’re not in HD. It’s because they’re rubbish games that could be controlled as well, if not usually better using a traditional controller. The thing about the Wii is that the games don’t have a massive choice but to use it, who actually has the classic controller? On PS3 there is a perfectly serviceable traditional controller in the box that you can use.

Natal is a different beast as I’m really excited by it. I think it has amazing potential as long as they don’t ruin it by making games for it. Controlling my DVD player with gestures sounds great; flailing my arms around as they do on all the videos for it to play rubbish party games does not.

Natal is the worse of the two by far for showing it off on video because of the sight of people flailing away. Nope, doesn’t look fun to me and also looks like I can’t play for hours without my heart exploding and I’m not sure my legs, which have atrophied away to the point of being no more than things to give my trousers legs shape are going to take it either. I jest of course, but Natal will get stories of heart attacks while playing over Christmas I’m sure.

But what of the potential to innovate and do something cool?

I will admit that I don’t think that Move will see that much innovation due to the fact that we didn’t see it really happen on the Wii. People have had their chance to do something amazing with that style controller combination and we haven’t really seen it taken very far. The camera has also been available for the PS3 and 2 for years and nobody did much more with that than pets and a card game.

Natal I can see as an innovation though. I think it might really allow homebrew gamers to do some motion tracking for their games. I also see it as a quantum leap forwards for getting naked gamers banned from Xbox live over the current camera. Not sure it’ll create its own genre of good games though. Have you seen the river rafting one? Look for it in the E3 coverage.

There are some innovations that it looks like both systems will actually bring. Head tracking for driving games for instance seems like it will arrive this autumn for Grand Turismo, but that’s just using the camera normally it seems. That could have been done on either system anytime.

The reason I’m writing this now is that next week we get the big announcements from Sony and MS at E3 and hopefully I can turn around and laugh at how wrong I was. Grand Turismo will maybe revolutionise driving games through Move, and Fable 3 may not just have Natal tacked on for fart emotes.

I don’t predict massive long term success from these two products though, in fact I’ll go on the record and state that I think we’ll be hearing about the next generation of consoles at E3 in 2 years time because the motion user grab failed.

Permanent link to this article: http://howtomurdertime.com/blog/2010/06/11/a-post-in-which-jon-complains-about-motion-controls.html

Apr
06
2010

Review: Flower

For my first review of games that I’ve completed this year we have Flower. In case you haven’t heard of it, it’s a PSN game that can be downloaded onto your PS3 and is something amazing: It is the reason why the motion control in the PS3 controller isn’t a total waste of time and the game that makes me hopeful about Move.

I’m really playing my cards close to my chest in this review, as you can tell.

The Game

The premise of the game is very simple. You are a petal floating around on the breeze, or are you the breeze moving a petal? When your petal gets close to another flower it will pick up a petal from it, and as you play through the level you end up with a long stream of petals in the wind behind you. Flowers make a sound when you trigger them, and some flowers will cause something to happen in the world such as scenery changing and opening up new areas. As you progress you bring colour to the world as well. Yep, that’s about it. There’s only six levels and the playable end credits so it’s a very short game, but that isn’t necessarily a bad thing.

The Controls

The controls are simple. You press a button (doesn’t matter which) to move forwards and twist and tilt the controller to control direction. The bizarre thing about this is that it not only works, but it works really well. It is truly an example of a game that works better because of the motion control than could have been achieved with normal controls. In fact I’d go as far as saying that it’s the only example on the PS3 of a game that really uses the motion control in that way. Yes, that includes Fl0w, as that would work fine with the analogue stick.

The Story

The story of the game is told without words, and you have to infer what you can from the events. Each of the six levels is, I believe, the dream of a flower on the windowsill that makes up the main menu for the game. As you progress through the levels the view out of this window becomes brighter, this being triggered as the levels get progressively closer to the city.

The story doesn’t matter at all in this game, the atmosphere is king. It is hands down the most relaxing game you will ever play, so much so that I had trouble playing God of War after playing it as I just wasn’t in the mood any more.

The Graphics

Graphically the game starts out really well. Grass is animated and sways as you fly close to it, the petals float on the breeze in a most satisfying way and the various items on the ground that you interact with are all nicely implemented. Where it fells down in the final level, which has some uninteresting buildings to start with and ends with a cityscape that the engine just can’t render. Flat polygons and black marks depending on distance as the camera moves gave the ending a feeling that it really could have looked much better. One level not being as stylistically impressive as the others may not sound like much, but that’s 1/6 of the game itself if you don’t include the end credits and so a large

Conclusion

This is a hard game to review. Some people would say that it’s not actually a game, but be wrong. The game is also very short, and I’m not sure how much replay value it has but I suspect that it is one I’ll go back to and get all the trophies for as an excuse to play it again with more specific goals. I might also kick off one of the earlier levels after a stressful day when I need to relax in the future.

Before I even start to say how I score this game I need to say that this is one of those games that you have to try if you own a PS3. If you haven’t then you are doing yourself a disservice.

The game mechanics are very simple. You fly around using controls that work very well and change the landscape as you collect flowers. The colour change mechanic gives you a really nice feeling of progress as you move through a level and the later levels start to up the scope of the world quite satisfyingly. The length of the game is good too, with it not outstaying its welcome. All in all the mechanics are a textbook example of what to remove from a game rather than what to add.

The atmosphere is the real bulk of the enjoyment of Flower. The world sucks you in and carries you as easily as the petals on the breeze (did I just say that? Sorry) and even with the graphical disappointments towards the end of the last level the ride you’re on at that point more than make up for it. You could claim that stylistically nature is high detail and man made is low detail, but the fact that I was noticing the glitches in the final moments more than the thing I was meant to be watching is telling.

It’s strange that while part of Sony seems to be playing “me too” with copying features (Move, Trophies etc) there’s another part that’s encouraging people to do interesting things in a way that somebody like Microsoft just seems to be ignoring. With Flower last year and Heavy Rain this year for example the platform feels really healthy and innovative.

The game doesn’t have a trophy for completing the game so I can’t prove that I finished it that way. I do have the Stars trophy, which you get for collecting all the names during the end credits which will do just as well though. I can’t link to this to show that I have it though so you’ll have to look at this list, possibly while being logged into PSN and then drill down into flower yourself. Nice UI there Sony.

Random thoughts from playing the game:

  • If your end titles can’t be played through as an actual level of your game then you’re not trying hard enough.

Permanent link to this article: http://howtomurdertime.com/blog/2010/04/06/review-flower.html