Hey folks. I put the following article together last week, it's written for a UK audiance, so those in the US, please bear with me and just enjoy!
An Innovative 07?
Over the past generation we’ve build out pre-conceptions on what to expect from certain games, to thus point, it’s acted as more of a hindrance rather than an advantage. Because of it, games such as Psyconauts, killer7 and Alien Hominid haven’t lived up to their reviews sales wise. Currently the position seems unchangeable in Europe, with poor sales of recent games like Chibi-Robo and Viva Piñata highlighting the reason developers are becoming increasingly less likely to make risks regarding what level of originality which the can afford to insert into titles. So what can we expect from 2007? A continuation of this depressing trend? To take a look at confirmed titles over various platforms and what their influence could be over the next year, could prove insightful.
Firstly, It’s well worth noting the influence of Sony on the trend; for they, and their Playstation 3, have stopped any sort potential for small budget firms to make risqué and eccentric titles we’ve come to know and love on PS2 which are known to live up to the fantastic successes we’ve seen from Singstar and the upcoming Okami in the US. How have they done this? Through their graphical updates and complex hardware which is causing developers to take more time and money to produce their games. But it’s not all bad news, there’s still the promise of entirely new games like Heavenly Sword and Afrika. It’s merely a matter of time before we can start to pass judgment upon the hole Sony have potentially dug themselves, and to what extent will it be a hindrance on their other consoles.
For certain, it is not fair to group innovation into a single category for there’s much diversity to what developers need to be accredited for. Instead, we must pay homage to the three main areas of innovation and games with the potential to make 2007 a fantastic year for the gaming public.
Innovation in genre and series
The first area of innovation is the one which is most often looked over. When a series is given an original feature or spin to benefit and twist the way we play.
Firstly, let’s accredit Lost Planet: Extreme Condition, Capcom’s second Xbox360 exclusive is based in an uncommon environment for a third person adventure, an icy wilderness, requiring you to use a variety of Mech’s to fight off an all too common enemy. From what has been seen of Lost Planet, the potential seems at first limited, wandering across landscapes covered in snow; but this is not the case. Nay, Lost Planet is accredited for it’s spectacularly varied environments, which see a combination of indoor and outdoor maps, which act as fully multiplayer compatible areas. Lost Planet isn’t far away now, so we’ll be able to judge this title sooner than most.
Secondly is another 360 title, Bioshock, a combination of an Action-adventure, a FPS and an RPG. Sound like a first person Dead Rising? Well, no. Biohazard’s originality comes courteousy of it’s moral story premise which transforms it from being a run of the mill title to a spooky horror adventure. Expect ‘Big Daddies and Little Sisters’ to be common gaming terms by the end of the year.
Most surprisingly comes Sims Wii, perhaps the first EA title in a long time to bring a pleasant surprise to gamers worldwide. It seems to be the Sims in an Animal Crossing environment, with just the same amount of charm. A far cry from what we’ve come to expect from the Sims. Consider that the most recent version had added pets as it’s selling point. Some have pointed out as a system seller, but I’m most dubious of this over any others in the list, for it could prove merely a graphical shift.
Others to look out for include Chibi Robo: Park Patrol, which sees Nintendo change the environment which suited Chibi oh so well to something with perhaps even more potential; God Hand, a fighting action adventure which promises hugely original combos moves unavailable in other titles of the genre. Plus, Super Mario Galaxy, the real sequel to the game which shocked the world, but the controls make it something of an environmental extravaganza, as it sees you reacting with more things in a platformer than ever before.
Innovation in new areas
Thinking up new areas to develop for in the modern gaming environment is the largest task for anyone in the industry, but still they’re being churned out. 2007 sees the following games set the trend, and perhaps unsurprisingly, it’s Nintendo’s Wii which sees the most titles under the category.
Elebits is the first game which comes to mind to warrant a mention here. Konami’s debut Wii title is really an FPS, but to call it one really undermines the genius of the concept. For Elebits highlights what we have come to expect of Nintendo, a cute game with re-playability and a gentle learning curve. Yet it has been mastered by a third party, an entirely new area set aside from Gamecube’s failure to deliver on this front.
Next, No More Heroes, Suda 51’s second title to be released in Europe. Although it may not make its debut in 2007, it holds promise to be just as captivating in originality as killer7, whilst being a sandbox style game. A mix of GTA and Zelda if you will. That is to say, there will be dungeons in open areas with a boss at the end whilst having side quests as main goals. This combination is unprecedented considering Nintendo’s largest sales come from Japan, an area where sandbox games are yet to make an impact.
I feel obliged to mention something which is a combination of 06 and 07. Xbox 360 in Japan courteousy of Blue Dragon, a bold or foolish move to place a RPG on a console doomed to failure in the east? You decide. Whatever the case may be, Blue Dragon promises to be a traditional, yet beautiful RPG, straight out the pages of a manga. It’s real innovation in new areas epitomises the meaning of the phrase.
In other places there are SSX Blur, following suite to Tony Hawk: Downhill Jam by taking advantage of the Wii’s controls over its graphics; Finally the much wanted move of bringing Pokémon online, a whole new are for the franchise.
Innovation in control
The way we control games is perhaps the most important part of them, yet is commonly the thing we remember least about them. Sure Rhythm Action games are memorable, sure point and clicks rely on specialised controls, but in five years, will you remember which button was reload on Call of Duty? The following games have decided to make an impression.
Metal Slug Anthology boasts six control schemes for the seven games, though most seem tacky at first, it’s going to be the trained player who masters all 6, even the genius arcade mode which sees you using the Wiimote as an arcade stick.
Warhawk for Playstation 3 is perhaps the best example of the Sixaxis we’ve seen so far regarding its innovative capabilities. What does this mean? We’ll for certain, if Warhawk is successful a lot of games copying it’s style and perfecting it. Yet it will remain the first game to really consider what is possible courteousy of flight.
Finally Space Giraffe from Xbox Live Arcade, Jeff Minters love child of Rez and Geometry Wars which has already gained cult status hype thanks to its crazy references and whacky controls. Budget priced innovation? Yes please.
Mentionable again are Sonic and the Secret Rings, a back to basics Sonic with 3D art that sees you tilt Sonic to move him; Wario Ware Twisted, which surely must come sooner or later to the UK and Cooking Mama Wii a cut, flip and slice extravaganza sure to be one of the finest uses of the controls so far.
So far 2007 wise, we haven't seen nearly everything that we are due for, but the games listed promise that it’s going to be a blockbuster year for new ways to play.
EDIT: Thanks Klyka.
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Also Alien Hominid might not have done well because it was a mediocre Metal Slug clone. And from what I hear Killer 7 had its own issues.
What sort of publication or web site is this article written for?
BioHazard is Resident Evil.
-What implication could there be in being innovative with Wii when transfering DS and 360/PS3 games onto it? Eg: Will every racing game control in the same way?
-Do developers need to bother innovating to get sales, when they could just churn out genetic titles each year and get sales?
No, no no no no. AH wasn't mediocre at all.