Behind The Game Podcast – Ys VIII, Xbox Scarlett and more!

Our fifth podcast is now live! This edition includes the rumoured Xbox Scarlett!

Thoughts on comments from Nihon Falcom and reports on Xbox Scarlett being a streaming service! Mega Man X and Sonic Mania Plus! How many Nindies per week?!

Plus, hear what we have been playing this week. Then our thoughts on Octopath Traveler Sales and Ys VIII and more Nintendo Labo?!

Check it out below, and Happy Gaming! Remember to check up with us on Twitter and Discord!

Behind The Game Podcast – E3 2018, Fortnite, Cross Play and More!

Our fourth podcast is now live! This edition includes the reveal of Super Smash Bros. Ultimate!

Thoughts on Fortnite! Cross-Platform Play shenanigans and Mega Man 11 absolutely not coming to Europe at retail too! Everyone is Here in Super Smash Bros. Ultimate!

Plus, hear what we have been playing this week. Then our thoughts on E3 2018 and Sony does….what to your Epic Games account?!

Check it out below, and Happy Gaming! Remember to check up with us on Twitter and Discord!

 

Behind The Game Podcast – Battlefield V, Pokemon, Mega Man and more!

Our third podcast is now live! This edition includes the controversy around Battlefield!

Thoughts on Battlefield V vs Call of Duty! Pokemon Let’s Go and Mega Man 11 not coming to Europe at retail too!

Plus, hear what we have been playing this week. Then our thoughts on some pre-E3 reveals and the comments about…a new portable PlayStation?

 

Check it out below, and Happy Gaming! Remember to check up with us on Twitter and Discord!

Nintendo Labo – Does It Matter If It Fails?

Nintendo Labo released in late April to what many call middling sales. But does it really matter?

Nintendo Labo allows users to learn about engineering and programming at their own pace in interactive ways

Nintendo Labo released late April to somewhat warm reception

Consumers and armchair analysts can argue all they want about the merits of Nintendo selling cardboard. Included with each Labo kit is the ability to produce Toy-Con and even make your own custom creations. However, in terms of sales it would seem Labo hasn’t hit home.

Around the internet on message boards you can see examples of “I told you so” and “Well who thought $80 cardboard would sell?” and this attitude is both unfairly dismissive and forgets the history of the game industry.

 

We Have Been Here Before!

The PlayStation EyeToy was a weird add-on used in few games

The EyeToy, one of the earlier examples of a weird peripheral gadget

Cast your minds back to the PlayStation 2, a system on top of the world. What do you do when you have success like that? Find new ways to use to device you have already sold to people. Sony did just that with the EyeToy! This is an odd little peripheral that projected your body into the game for what was at the time the height of motion control in gaming.

Of course people don’t remember it now. It existed though. The EyeToy had games exclusive to it, but it required the PS2 to function. It was a platform on top of an already successful platform. A “Sub-Platform”. A peripheral.

Jump ahead to the PS3. Despite early struggles it ultimately became a respected and well selling console. What would a company do with a device already in homes? Introduce a peripheral, with exclusive games, but still tied to the core hardware. Introduce both PS Move and Wonderbook.

PS Wonderbook was a great example of a failed peripheral for a platform.

Who remembers Wonderbook? Anyone? No?

 

Some of these peripherals did fail…

You won’t remember Wonderbook. It would be a challenge to find one these days, but the PS Move lived on and still is available as a peripheral. Of course the thing to remember is sometimes these peripherals will fail.

But why will they fail? Well they simply don’t catch on. A peripheral has a maximum base to sell to that is equal to that of the platform it needs to even function. So for something like Kinect, it could only sell to, at most, the total amount of Xbox 360 users.

Price and purpose: If a peripheral is too expensive it obviously won’t catch on especially if the perceived value is low.

Some Peripherals Do Succeed

PSVR is a peripheral designed for PS4

PSVR has shown how a “Sub-Platform” can mostly flourish

Sometimes one has to take a look back to see the failures before judging the present successes. PlayStation VR is a new way to experience video games and has numerous exclusive titles. It also has a very hefty price point to enter. On top of that, it needs the PS4 to even work! PlayStation VR, for all it is its own platform, remains a sub-platform wholly dependant on PS4.

How did it succeed? It was periphery to a system already in homes. It gave a new way to play games. A new experience. But one thing it doesn’t do is detract from the system it is attached to.

This is the thing with peripherals. They need to be understood and accepted as supplements to the platform they need to function. They can offer new takes on existing experiences like VR or offer new experiences all together. But generally no one should expect a sub-platform to sell like a new platform.

So How Does This Matter To Labo?

Simple! Nintendo Labo is a peripheral. The fact that it has multiple kits under one name should tell you future kits will (Probably) exist. Additionally, it is entirely dependant on Nintendo Switch.

Nintendo Labo lets people use the Switch in new ways. It is an educational tool teaching engineering, creativity and programming in an accessible way.

Nintendo Labo features a Toy-Con Garage for custom apps

The Toy-Con Garage lets users make their own experiences

Toy-Con Garage lets people learn and understand basic programming. The technology behind making the cardboard creations work is simple yet technical.

Labo as a peripheral is ideal. It does something different from the already hot core device, to bring in other people. It’s only crime is potentially price.

So What If Labo Fails?

If Labo fails then we simply move on. In the same we moved on from weird Wii accessories and Wonderbook and EyeToy and Kinect. A peripheral failing isn’t the end of the world. After all, it never hurts to try.

To loop back to the earlier dismissive comments – if that attitude prevailed we would likely see peripherals die out. The fear of trying and failing would end with not trying at all. It is better to try and then fail than not try at all. A peripheral can’t damage a platform. If the peripheral is marketed well then it can stand as its own thing and thrive as a supplement to a system.

But if it does come to fail, well the platform it is attached to didn’t fail. Only the peripheral. The platform did well enough beforehand to make this venture worthwhile.

It Is Harmless!

Following on from yesterday and a discussion about mid-tier games not needing to sell millions, Labo is in the same position. It doesn’t need to be PSVR or WiiFit. If handled sensibly, if marketed to the right people, Labo will do just fine.

There is no harm or shame in trying something new with your existing hit platform. By being dependant on something that already exists, success or failure really doesn’t matter, so long as it isn’t incredibly expensive to develop the peripheral. But the success of the base system doesn’t guarantee success for the peripheral either!

 

To conclude, it all doesn’t matter. Success or failure the Nintendo Switch will continue on its path just like the PS2 did, or the SNES with its add-ons. Labo ultimately needs Switch. Switch doesn’t need Labo.

But it is always nice to have something different there to supplement too.

 

Thanks for reading! If you liked this piece please share on social media via the buttons below, and let me know I shouldn’t play with cardboard! Happy Gaming!

Nintendo 3DS: It’s Time To Move On…Slowly.

The 3DS Family is now almost 7 years old, and I see two camps. Those who don’t want to upgrade to a Nintendo Switch for things that were on 3DS previously, and those who want it to die immediately.

 

REPUBLISHED MAY 3 2018 – Nintendo themselves have clarified the stance on the 3DS going forward:

“[The 3DS] has an ample software lineup at a price point that makes the system affordable especially for parents looking to buy for their kids. We expect that demand to continue during this fiscal year as well, so we will continue to sell the product”

“Given that Nintendo Switch is a home gaming system that can be taken on the go, this situation may change if it grows from being a one-per-household system to a one-per-person system. But the price of Nintendo Switch is not something with which most parents would buy a system for every one of their children in a short period of time. Moving forward, we will work to ascertain what kinds of play people want at which price points, and as long as there is such demand, we will continue to sell the Nintendo 3DS system. I see the product coexisting with Nintendo Switch at this point in time.”

 

Original Story – December 2017

 

So this is an interesting position we find ourselves in. Nintendo 3DS launched in March 2011, meaning very soon, it hits 7 years old. For any console that is exceptionally good, as the average tends to hover around 5 years, with exceptions being the DS, 3DS, PS2 and the entire 7th Generation of consoles. You could probably say 7 years is now the new average.

In reality, at this stage, we should be looking to the future, even with the New 3DS/2DS lines, you can only get so much out of the systems, and as shown with Pokemon, and as explained by the developers, that ceiling has been hit. You can’t push it anymore than you already have, and again, 7 years? That’s a great time to move on.

Thing is, I see two warring sides to this.

 

On one hand, we have the Pokemon fans primarily. They say the newly released New 2DS XL is a sign it’s not dead, and the move of things like Pokemon to Switch are just cash grabs, and that they should just keep making games for 3DS. Why should we have to upgrade, they say.

Okay so first off, you’ve had to do this before. Remember Pokemon Crystal? You needed a GameBoy Colour. Then a GBA, DS and 3DS. Now it’s Switch. This isn’t new and part of the industry. You can’t be held back for so long and you need to move forward, heck most consumers encourage it.

The concept that you wasted your money…well that depends on your individual perception of value. If you bought a system just for Pokemon, you would know an upgrade, like with anything technological, is inevitable. It will happen no matter what. You can’t expect the system to last and be supported forever.

With regards to the argument they just released a New 2DS XL, they also released the Wii Mini a year after the Wii U. Did that mean the Wii was still kicking? Not really, unless you count the licensed games and Just Dance. I will come back to the New 2DS XL though, it ties in to something else.

 

What about the other side of the argument?

The other side of the crowd simply wants the 3DS line dead, as soon as Switch is out, citing it takes away development resources and there is no reason the games shouldn’t be on Switch.

First off with this one, do you remember how everyone reacted to the near empty final year of the Wii? Yeah, that’s how support used to be handled at the end of a console life by Nintendo, and people hated it. But here, people want it? Why? It’s a dumb decision and should never be done that way.

Regarding the games still coming to 3DS, yes they could have been made with Switch in mind, ignoring late localizations like Dragon Quest. The majority of first party titles have been smaller studios owned by Nintendo, outsourced remakes like Metroid and Superstar Saga, or again, late localisations. Or third parties, who do whatever they please, and Nintendo would be very unwise to turn around and say hey, stop making games for the 60 million plus 3DS systems out there. They already had a bad rap with developers for their controlling ways with the NES, why go back there and force people onto a new platform?

 

Secondly, really now? You want them to throw away all investment into well in-development projects and have the extra time, money and man hours put into changing everything for the new architecture of the Switch, its features, and HD development? Sure some 3DS games have been ported up, like Monster Hunter XX and Resident Evil Revelations (Albeit that was ported elsewhere first) and games like Fire Emblem Warriors came out on both systems, but doing that is in of itself splitting the game in two sides. One version will be inherently inferior, but unlike a game across Vita and PS4, there is nothing gained by having the Switch version except TV play and maybe a boost in sales from the limited install base, and an extra feather in the library of a young system. IT would likely sell to the biggest audience anyway (Obviously), and frankly, many companies wouldn’t want to spend the extra time and most importantly money.

Is this normal?

 

This is the thing, systems are allowed a crossover period. It’s normal. Normally the last few already in-development first party games trickle out, and third parties catch up with localizations and support dries up over a year or two, save for the odd third-party game to cash in on the install base and drive software sales from, get this, late adopters.

So coming back to the New 2DS XL, it is the Wii Mini to the 3DS. The PS3 Super Slim. The Xbox 360 Elite. When manufacturing a system gets cheap enough, it’s actually very wise to leverage that huge back catalog accumulated over the years the system had, and sell a revised, cheaper to make, more affordable to the consumers budget system, which is exactly what the New 2DS XL is. For suspiciously half the price of a Nintendo Switch (Wink wink) you get the entire 3DS backlog (And DS backlog too!) on a now very cheap to make system.

As a deal to late adopters, those who pick up systems late in life, it’s a great way to squeeze potential last sales with a low price and huge catalogue of games. Just as the PS3 and Xbox 360 and even the Wii were sold for a few years into their successors lifespans with their cheapest models and games, so will 3DS.

This image tells a thousands stories on its own…

7 years is a very long time, and for Pokemon and other games, they have a new home, a new ceiling to jump towards. This happens with any system, and any system is wise to be revised and made the budget option for families or Little Timmy’s first system. This extends to even the PS4 Pro and Xbox One X now: The premium models, like Switch, to their now cheaper to make, huge catalogue, revised systems in PS4 and Xbox One S. Difference here is yes, it is a completely different ecosystem, but the reasoning is the same.

It’s time to move on, but it’s not wise to just kill the system where it stands. Let it trickle out slowly, as other systems do. Oh, and please, get used to the idea of upgrading your hardware, it’s been 30 years already.

 

As always if you enjoyed this article, give it a share on social media and leave your thoughts below, and until next time, Happy Gaming!

Mid-Tier Games: Why We Love Them and Want More!

Mid-Tier Games are some of the highlights of the industry. But where did they go and why are they now returning?

 

Sonic Mania is a perfect example of a mid-tier release from a major company

A perfect example of a “Mid-tier” game!

The immediate thing any gamer needs to understand is the distinction between a Mid-Tier or “AA” game, and something that is commonly called a “AAA” game. The difference is actually night and day!

A “AAA” game is quite simply a game with huge potential reach in terms of customers. monetization and one massive budget backing it all up are other features.

A “Mid-Tier” game is a sizeable project, but marketed within reason. No game will be blown out of budget. A game knows the audience and the publisher will be happy reaching them. It doesn’t need to sell tens of millions after all.

Not every game needs to be Call of Duty in terms of sheer size or market value. Indeed every company will have a few massive well-known titles but a good developer leaves room for the smaller games.

 

So what are these smaller games?

Crash Bandicoot returned in 2017 with what can be best described as a AA release

Crash Bandicoot N. Sane Trilogy is the perfect example of a big company stepping back into Mid-Tier gaming!

Smaller games come in all shapes and sizes. Companies are fond of putting out experimental ideas and seeing how well they sell. Franchises can even start as a smaller release and explode into the mainstream!

Splatoon was originally a smaller release. Simply a unique idea that ended up exploding in popularity to become on of Nintendo’s top franchises. Sticking with Nintendo, a franchise like Yoshi or Kirby also falls under this category. Notable and recognised characters that won’t sell in high quantity, but will make a return on investment.

PlayStation is also very good at pushing Mid-Tier releases. Gravity Rush, Fat Princess and LittleBigPlanet, all sit alongside the big releases. So why are these games all so important?

 

Why are smaller games so important?

Bayonetta 2 is a game that also fills the smaller game niche.

Bayonetta 2 is yet another example of a game that fills this niche

Try and imagine a system like the PS4. It gets all the huge AAA yearly releases. It holds the top of the tier first-party titles. But imagine the system without Persona 5, without Nioh, without Ratchet and Clank. Do you start to see what is missing?

Smaller games provide one key thing: Variety! If your system has nothing but huge games that need to sell millions for the publisher to consider it a “success”, then you will be presenting a surprisingly narrow selection of games.

Smaller games can afford to offer different experiences. They don’t need to cater to as many people as possible after all. Can you envision a Kirby title with the budget and scope of Call of Duty? That would never sell enough to be worthwhile. Yet being a mid-tier game allows Kirby to be unique, to be different and offer something worthwhile to a library.

So why are these games making a resurgence?

 

This is an easy answer. Cast your mind back to a decade ago, the height of the Xbox 360 and PS3. Everything wanted to be Call of Duty, the next blockbuster hit. The industry chases trends, currently Battle Royale games apparently, and the trend was to go big.

Even first party developers fell to this. When was the last Jak and Daxter? Sly Cooper? F-Zero? The mid-tier game fell to the side in pursuit of mega hit after hit. Every kind of game has a place in the market, but what felt strange was the almost overnight shift.

It’s hard to look back on the PS3 and PS4 and not wish it was like the PS2. Yes they got smaller games, even from first parties. Doesn’t it feel like they haven’t been pushed like they used to? Gravity Rush 2 is losing online connectivity, though that was recently delayed. I didn’t even know Fat Princess was a thing that existed. Tearaway isn’t mentioned anymore.

New games like Concrete Genie show up for sure. But it’s not in the volume it used to be. The variety suffers.

Metroid Samus Returns is a recent example of a smaller title and revival of a franchise

Metroid: Samus Returns was not only the revival of a fan favourite, but a commitment to smaller titles

The same happened for Nintendo. Only recently have we seen renewed interest in smaller games. A few popped up on Wii U and 3DS but Switch singled a shift. Snipperclips, ARMS, Bayonetta (Again). The Wii U had Wonderful 101, Captain Toad and 3DS has BoxBoy and Dillon.

The games supplement the library of huge titles and this is what makes a system truly attractive. Variety. It’s where Microsoft has fallen short. Swamped with the huge releases but smaller releases are hard to come by especially on a first party front.

 

So where are we going next?

 

Well this is also easy to predict. Third party developers will forever be inclined to pursue the big hits. They locked themselves into a cycle of monetization and marketing. Some are branching out to smaller games like Activision with Crash and Spyro or EA funding smaller titles from indies. By and large however that will remain a smaller part of their strategies.

Where this really comes into play is with the platform holders. They can throw out as many small titles as they want alongside the Marios and Uncharteds of the world. They have the resources and hardware sales to accommodate it.

It’s from first party software that you see the most variety. This word keeps popping up but to truly have something for everyone you need to be varied. Know that a game will sell only so much and plan accordingly.

Sometimes appealing to more people over multiple lower selling titles is better than aiming for the top every time.

 

 

Thanks for reading, and if you agree or disagree, feel to shout on social media. This is an interesting discussion spurred by trying to work out where I find my enjoyment for a system as a whole, naturally it’s that word again: Variety.

Happy Gaming!

Why Am I Leaning Towards Digital Games?

I find myself asking this a lot lately. Why am I just wanting games digitally?

 

Even though I can save a few pounds buying a game physically from Amazon, or other independent retailers, in recent months I have found myself simply opting for digital releases.

I suppose part is just being on-board with the inevitable digital only future of gaming, and having an internet speed to sustain it. Plus, the only games sold in my town are from supermarkets, which is generally limited to the major annual releases like FIFA on PS4 and Xbox.

Speaking of those systems, honestly I want to move to full digital anyway. Discs are simply an inconvenience, as they install to your storage space anyway, leaving the only difference being the speed at which they do so, and limiting how freely you access your game –  a disc must be inserted to play the game if it came from a physical copy.

In those cases, I would go digital not just out of convenience of having everything there at my fingertips, but to dodge an inconvenience.

On PC, well you don’t get much choice there. Digital only.

 

On Switch is where this dilemma has arisen. Limited storage aside, I find myself toying with digital more than I anticipated. Convenience is again the main factor. Don’t need to fiddle with boxes and game cards, just tap and go. Fast, simple and easy. Plus pre-loading gets your games at midnight with no fuss.

Of course this is true for any system – convenience.

 

The bulk of my move to digital is in fact due to other circumstances away from the consoles themselves. Delivery times are getting longer and in the past year there have been many instances of games having incorrect tracking for delivery, going missing, being late, and other errors from online retailers.

Of course why go online? I could go to a store, but the nearest one is 12 miles away.

 

Let’s start with Amazon. They give you discounts on pre-orders for games, and that’s great. I attempted to order Kirby Star Allies but was informed delivery would be past the release date…a bit odd.

Of course I expect this from Amazon now, as the past few games from them have been late. Pokemon Ultra Moon had incorrect tracking that stated it was delivered, but didn’t show up until 4 days after launch. Sonic Forces didn’t dispatch until launch day due to an issue with payment that I wasn’t notified of…until launch day.

 

The Nintendo UK Store isn’t absolved of this either. Usually very good about games on time, though Metroid: Samus Returns arrived late, as did Paper Mario Colour Splash in 2016. Xenoblade Chronicles 2 almost came late, and via a different tracker, but arrived on the correct day.

The big mark on them though, is the launch of Nintendo Switch. Here in the UK order tracking was incorrect, with orders not arriving until the day after launch…with no indication, from a different carrier.

 

This has been a recurring trend around me lately, with orders missing, errors in transit, or straight up delays, and after a while consumer confidence will be knocked. Many have had great results with retailers getting games on time, but for me it has been too many too frequently, and so just like the PS4, I would rather dodge an inconvenience.

My History with YouTube, and Capcom’s with the EU Market…

A dual article for you today, covering both my history with the YouTube social media platform and its recent changes, and the insanity that is Capcom EU.

unnamed

So my history with YouTube is a storied one. I started back in 2009, May to be exact. Playing games, going for completion, all that good stuff. I was 13, and I hate thinking about it! But we all start somewhere.

Over the 9 years I took a two-year gap for my education before a re-launch with my friends, where we all played games together and the company made it easier for me to talk, and be more confident.

This continued, we got a capture card, now replaced with a superior model, and it maintained until 2016 when I finally got off my butt and got a decent PC for better quality both audio wise and for visuals.

btguni

Back in 2013 YouTube changed the rules for the partnership program, allowing almost anyone to become monetized. Now YouTube was never about the money, personally I do it because gaming is my passion, and as the years went on I felt more and more confident in my media abilities.

When this change happened, I set a goal: Only allow myself into the program when I reached a goal I felt was acceptable.

By September 2014, I was part of an excellent MCN, and had the support of a community and staff behind it when needed. I only did this when I felt right, not when YouTube told me.

wutt

But growth felt like it stalled. My drive died over the 3 years I was at university…like everything else in my life at the time, and I felt quality, quantity and more fell behind. I began thinking of format changes, right around the time I knew I was moving back home, coincidentally right alongside the announcement that YouTube would change its policies slightly to create a 10,000 lifetime view requirement for channels to be monetized, back in April 2017.

Then of course 9 months later the goalposts moved again. Now it’s 1000 subscribers and 4000 hours of watch time in 12 months, in addition to the lifetime views. As such, we lost access to monetization and any features associated with being partnered – What those are, I am not sure and nor is my former-MCN, because honestly expecting YouTube to communicate is laughable.

But that announcement was what finally spurred me on with those changes to format, moving to a live format, mostly on Twitch, and making a wider transmedia brand. Seeing the goalposts constantly move not even a year apart with little warning, poor communication and more, led me to make the moves I don’t regret one bit.

Making content is easier and better looking. I can engage with the audience more. Everything worked out better. If I ever become eligible for Twitch Affiliate status or more, chances are I wont take it, just like with the partner program, until I hit MY goals, not one set by a platform, that will likely change arbitrarily within 9 months.

Do I disagree with why YouTube made these moves? No. YouTube is a near constant black hole for Google and something had to be done when media began blasting it for monetised content that really shouldn’t be monetised. What I don’t agree with is the poor communication on what will and won’t be available to those affected, nor the guarantee the goalposts won’t constantly move.

 

Capcom_logo

 

Now, on to Capcom, since we are talking about financial black holes.

 

Capcom and the EU market have what I would call a bad relationship. Back in the NES and SNES days, let’s take Mega Man for instance, Nintendo or some other random publisher had to publish the games here for them, which lead to Mega Man 6 never being released here until the 3DS happened.

But the Mega Man Collections on PS2 were never published here either. Mega Man Star Force 3 never made it here. Battle Network was published by Ubisoft in the region.

Jump forward to now and you would think the issues of the past were gone, but no. Both Mega Man Legacy Collections have physical releases on PS4, Xbox One and Switch…but not here. Couldn’t tell you why, I’m sure only Capcom knows.

This is next to the laughable cheap skate attitude around the Switch port of the Legacy Collection Double Pack, which has a 500MB at most game on the card, with a download code for the 6GB game. Why? Capcom.

mmlc

Of course we don’t even get that release here. Digital only.

Resident Evil Revelations got the same treatment on Switch. Here in the EU there are physical releases of both games on other systems, but not Switch, and Capcom cited “monetary reasons”. Basically they don’t see the market for it.

I have to say thank God for digital, otherwise it’d be the 90s and 2000s again for us.

But this goes beyond Capcom now. Nintendo is publishing the physical EU release of Dark Souls, for some reason. Is the EU really that hard for publishers? Are most 3rd party Switch games going to be handled by external publishers now if we want them here at retail?

 

Capcom has slipped back to treating the EU like it did in the 90s. Limited physical releases and even then only on certain systems, or mandatory downloads for Switch games you get physically. Of course Capcom isn’t the only one guilty of this, and in the case of Revelations there was a logistical reason for it, but for Mega Man, someone should let them know 8GB cards exist.

The way other publishers are going about things, especially on Switch, the EU regions feel more and more like a last-minute effort market. Maybe it’s the multiple expensive ratings boards like PEGI and USK. Maybe it’s the currencies, or the logistics across borders. Who knows.
All I know is the EU market is becoming the afterthought again, and if that is the case, the digital future can’t come soon enough. Even then we get games months late.

Sony’s Backwards Compatibility on PS4…is Bad.

Sony needs to remember that the PS2 set the standard for native backwards compatibility when they say “No one really uses it”.

 

I cannot fathom what is happening over there now, beyond having enough sales to justify doing whatever they want: The backwards compatibility on PS4 for PS2 games (Which yes does exist), is absolute horrendous.

So I hope it goes without saying, but the PS2 set the standard with native PSone support, and the games ran fine. This was part of the hardware, all was well, this was then followed by the Wii, Wii U, Xbox 360 (Somewhat), DS, 3DS, you get the idea. The standard was set by PS2.

Jump forward to PS3, it had PS2 hardware to run PS2 games in it, but that was later removed to save money, a wise choice under the circumstances. However, the ability to pop your PSone CD in and play away remained, and again, it ran fine.

What the PS3 did eventually allow, was the ability to download PS1 and some PS2 games as “Classics” and play them, only emulated.

151355-sonic-heroes-screenshot

PS2 Classics on PS3 as emulated titles is a mistake. Let’s take Sonic Heroes for instance, which is available as a PS3 download and emulated on PS3. Frame rate problems (More so than the original!) and some errors that I can’t really explain, like boss text not fading away properly. It’s not the best.

But to compound the issue let’s look at PSone Classics, namely the Spyro Trilogy, and we begin with THIS little gem, courtesy of the PlayStation Blog from 2011 (Yes, I remember).

The journey from PSone disc to PSone emulation can be a long one – here’s the short version.
We make sure we’ve got a good copy of the original disk (or discs if there are localised versions), then the game is cleared for publish by our legal department.
Why are some games available on the US Store but not available on the EU Stores?
The million dollar question…
This usually comes down to either publishing rights or bugs that occur within the emulated PAL version that did not occur within the NTSC emulated version. There are several PAL titles that don’t play well with the emulator because of a PAL-only copy protection system that was used in several key releases, and sometimes other bugs occur at random.

Source

tenor

So what do I mean? Well with the Spyro Trilogy we got the American localizations (The system doesn’t hide this fact!). What sucks is this “It needs to be bug free and play well with the emulator” is absolute horse manure.

The three Spyro games on PS3, at least in the UK, have near constant slow down, frame drops, and musical errors. Yet if I pop my PS CD in there and play it from a disk…it’s fine. Flawless. What happened? Is the emulator that bad? Why not just make the games run natively?

Of course even native ports aren’t safe. The HD re-release of Ratchet and Clank 3 as part of the Ratchet and Clank HD Trilogy is a mess, with audio screw ups, either mis-timed or bad loops, and even scripted cutscenes playing out wrong (Just look up the Momma Tyhrannoid fight from 3 for that spectacle!). So when bringing over past games either as emulations of remasters, the track record isn’t great.

 

bullshit

 

Now we get to the big one: The PlayStation 4, the most powerful base system of the time. It outpaces the Nvidia Shield, Nintendo Switch, and Xbox One quite comfortably. You’ll see why I mentioned those shortly.

For reference, the Xbox and Gamecube surpassed the PS2 in performance, PS2 games were nowhere near as demanding or advanced in fidelity or polygon counts.

So this begs the question, why does the PS4, again a powerful system, have issues emulating the PS2, when the weaker Xbox One and Nvidia Shield can emulate the more advanced-than-PS2 systems in Xbox and Gamecube, with no issues?

 

In these two videos you can see frame drops, skipping images, jumping images, it’s all over the place and a total mess.

Sure we get up-scaled to 1080p and trophy support…but if the trade off is a terrible performing PS2 game on a PS4, then what is the point?

I have yet to try Jak 3 and personally I don’t want to, but the original Jak and Daxter was no better, with some moments becoming brief slide shows and one boss fight running routinely below 30fps it felt like.

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Now the coup de grace: Both the PS3 releases as part of the HD Trilogy, and these PS2 Classics for Jak, have separate trophy lists, however, I can easily check both from my PS4, mobile app, website…the list goes on. It’s evident the two sets of games, despite being the same games, have separate lists.

This is something I can easily check, yet for some reason, despite trophies being a part of my account and Sony being very capable of checking if I already own the games, you don’t get a discount on these facades of PS2 “Classics”. Full price, which is upwards of £30.

To compound this further, the PS3 re-releases I actually bought digitally, and thus is part of my account’s purchase history! Still no discount. Unlike Microsoft, who let you pop a disk in and download it onto Xbox One when available (Something the PS4 could do with your original PS1 and 2 disks!) to see if you bought physical copies, or simply checking your account and giving you the games if you already downloaded them….you need to pay again.

Hell, let’s get really archaic with the Wii. That didn’t even have an account system, your purchases for the Virtual Console were locked to your hardware, but via system transfer, your Wii U can see what games you already had on Wii Virtual Console, and gives you a very sizeable discount on the Wii U versions when available!

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Yes. Even the damn Wii got this right. It was cumbersome, but they found a way to do it. But here, all the data is right there, multiple times over as it happens, in my account and…nothing. Full price please, have some butchered releases.

I don’t like that.

 

To end, I’ll quote my favourite man who should himself hire some PR guys: Jim Ryan! Remember what he said about backwards compatibility?

“That, and I was at a Gran Turismo event recently where they had PS1, PS2, PS3 and PS4 games, and the PS1 and the PS2 games, they looked ancient, like why would anybody play this?”

You know what Jim? I have to somewhat agree. Except instead of criticising the graphics, I’ll modify your statement a little.

The PS1 and PS2 games, they ran worse than they did initially, even though it’s far more capable hardware, like why would anybody play this?

That’s the question I find myself asking. Why? There is absolutely no reason for it to be this way. Everything about Sony’s approach to backwards compatibility is wrong, which is a shame as they spurred it into an industry standard.

Plus, Jim Ryan, at the rate you all churn out these maligned releases, for the sheer gaps between releases, for all the effort that clearly goes into these, if this is the resultant quality….keep them.

 

Thanks for reading! What do you think about PS4 BC in this day and age? Is it acceptable? Let me know in comments or on social media, and until next time, Happy Gaming!