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  Gamasutra's Best Of 2008
by Simon Carless, Chris Remo, Christian Nutt, Leigh Alexander, Eric Caoili [Business/Marketing, Design, Indie, Smartphone/Tablet]
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December 31, 2008 Article Start Previous Page 6 of 15 Next
 

Top 5 Surprises

Next, we'll cover this year's biggest surprises, recalling some of the year's most talked-about news stories, listed with no particular ranking imposed on importance -- "surprise" is subjective, after all!

Nintendo's Wii Selling Over 2 Million In November



Perhaps it shouldn't be so surprising -- we always suspected that Nintendo's adept address to the mainstream consumer was an enormously powerful strategy.

But in the same month that people finally began to use the word "recession," two million people turned out to buy a video game console -- a record-breaker for any non-December month.

And thanks to the recent Xbox 360 price cuts, Wii isn't even the cheapest console on the market, so its sales juggernaut is something of a monument to the industry's resilience -- or Nintendo's, at least. The company boasts that it's carried 198 percent of the industry's year-over-year U.S. growth on its shoulders.

But the most interesting revelation to derive from Wii's eyebrow-raising performance isn't that Nintendo's console sells like hotcakes. We knew that already.

The company's November numbers provide incontrovertible proof of a nagging suspicion that longtime traditional game fans have quietly nursed over the year -- they are now officially a niche, and the majority of "gamers" comprise an audience they hardly even knew existed.

Phil Harrison Becomes Infogrames President

The news for Atari hadn't been good for quite a long time. The company went into debt as it struggled to restructure, received numerous NASDAQ delisting warnings, and finalized its merger in full with French parent company Infogrames, who seemed likely to turn the once-noble Fuji into a distribution house.

But then, Phil Harrison left a prominent post as Sony's head of Worldwide Studios, where he'd become a recognizable face behind the PlayStation strategy. His new role?

To head up, in the words of the surprising announcement, a "transformational leadership team at Infogrames that will grow the Atari brand into a leading online game company."

And the transformation seems to be underway. Under Harrison's direction, Atari gathered up some of the promising orphans from the Activision-Vivendi merger, Chronicles of Riddick: Assault on Dark Athena and Ghostbusters from the newly-merged Activision Blizzard, along with kid-friendly film game The Tale of Despereaux dropped in the Brash Entertainment collapse.

Just recently, the company picked up City of Heroes/Villains creator Cryptic Studios, thereby gaining the team's upcoming Champions Online. Here's to more surprises from Atari in 2009.

Rock Band Creators Harmonix Partnering With Beatles

"We're not in the business of producing standalone games for every artist that's out there," said Van Toffler, MTV Music, Films and Logo group president on a surprise conference call -- but the Beatles are not just any artist.

It was revealed that an exclusive partnership among Apple Corps, MTV Games and Harmonix would bring one of the most venerated bands of all time to the world of video games through a single music title from the Rock Band developers, wholly devoted to the Beatles music.

It wasn't only an exciting announcement for fans of music and games both, but it was a serious testament to the power and reach of the Rock Band developers, and the real relevance it increasingly holds for musical artists of all kinds.

EA Partners With Grasshopper Manufacture

Renowned designer Suda51 and his Grasshopper Manufacture have earned acclaim for risk-taking, creativity and a distinct style -- but not so much for high sales and big profitability numbers.

That's why it came as a surprise to many that Electronic Arts announced a publishing partnership with Grasshopper for an upcoming horror title -- Resident Evil creator Shinji Mikami as producer was the icing on the cake.

Of course, it's up for debate which part is more surprising -- that EA, a Western publishing giant with a past reputation for putting profits ahead of just about everything, would see the potential in Grasshopper; or that Suda51, who describes his studio's games as "punk style", would hitch his star to EA, who's had a bit of a checkered past when it comes to properly valuing talent.

Still, this was the year that EA's reformation efforts finally began to gain attention thanks largely to the overtly repentant attitude of CEO John Riccitiello and publishing relationships with well-respected studios like Valve and Harmonix.

The Grasshopper announcement was the moment, though, when the publisher drew a line in the sand and made it clear to industry-watchers that it really seemed to mean what it was saying.

Final Fantasy XIII To Hit Xbox 360

Think Final Fantasy, think PlayStation? Not anymore. In a year with few big reveals coming out of an ill-timed E3, Microsoft's announcement that the upcoming FFXIII would cross sanctified platform lines was nothing short of a shock.

Square Enix's Final Fantasy XIII

Sony's Jack Tretton said that "disappointed is clearly an appropriate term" regarding Microsoft's efforts to "curry favor" with third parties, while Square Enix corporate executive Shinji Hashimoto said the objective behind the move was "to provide FFXIII to as many fans as possible in the world."

Microsoft kept the deal's only shortcoming close to its chest for as long as it could -- that it covered only the game's Western release, and did not apply to Japan, where Xbox 360 was at the time desperately in need of traction.

Turns out Tales of Vesperia made strides to help the console out there -- but if the PS3 continues to be widely outpaced by its rival in 2009, the FFXIII decision may turn out to be a black chapter in Sony's history book.

You said:

Jay Lee: "Among gamimg surprises this year there is no doubt FF XIII was the biggest 'surprise' to hit this year. Certainly made the biggest spalsh I've seen in gaming commmunties in a long time. Not surprising that it did happen however."

David Delanty: "The other big surprise of 2008 was the runaway successes of Braid, Geometry Wars, N+, and Castle Crashers. As the big-name companies are putting greater emphasis in well-established IP, implementing their strengths into sequels and the like, I was expecting the year to be defined by "var(product) = Last Year's Hit + 1." Seeing independent projects like these making their way into the mainstream and getting a substantial quantity of press coverage, it was a very pleasant surprise to me upon reflection. It gives quite a bit of hope for aspiring game designers."

Nathaniel Smith: "Not too many shockers in '08 compared to '07. but Nintendo's Wii sales continue to amaze. At the rate the Wii is selling the console can actually surpass 200 million in its life cycle."

 
Article Start Previous Page 6 of 15 Next
 
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Comments

Sjors Jansen
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@Tom Newman: As far as I know Activision was founded because some developers specifically wanted more money and credit, not more creative freedom. Taking a glance at their list of published and developed games I'd rule out creative freedom as one of their high goals as well.

My sources are:

* once upon atari episode 2 (http://www.onceuponatari.com)

* wikipedia (http://en.wikipedia.org/wiki/Activision)

* ign (http://games.ign.com/objects/025/025004.html)



If you've got any evidence to back up their goal of creative freedom, please let me know cause I really want to believe that statement. As far as I'm concerned Activision is worse than what EA used to be and I really hope Blizzard's not already been affected (http://multiplayerblog.mtv.com/2008/10/30/starcraft-ii-to-be-mom-friendly/ && http://multiplayerblog.mtv.com/2008/10/11/key-starcraft-ii-trilogy-details/).

If you can't then talking about this fictional past will only make the current situation look worse.



Here's to pitfall and desert strike...

Mike Ante
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In my opinion Metal Gear Solid 4 would have deserved to be in the Top 10 Games list. It's a masterpiece in every direction games can offer, from technological brilliance and artistic style to cinematic storytelling and delivering a powerful message. Just more than a big blockbuster like GTA4!

Tom Newman
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Not to get into an off-topic discussion, but I have to admit a personal bias. My first Activision game was Skiing on the 2600, and as a little kid I knew that Activision games were going to be fun. I won my 7th grade science fair using Activision's Game Maker for the Commedore64, and one of my most memorable gaming moments was beating the original Ghostbusters also for the C64. Jumping into the modern era, one of my favorite PC games of the 90's was Interstate76, and Activision has taken many chances on new titles that ended up being franchises, like the first Tony Hawk on PS1 - no one would have predicted that would turn into the cash-cow that it did. My opinion (and that's all it is) is based only on personal experience, not a wikipedia article.

Anthony Charles
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MGS4 is very appealing to the senses, but the story is maddeningly bad. i know any video game that makes an attempt at serious subject matter is automatically labelled as having "good story", but MGS 4 story is so mind numbingly skull thumpingly bad the game would have been better with 1/10 as much dialogue. Video games should be held to the same standard as other mediums and if this script was in a hollywood movie it would be the joke of the century. Its like the big taboo of video games to talk about the stupidity of mgs4's story.



the whole ending at the grave for about 4 hours of jumping from unrelated topic to unrelated topic in a meaningless and futile attempt to tie up a million loose ends. by the time the credits finally rolled i was bald from pulling my hair out.



one and two had very good stories, particularly two, but guns of the patriots had a story written by a 15 year old boy with ADHD.

Raphael van Lierop
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Regarding Bart Stewart's comment, quoted in the article above:



>>>Bart Stewart: "Part of me wants to object that any game that was excluded for months from PC gamers should be excluded from this list. Is it helpful to reward a publisher with a 'best of' award or honorable mention for a game on a particular platform if that platform wasn't considered worthy of support at the game's launch?"



Bart may not realize that there is a growing trend of releasing the PC SKU of games months after the console SKUs. This has nothing to do with disrespecting the PC as a platform. Rather, it has to do with combating piracy.



By releasing the PC SKU well after the console versions have had a chance to sell through their peak period (1-3 months post-launch), publishers avoid having pirated PC copies cannibalize sales of the console SKUs. Also, anyone who *really* wants to get their hands on a particular title might be willing to purchase the console version rather than wait a few months for the PC one.



It's not a perfect solution, but it makes a fair bit of sense. After all, nobody benefits from PC piracy except the pirates and those who steal games, and our livelihood by doing so.

Kevin OBrien
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I agree with the dismay at a lack of a solid critical vocabulary for game criticism, and on the need to move away from the product review model when discussing games and game design.



When we critically consider other forms of entertainment - for instance, literature, movies, and theater - we can focus on both the phenomenal experience of the thing, and on the formal quality of the thing being reviewed. It isn't a perfect approach, but it gets at the heart of the matter, which seems to be twofold: "is this thing well put together", and "will I be moved by this thing in some fashion?" It doesn't take a vast and complex understanding of the field to speak to those points, either - we all know that a review citing poor special effects and horribly mixed audio (arguably formal issues) suggests that even an exciting science fiction story (the experiential side of things) will come across poorly on film.



The interesting question, I think, is whether we should we approach games (be they electronic or otherwise) in the same way, and if so, whether the tools that we can borrow from other critics are sufficient?

Amir Sharar
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Just a clarification on the LBP delay Top 10 Contraversy: Muslims don't find it offensive to have Quran quotes in songs, it happens quite often in Muslim hymns.



What makes this a remarkable news item though, was that Sony reacted to a gamer's post on a forum, rather than a complaint by any organization. Muslim organizations didn't complain because it was in fact a hymn, but you saw a gamer stating his opinion, and Sony taking that as a representation of over 1.5 billion people. It seems from my limited research that Sony did little in making an effort to contact organizations like the Muslim Council of Britain...which would have saved them a lot of hassle in delaying the title, reprinting BluRay discs, and in affecting launch sales.

Fireblaze Blaze
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"alarming numbers in the audience still think it's fair to steal en masse." Thats is a false statement, steal is to take something from another person so that that person does not have it anymore, copying is another matter.



Am I to understand that Gamasutra thinks that make of Tris a tetris-like game for the IPhone is a thief? Cause he made an clone of Tetris?

Z Z
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My list:

1MGS4/MGO

2Fallout 3

3Lost Odyssey

4Last Remnant

5Soul Calibur 4

6Super Street Fighter II Turbo HD Remix

7Crisis Core

8Valkyrie Chronicles

9Resistance 2

10Farcry 2

Tony Coles
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I'm surprised that Saints Row 2 hasn't made it into any lists here. For my money, it offered one of the best player-considerate sandbox experiences yet seen. Superb levels of detail and real consideration for what the player will want to do and how they want to do it. Compared to GTA IV, it was a revelation, making Rockstar's folly seem aged and clunky in comparison.

Matt Myers
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My favorite this year would have to be Tales of Vesperia. It may have been business as usual for some folks, but it was my first Tales game and has the best combat system in a JRPG I've ever played. That plus the ~40 hour storyline with characters atypical to the usual JRPG fare makes it the most memorable game for me.



Also an indie game not mentioned anywhere here is Passage. It's a very simple 2d experience that only lasts five minutes. Nevertheless I found that it had a profoundly emotional effect on me and is certainly worth checking out at least once.

http://hcsoftware.sourceforge.net/passage/

Z Z
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I agree tales is pretty good, but I don't like that the battle system has characters that control themselves. I like to be in control of everything and while you can set the battle rules for them it turns out that it feels like you're barely playing the game and making the decisions. Compare this system to FFXII and I like how FFXII allows you to pause and issue moves for characters each turn so that at times I can let the gambits do the work for trash enemies, but on harder bosses I can micromanage a bit more. The only Tales game I ever played all the way through was Tales of symphonia for the gamecube and I played through it with all the characters dead except the main character because I didn't like the AI controlling my guys.

Chris Remo
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"Fireblaze Blaze,"



How about "obtain illegally" rather than "steal"? Does that work for you? Call it what you like if it makes you satisfied.

Bart Stewart
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Raphael, I appreciate the point you're making. I did/do understand that piracy of PC games is a potential reason for delaying the release of a multiplatform game for the PC SKU.



I'd just ask readers to consider a couple of points.



1. The PC is hardly the only platform on which piracy occurs -- Gamasutra itself recently published an article on the massive, almost casual piracy of games for handheld devices in Asia. Singling out the PC for a delayed release may not be justifiable on piracy grounds alone.



2. The question I raised -- regarding the decision to reward publishers (with a mention in a "best of platform" category) despite excluding the gamers who prefer that platform by not initially launching the game on that platform -- I think stands on its own regardless of the reason for not launching on a particular platform. As I said in my original comments, it's not something I'm losing sleep over, but I do wonder whether it's a good principle generally for anyone who publishes widely-read judgements on games. That said, Chris's response satisfied me that some thought went into the decision to do so, so I have no serious complaints. As I said then, I thought the games that made it to Gamasutra's "best PC games" list were generally excellent... once they came out for the PC. :)


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