Posted by: richardwillis on: February 16, 2010
Modern Warfare 2 is the video game title that has come to symbolise video gaming at the end of the noughties, since its release on November 10th 2009 it has sold 8.4 million copies on Xbox 360 alone. Modern Warfare 2 had sold approximately 4.7 million units in both the United States and the UK in the first 24 hours of its release. The total revenue from these first day sales in the U.S. and the UK was $310 million. This made MW2 the biggest entertainment launch in history, surpassing (in revenue) Grand Theft Auto 4.
By any standards the launch was a moment when video gaming once again touched the global mainstream consciousness. The best of 2009 polls fawned over MW2 and the metacritic rating on Xbox 360 is 94. As the site points out ‘Universal Acclaim’. It is the 8th highest score of all time on Metacritic, sharing the same score as Halo 3, Gears of War and COD4: Modern Warfare. It also has a higher score than Braid at 93%.
So MW2 is a high water mark for the games industry, both critically and commercially … right? … Surely.
No. Call of Duty: Modern Warfare 2 is an abject failure. The plaudits and consumer dollars, pounds and yen hide the inconvenient truth that the game is shallow, stunted and destructive for the games industry as a whole.
Posted by: richardwillis on: September 18, 2009

“I wish I was like you … easily amused”
Courtney Love has always been a figure that has attracted derision and attention from legions of the rock fraternity. Love had carved a niche in the band Hole but it was her marriage to Kurt Cobain that embedded her place in history. Kurt had formed Nirvana in 1987 after a long standing fascination with Pixies, the Melvins and Flipper which had encouraged him to try and make his mark on the world. In 1991 Nirvana released ‘Nevermind’, this was the record that would simultaneously make and break Nirvana. Whilst it catapulted Nirvana into the rock stratosphere, it also marked the start of the collapse for a fragile and vulnerable Cobain. In April 1994 Cobain decided that he couldn’t go on.
I met Cobain, very very briefly when I had congratulated him on performance at the gig in Leeds in 1989. I was near breathless with excitement having been exposed to arguably the most visceral and exciting band I had ever seen. He was in the corner of the venue, and was already surrounded by ‘fans’. The gig was tiny and they had enraptured the whole room. Looking at Cobain it was clear that he was already under pressure when talking to strangers. Some can naturally handle attention and adulation, but Kurt was not one of those people. Having said that, beneath his fragility there was clearly something, it was ephemeral and fleeting but ‘it’ was there. On stage this was amplified. The fragility was always there, no matter how loud Kurt screamed.
After his death Courtney Love was appointed to safeguard the estate of Kurt Cobain. This gave Courtney the right to exploit or commercialise the music and image of Kurt Cobain. In 2006 Love sold 25% of the publishing rights to the Nirvana back catalogue to Primary Wave Music for an estimated $50 Million. This was essentially to try and generate revenues from Kurt’s songs, through their use on TV, Soundtracks and other avenues.
“We are going to remain very tasteful and true to the spirit of Nirvana while taking the music to places it has never been before.” Courtney Love
Whilst legions of fans gritted their teeth, in anticipation of a global marketing campaign for deodorant sound-tracked by “Smells Like Teen Spirit” (this of course would have been entirely apt as it was the original inspiration for the song), it never came. For the time being at least it seemed like Courtney was managing to hold onto the legacy of Cobain with dignity and grace.
On September 10th 2009 a story broke that opened a new chapter in the posthumous commericalisation of Cobain. A video appeared of a digital Cobain singing “You Give Love A Bad Name” by Bon Jovi. The video had been grabbed from Guitar Hero 5. The predictable furore broke out and all eyes turned to Love. She was quick to respond with a series of tirades on Twitter. Love pointed the finger at Activision, and they were quick to respond, citing the fact that Love had given them the necessary permission. The lawyers started to square up, chests were puffed out, litigious bravado abounded.
The point that fascinates me is the implications for digital replicas of real people in games moving forward. The use of ‘celebrity’ likeness had long been employed in games, indeed for Vin Diesel it is a pre-requisite for getting involved with a project through his Tigon studio. The inclusion of a likeness serves to give the synthetic a credibility and tangibility that is transferred from the real world. We know it’s not Kurt Cobain, but the likeness triggers emotions and memories within us that we subconsciously attribute to the game. In the case of Guitar Hero, a game built around the act of mimicking a rock star, the inclusion of Cobain is both logical and immersive. I cannot identify with an identikit avatar like Axel Steel as it creates distance. Playing as Cobain, in theory would give me a way to slip into the persona of someone I greatly admire. But I would never do it, its unthinkable.
Kurt feels like a puppet, this digital marionette can be used to perform songs that Kurt would have hated. The music of Nirvana was ranged against these very artists and songs. The breakthrough and the global impact they made were a reaction to the rock pomposity that the Guitar Hero franchise has been built upon. Even Jon Bon Jovi understands the reaction. Guitar Hero was built upon a semi-ironic appreciation of the merits of rock. The track selection, the avatars and the styling were all built around rock as a ‘guilty pleasure’, where the foot was firmly on the monitor and the hair was back combed. Nirvana were a head down rock band. No bullshit.
Of course, none of this matters for the members of the Guitar Hero audience who see Cobain as another dead guy on a t-shirt, a poster on a dorm room wall, or a sing-a-long anthem on the radio. In fact these are the very reasons for Cobain’s inclusion in the game. Enough time has passed for him to have evolved from reactionary to commodity. In this case, Guitar Hero is an introductory route to the band a new generation, the widening of appeal and a new channel for the rights holder.
When faced with commerce and revenue streams the adulation and admiration of the fans is secondary. They have already bought the content, perhaps they can be coaxed into buying it again, if they cant then look toward to a new market. Just because Kurt is dead doesn’t mean that he cannot be commercialised. The music industry has a long-standing tradition of recycling bands for new generations. The music industry are fascinated by expanded and remastered editions. The reasons for this seem to be that the platform has remained pretty stable since the widespread adoption of the CD in 1985. Music has resold the same product in a different package, whereas the games industry has reformatted the same idea across a variety of platforms. In that respect, the games industry has a unique value proposition as each new iteration of a title effectively renders the last obsolete. The continual evolution of technology has always offered the consumer a new and improved experience. Perhaps this evolution validates the use of Cobain as a digital likeness as the music industry has found a way to enhance his legacy, to bring him into a 3D interactive form.
In Guitar Hero 5 Cobain will never age, therefore continuing and perpetuating his legacy. The problem however is that Cobain has been unwittingly sold out, and its his lack of consent that is the most sickening. Cobain is now a brand and it makes you wonder what the future holds as new digital opportunities unfold. Guitar Hero 5 is no way to remember and celebrate Kurt Cobain and those plastic wielding puppeteers should be aware of that.
“He’s the one who likes all our pretty songs
And he likes to sing along and he likes to shoot his gun
But he knows not what it means
Knows not what it means and I say, yeah”
Posted by: richardwillis on: September 10, 2009

The 9th of September 2009 marked the 10th anniversary of the North American launch of the Dreamcast. A decade later it was the release date for The Beatles: Rock Band. These two events are both symbolic as they bookmark what has been one of the most turbulent periods in the history of entertainment media. Time feels like its accelerating with an exponential nature, the speed of progress. 1999 was a world away from today, the key evolutions in the online space were yet to come. Napster was launched in 1999 and closed down in 2001. Google came into being in 1996 and grew to its pre-eminent position throughout this period. Facebook wasn’t launched until 2004, with Twitter bringing up the rear in 2006. Throughout this period the music industry faced its biggest struggle as it wrestled with the colossus of peer to peer, and the digital tsunami it faced. The music industry emerged bloodied and bruised, and has never fully recovered. This context is relevant as in 1999 the Beatles back catalogue was considered to be so valuable that its inclusion in a video game, ‘a child’s toy’, would have been unthinkable. Therefore, something must have changed. Did video-games grow up or did the music industry wake up to its potential? Or was it somewhere in the middle?
The launch of the Dreamcast, represents a high water mark. The Dreamcast was a seminal moment in the history of both Sega and Video Game consoles themselves. So much was right with the Dreamcast, the device itself has an understated elegance, its dimensions were balanced, and it is arguably the best looking console in history. It had the might of Sega behind it, who had an unprecedented history of innovation and success. The previous generations of consoles had divided the video game nation and created a loyal and unflinching following. Whilst the winds of change were evident, namely the spectre of the Playstation, each and every Dreamcast owner was proud and excited about the potential of the system and the future for Sega. As history has proven this was to unravel over the next two years. The potential reasons for the Dreamcast’s demise have been eloquently and exhaustively discussed. At this point I can only contribute my own perspective. The Playstation represented the start of the erosion of the pursuit of video games as an innovative artform. The wildy inventive Chu Chu Rocket! came out soon after launch and Rez came out in 2001 on both Dreamcast and Playstation 2, although it’s natural home was the Dreamcast. Sega had a vision and purity derived from the gameplay lessons learnt through the evolution from arcade to home console.
The Dreamcast redefined what a console meant by a single inclusion of the 33.6 kbps modem (in Europe), and the accompanying Dreamarena online service. Dreamarena was a dial up service created through a partnership between ICL, BT and various ISPs. Dreamarena closed in March 2003. Dreamarena was free and provided the blueprint for services like Xbox LIVE and PSN. The lessons learnt provided an insight to Microsoft and Sony at the expense of Sega. The online capabilities of the Dreamcast were at odds with the times where online PC gaming was nascent and seemed unthinkable on a console. Sega were aware of the risk and the inclusion of the modem in each Dreamcast cost them dearly:
“I forced [Sega] to put in modem functions. At that time, I had a lot of opposition that said it was ridiculous to stick in a modem that cost several thousand yen. But, I managed to get it my way” Isao Okawa, President of Sega
After Sega bowed out of the console arms race, it was left to Sony and Nintendo to slug it out, until the arrival of the Xbox in 2001. Sega had occupied a unique market space, as it had attributes of Nintendo and Sony, a unique combination of genre defining IP (Sonic) and hardcore gaming appeal. The video game industry owes a huge debt to Sega. As Sega moved across to become a developer/publisher the devotees rubbed their eyes in disbelief …“How could this have happened?”
In the years that followed the Games Industry grew, and fractured into a myriad of subdivisions, built around genre and target audience. In 2005 Red Octane released Guitar Hero. In 2007 EA/Harmonix/MTV Games released Rock Band. The material differences between the two, in 2009, are essentially irrelevant. To date Rock Band has sold 13 million copies with a billion $ in total sales and in excess of 50 million track downloads. From the outside looking in, it appeared there had been a perfect synergy of games and music. This was far from the case.
The games and music industry were bumping heads as the music industry was still trying to attach the material values of a physical world to a digital landscape. Well documented digital hold outs began to emerge, AC/DC, Metallica and most famously the Beatles. The exact reasons for this are varied, be it a consideration that digital was devaluing music, a natural suspicion or blind fear and panic. In the realm of music games the music of the Beatles represented the ultimate goal. The digital hold outs began to fall … lured by a new audience and inevitable revenues as they were coaxed onto the gaming platforms. As the games hit the mainstream the pressure from band managers, record labels and publishers became so ferocious that no-one could resist. The Beatles were literally for sale.
For the games industry a band like the Beatles represents a gift. A huge and dedicated fan-base with a history of repeatedly buying the countless re-issues that have been force-fed to the audience over the years. Stereo? Mono? Limited edition Miniature album packaging? Box sets?. The fan-base devoured them like a gluttonous beast, seemingly insatiable and ever thankful. George Lucas faces criticism for endlessly profiting from his audience, whereas the Beatles strangely have avoided this fate.
The Beatles also represent a route to the non-traditional gamer, or indeed for that matter the non-traditional music purchaser. Whether Beatles Rock Band is a good game or not is wholly irrelevant. It will sell, this is a given as the stars are aligned in such a way that the plaudits and sales figures are inevitable. Who is going to kill the goose that lays the golden egg? Not the games press, and certainly not the worldwide media who enjoy huge sales spikes everytime they put the Beatles on the cover.
You may think this churlish, of me as a killjoy who is standing in the way of the enjoyment of others. For me these events, separate by a turbulent decade illustrate the limitless potential of video games as a medium, ranged against the calculated creation of a product that is intended to break new markets, recycle IP, and perhaps even make enough money to soften the blow once the Beatles music falls out of copyright. Everything about Beatles Rock Band is recycled, The concept for the game, the music therein and perhaps even the plastic in the instruments. The Dreamcast represented a visionary company making and brave, ambitious and ultimately disastrous strategic move. However, without the Dreamcast the ecosystem that has allowed Rock Band to sell 50 million downloads would not exist.
If we try and re-engineer history to infer an aetiology in reverse, it could be argued that the drive towards commercialisation, sequelism and fundamentally mainstreamism were the seeds that were apparent at the very point of the Dreamcast’s collapse. Therefore it would seem that the very thing that has advanced the video games industry as a whole was the exact thing that helped to eliminate the Dreamcast. The Dreamcast is a cautionary tale to the games industry, but in hindsight created the industry we have today.
The Dreamcast is dead. Long Live the Dreamcast.
Posted by: richardwillis on: June 3, 2009

Ever since the emergence of the Wii, there has been a continual movement away from, and criticism of, the ‘traditional’ methods of game input/control. The tail end of 2006 was the point where console designers decided that the control pad were redundant and defunct. This was amplified by the desire to capture the casual/mass market that, many think are intimidated by the spectre of the control pad:
“It has everything to do with breaking down barriers and getting to the mass market, where controllers are barriers and they’re intimidating. It’s awkward for some people to learn to use a controller.” Shane Kim – Microsoft
This was writ large across the stage at the Microsoft E3 2009 press briefing with the announcement of Project Natal. Speculation has suggested it will be called ‘Xbox Fluid’ at launch and it is predicted to be released into the wild in Autumn 2010. A day later Sony showcased their take on motion control, that felt crude by comparison and all but had been revealed in their patent application. Sony, like Nintendo before them is reliant on a controller, albeit covered by rendered graphics in Sony’s demonstration. So whilst E3 2009 doesn’t bring a new home console platform to play on (PSP GO excepted), it seems to be focused upon ‘new ways to play’. That of course presumes that the previous iterations were failing us in some way …
Natal breaks down the line, but immersion can be achieved through a pad. The inherent problem is built around muscle memory and the belief that a ‘casual’ gamer needs immediate immersion, and without that they will walk away. I believe this may be a misconception and that the content of most games is the barrier not the input method. Natal like the Wii remote takes the fear out of the control method, thereby lowering these psycholgical barriers for entry. Paradoxically it could also alienate those familiar with the controllers we have now. I am quite sure that I could perfectly visualise the 360 controller in my mind. Indeed, thinking about it now I have a memory of its dimensions and its weight. The 360 controller is unique and I would argue is as close to perfect as any controller I have used. Case in point occurred when I used my PS3 for the first time, my exposure to the DualShock had been extremely limited, and at first I was wrestling with the dimensions and the button placement, even now it is by no means second nature. So, it would appear even for a core gamer that Shane Kim has a point. It seems that familiarity does not always breed contempt.
Watching the Natal demo reminded me of being in a drama class as a child and being asked to ‘be a tree’. Dismay and confusion broke out with the ubiquitous snickering and lack of attention. The basic point was that when the parameters of interaction were removed, the default setting was confusion. Natal was presented as being entirely intuitive, but games and their architecture are bound by rules and convention. One of the demos being shown behind closed doors at E3 is Burnout, and Natal is being used as the control mechanism, but the brake and accelerator are configured in a different way to those in an ‘actual’ car, so the method is not wholly intuitive (for now) and requires adaption. Such acceptance of game world norms would be a small step for gamers to take but belies the premise of purely intuitive interaction.
Natal’s greatest challenges are therefore:
Peter Molyneux explained Natal with passion and enthusiasm. Even the most disintereste in games have connected with his brief eulogy to the merits of it’s potential. Molyneux, like Spielberg, is a modern day Gepetto who seems preoccupied with creating a digital being that is sentient, moral and autonomous. Milo is not this creation, but gives us a tantalising glimpse of what Natal could hold for the future. Natal’s current status as vapourware overshadows all other discussion about motion control methods, and ensures that the Xbox as a platform remains vibrant and relevant.
The name is, of course, not accidental. If we turn to the dictionary for a moment:
na⋅tal – adjective
1. of or pertaining to a person’s birth: celebrating one’s natal day.
2. presiding over or affecting a person at birth: natal influences.
3. (of places) native: nostalgia for one’s natal town.
Is Natal a flag in the sand for the generation that will follow the 360? Does this represent the future evolution of the Xbox? If Natal is due to arrive in Q4 2010, that would foreshadow the anticipated ‘When Gen’ that is predicted to follow in 2015 (this is the lifecycle as predicted my Microsoft). Natal seems more at home as a control system for an entirely new experience and it’s success on the 360 is entirely dependent on software. Lionhead and countless others are more than capable of delivering rich and powerful experiences using Natal but the question of whether Natal will make you cry is entirely erroneous. Games still need to make you smile, care and hope in the first instance. The time when they evoke real human emotion and not digital empathy is still some time away, irrespective of the complexity or apparent simplicity of the interface.
Posted by: richardwillis on: May 18, 2009

At the end of 2007 I wrote a list of games that I had enjoyed throughout the year. Like everyone else I drew up a list and a top 10, without giving a thought to the reason why. Preconditioned by a culture of charts, I felt obliged to rank them and present them in the trite and familiar format that provides the template for a myriad of TV shows accompanied by talking heads. Looking back at that list I realised that most of those games were added to the list in an attempt to be comprehensive. This is impossible as most of my gaming takes place on single platform, Xbox 360. Whilst I own a Wii and PS3, they are turned on with much less regularity (Only 1 game has ever resulted in repeated struggles with the dualshock 3: LittleBigPlanet).
The 2007 list wasn’t necessarily compiled about games that I had fallen in love with. Just played.
At the end of 2008, I started to write my top 10 (again) and realised I was going to make the same mistake again. So I decided on simply having 1 game in the list. That game was LittleBigPlanet. However there were two other games that simply wouldn’t leave my head: Dead Space and Burnout Paradise. A long time has now passed since I started to write the 2008 list and I havent gone any further. In age where the avalanche of editorial in Q4 is dictated by the endless generation of lists I have now decided to stop adding to the ‘pile of broken dreams’.
Metacritic at once makes the need to compile a list of anything completely redundant and simultaneously propagates the belief they are essential.
In a recent Edge article, it considered the impact of Metacritic and lamented its effect on the game development community. All art will be judged. This is more true that ever, but the hubbub of the collective blog community, sounds like static on a radio. The white noise of information. Faced with such incoherence the indecisive will turn to a respected resource like Metacritic. After all it cant be wrong? … it’s impartial. It simply averages out what other people have written.
Therein lies the problem. Metacritic aggregates the beliefs of people who are paid to write about things. All kinds of things, but the common theme is that they are all courted, PR’d and cajoled into reaching their conclusions. Metacritic, therefore, is simply a meat grinder.