Total Pageviews

WHAT HONEYMAN-ON IS

For updates on all of entertainment and culture, read them here at Honeyman-On

22/01/2011

The Second: Pier Side Reunion


Swish.....sway.....swish.....sway.


The sea lapped the pier's side, small waves brushing up against the wooden beams that supported the walkway. The mid-afternoon sun was in the distance, its red hue marking the skyline with various flashes and stabs of subtle colour.


Stood at the pier's end, looking out to the sea, a tall, slender and gaunt  man of appearance wearing a brown trenchcoat, mid-40s, short greying hair and stubble; his face weathered with age, drinking and years of concerns. By his side, a younger lady, around her mid-20s, curvacious, 5"4', blond hair styled into a crop and a matching 60s-style black and white checked one piece dress to boot. She appeared melancholic, subdued by thoughts of something elsewhere.


To give him a name, well, most would call him Jonah. Swallowing a mouth full of sea breeze, he turned to his companion, emitting in a dulcid tone "Marriete, I'm glad you came. After all my requests, you finally acknowledged one of them, came to this location and well, here we are now."


Mariette looked Jonah in his weary eyes. Born with heterochromia, an incident three years ago meant this rare genetic change left the young lady peering into one green eye, the other a mixture of blue and grey, almost unlike anything she had seen before. And yet, she knew Jonah from years ago, his then charming smile illuminating this unique aspect of his person.


"It had to be done eventually. There was no way to postpone this indefinitely." Mariette spoke whilst swallowing hard.


Stepping into her near vicinity, Jonah was inches away from Marriete's still youthful and beautiful visage, his breath impacting on her cheeks. Speaking once again in dulcid and measured tones:


"Well yes.....you're quite right about that. There most certainly.....was no way to postpone this forever."


A minute passed as Marriete embraced Jonah, her grasp reviving thoughts and feelings of happier, painful and agonising times; the vibrant youth Jonah and  enjoyed through their time together. The feeling was as before, that comfort that one never wants to let go of yet secretly knows wont last forever.


Loosening her embrace, Mariette looked up towards Jonah's face, unassuming and accepting of that which had gone and what may come. Not a smile nor sadness, his expression presented 'being', a state of acceptance achieved without always knowing.


Cuffs were placed on Jonah's wrists, their hard steel shackled around his aged person. He looked down upon them and let out a little chuckle, causing Mariette to react with a slight of surprise. Jonah once again spoke in his measured manner, muttering:


"To think, I was the one who was out to lure you into my web. Lack of foresight is a dangerous and funny thing."


Mariette paused for a moment, looked into Jonah's face once more to locate his train of thought but then allowed it to be. Looking out from the pier edge to the sea once more, she then hollered over to the Boston Police Force cars that were near by.


"Jonah Tellsmith. I am arresting you on charges of fraud, embezzlement, deception and perversion of the cause of justice. You have the right to speak but anything you do say can and will be used in the courts of law as evidence."


Jonah looked at Mariette, and looked, and looked.


"O'Donagghy, take this man aw-"


Mariette was about to finish calling her fellow officer to take Jonah away in one of the BPD's vehicles.


"Love. Just love for you. Wrong or right, it won't go away. Love."


Jonah added his departing comments as O'Donagghy grabbed the collar of his trenchcoat, a firm sign this would be the last time Marriete would be seeing Jonah outside of secure walls and a prison cell.


As the vehicle door was opened, Jonah took one last look towards Mariette. This would remain unreturned, instead gazing out across the pier edge towards the red-dipped sun.


Chuckling once again, Jonah felt O'Donagghy's coarse hand push him down into the back passenger seat, adding "Good riddance to fucking scum like you. I hope the inside treats you nicely for the time you go down for, if you even make it that far you fuck." Not from happiness but a smile all the same, Jonah sat in the BPD car, waiting to be taken away, knowing what lay ahead.


Staring out towards the distance, no tears are to be shed by Marriete. A mixture of discomfort and resolution, uncertainty and anguish, she thinks briefly of Jonah's future and knows the likely path. It passes and goes to the back of her mind. She is still unsure but it doesn't show. She spends a while longer staring out as the red-tinted sun moves down the horizon to bring about the dusk.


Going through the motions as if throwing a dime into the sea, wishing for free. Mariette throws nothing though. Those times with Jonah are all she lets go of to the best of her ability.


The small waves continue to lap the pier sides.


Swish.....sway.....swish.....sway.

17/01/2011

Review coming soon


Good day there. I will put up a review of Ryu Ga Gotoku 4 soon. However, with life going at 1,000 mph right now, don't hold your breath for the day I post it.

You'll enjoy reading it, I'm sure.

16/01/2011

The First: Main street stroll



A subdued, rainy day. Cars swishing through the fret, droplets splashing from their wheels and dispersing upon impact of fast car windows. Unmbrellas in their hundreds, painting a picture not unlike a thousand flowers in the sky. The holders of those protectors from the elements dressed in various bussiness shades of black, beige and grey. Car lights shine as they glint over the windows of lofty skyscrapers, the grand skyline dreary and thick with the weight of many grey clouds.

Out walks a young lady in a jeans skirt, designer frilled-blouse, Calvin Klien three-quarter length woolen jacket, knee-length boots, a pretty crop of hair and a happy-go-lucky demeanour. Her presence and appearance offsetting the sea of workforce that flows behind her. She strolls seperately from the crowd, knowing she can remain independent from the norm. One day she may have to conceed. Until that time comes, she will stroll with pride and know independence and freedom in her mind.

It lasted six months. Sunny day, the source of energy high in the sky. Those in business atire are strolling along the same boardwalk, this time in dress shirts and coats carrying various shades of blue, sunset yellow, teal and white. Their demeanours still slightly sullied but optomistic. Traffic speeds by, sunbeams glinting off their windscreens and vehicle bodies like dancing energy. Our independent young female is nowhere to be seen. What is the cause? Did she fade into the crowd like so many before?

By the boardwalk is a plaque. Closer observation reads:

In memory of Saema Mertigo, 23. A cheerful and upbeat girl who will always be in our hearts.”

No one thought this individual spark would disappear so early. Had the rain kept up, maybe she would still be here. Sadly this is not the case along the main street. It holds no sympathy even for the unique ones in the crowd. Becoming an office temp., Mertigo realised why those shades of grey, beige and black were in abundance in the rain. She will never feel the same again, or be able to. Her elegant body a grim memory of the markings from that day. The last steps taken from the roof of the building above. A faint reminder of young independence.

RRP versus pocket change release. The cost of purchasing portable games


OPINION

I read an opinion piece on the MCV website this morning, discussing the challenges of portable game RRPs in the current climate. An interesting topic, sure, and one worth debating over.

The article highlights that 3DS titles will retail for higher than current portable releases (£30-£35 for the uninformed). It also suggests that Sony may follow a similar path with its upcoming PSP2, due for release later this year.

Providing the iPhone's game download service as a counterpoint, it highlights the quality of titles avaialble with Apple's popular mobile compared with dedicated games portables. Price is considered, comparing the 99p-£5.99 iPhone offerings with the dearer fair of Nintendo and Sony.

MCV also considers the frequency of users playing games portably today, suggesting the numbers are fewer than those of 2005. Quoting Nicholas Lovell in an article over at Gamesbrief, he reckons that “The iPhone has taken price expectations down to somewhere between $0.99 and zero,” creating a difficult arena for the PSP2 and 3DS to compete in.

Mark Howsen, sales director for MCV SCE UK offered his opinions on the matter, explaining that consumers will buy-in to the costs of hardware but will pay very little, or if possible nothing at all, for a machine's software. An investor call held by Nintendo of Japan CEO Iwata in October this year over declining software sales would help to add weight to Howsen's suggestion.

The President for Nintendo of America, Reggie Fils-Aime and Satoru Iwata, have spoken of their fears of the iPhone's presence in the handheld games market. Iwata has also discussed digital approaches the company hopes to take upon the 3DS' launch. Does anyone expect a counter to the cheap pricing of iPhone games in the games industry soon?

Consideration should be given to the money spent versus free time. It may be said that £30.00 for a handheld title is worth every penny. Alternatively, it may be better invested or spent on necessities. MVC's Ben Parfitt highlights that if an iPhone game such as Flick Kick Football can take 17 hours of his time, why not pay £1.79 over £30.00?

One important question is left hanging in the air. Will iPhone competition or recent market circumstances force the major games companies to bring their prices down? Or will we see a splitting of hardware on offer along the likes of iPhone game releases? Observing the development of RRPs for the 3DS and PSP2 post-launch will be highly interesting for the next few years ahead.

Any thoughts on the cost of portable game releases versus the likes of donwloadable phone games? Feel free to post what you think in the Comments section below.


OPINION


Gaming giant and developer Nintendo is due to unveil its newest console, the 3DS, at a press conference in New York next month in preparation for the machine's release in Japan in February and the US and Europe in March. It can be expected that the games giant will pull out all the stops to promote its upcoming machine when the event is held, showcasing its features and the software that will be released upon launch. Will the machine be handheld gaming's revolution or will it end up being another machine with a gimmick that comes at a high price?

The 3DS will retain the dual screen idea that was introduced with the DS, carrying a 3D screen on top and a regular touch screen at the bottom. It will also allow players to use its in-built cameras located on the outsides of the device, letting users take 3D photos and capture 3D video. Players will also find a camera positioned above the 3DS' top screen which will allow them to take 2D photos and capture 2D video.

Backwards compatibility will come in the form of supporting Nintendo DS (and DSi) software. The 3DS cards that will launch with the device will be able to carry up to 2GB of game data, akin to those of the current DS. A virtual console service allowing download of Game Boy, Game Boy Colour and titles in 3D will also be available from the machine's launch. The handheld will even allow for playback of 3D films such as How to Train Your Dragon and Tangled.

Lots of features, lots of capability. Surely the screen functionality on the 3DS will not turn out to be solely a gimmick to sell the machine at ¥25,000 in Japan and a rumoured $250/£180 in the UK when it is launched? This gamer here would certainly hope that this is not the case.

Any thoughts on what you are expecting when the 3DS is launched early next year in Japan, the US and Europe? Any thoughts, feel free to post them in the Comments section below.

13/01/2011

Money for old rope. Is pre-owned big business these days?


OPINION


Sounds like an obvious thing to talk about but none-the-less an important one in the current climate. The pre-owned games market is quite possibly bigger than ever these days with stores such as GAME and Gamestation, HMV and now even Argos offering gamers the ability to trade their old titles in for credit against newer titles on the market.


One only has to take a peak through the doors of those stores to see the multitude of titles on offer, allowing gamers the ability to switch last week's Dead Rising 2 for this week's Dead Space 2. Quick trades on titles usually yield the best trade prices, seeing a quick turnover and several copies of FIFA 11 littering the shelves mere weeks after official release.


So what's the bone of contention here? How come publishers get upset that high street stores resell their titles in their droves, recouping profits that would otherwise go into the hands of the likes of Rockstar, Ubisoft and their ilk? Are they entitled to the value these titles sell for when the same can't be said for the likes of old furniture, cars and DVDs? Is it also not understandable that the resale of said titles means that publisher's games are being promoted twice with one title going back into another customer's hands, allowing free promotion of said game?


Not to rock the boat too much on this but what do you think about the whole pre-owned situation? Are publishers in their right minds regarding their approach with the retailers or will it continue to be a volatile relationship in the vein that has been ongoing to date?

10/01/2011

Too many games in the marketplace?

A little controversial but maybe that's just me. Anyway, have a read of the short opinion piece below. I will write a review again eventually, honest...


OPINION


Someone had to ask it. Now its out in the open. Hands up if you feel there are too many games in the marketplace? I see many hands raised. That says something.

So, what changed between now and the last ten years? When did there become a throng of titles all around us? Were the days of the 16-bit era that much different? Count the number of sequels for the likes Mario, Sonic and Rockman as examples of titles that had various numerals proceed them.

Admittedly, then there were only two main machines at the time. Look around now and three machines dominate the gaming space.The multitude of titles that spill from them are plenty. The Wii could be guilty of generating enough shovelware to fill a landfill.

With ever busy lifestyles these days, how does a gamer find the time to experience all the genre has to offer? Not even two games industry fellows I know have the time to sample all its delights, and they go from sticking to one title to sampling several at once.

Let's also remember DLC titles that come in various means and sizes. Their availability speaks for itself, their variety vast and plentiful. Add these to the mix and what is a person left over with? Far too many titles to filter down what they will play, lest they attempt to play everything that ever gets released (no one person has that much time nowadays).

Do you think the games market will see a retraction in the number of titles available in the near future? And do you get the time to play everything that you want to when it is released? Any thoughts, feel free to post them in the Comments section below.

09/01/2011

Do games have to be 'long' when their gameplay suggests otherwise?




OPINION


Games are an enjoyable pastime for most. Their level of involvement high, enjoyment thorough and plentiful. The time players can commit to a title depends on the genre, amount of content, available spare time and other worldly commitments (they do exist). In our ever-busy world, what compels developers to create titles that have players dedicate their loyalty to one game when there are so many to experience?


Think of the first incarnations of Donkey Kong, Mario and Zelda. Their length, short. Their gameplay, everlasting. Games you can return to and play over and over. Similar titles in the arcade genre such as SEGA Rally, Virtua Fighter, Street Fighter and their ilk carried this simple, absorbing quick-fix nature of gameplay, appealing to every gamer's inner child like toblerone.


Simple, unadulterated fun. Looking at the current games market, we have stories woven into titles from the expected RPG genre through to fighters, puzzle games and even iPhone games that cost you a mere pound. Valiantly attempting to lengthen the player's time with each title, yet how many skip those 'cut scenes' to get to the meat of the experience? The developers' efforts and 40-hour work stints crafting the threads tieing those games together, gone in the click of a button. It could be asked if it is necessary for such scenes if the option to skip them is present, something gamers may have welcomed in story-heavy titles such as Metal Gear Solid 4.


Let's not forget of multiplayer and where does it sit among this conundrum?  A main feature in titles among the likes of Call of Duty through to FIFA and a means to keep gamers engaged, could this be seen as adding 'length' to titles that are otherwise pick up and play in nature? Or, is the feature an essential part of the mesh that harbours modern titles, providing players with enough bang for their buck if mum can only buy little Jimmy one title for Christmas?

Unless you choose to walk around with your eyes closed, last time I checked people seem busier than ever these days. Recession, technology, change. It all appears to be hitting fast and rapidly, showering individuals as they survive from day-to-day. The iPhone, iPad, PSP and DS are increasingly providing titles catering for individuals' fast-paced lifestyles, allowing them to have a blast on Angry Birds before the day's planning meeting gets underway. This short-burst gaming fits with professionals' modern lifestyles, finding little time to spare for the likes of Fallout: New Vegas and Resonance of Fate. Have long and immersive titles had their day in the modern and rapidly shifting market? I'll leave that open to the Comments section.


Could the day of the long game be a thing of the past? Do you see the market turning towards shorter experiences or will there always be a place for the likes of Zelda, Final Fantasy and their brethren? Any thoughts, feel free to post them in the Comments section below.

04/01/2011

Could games reach the level of interactive movies?

An interesting topic to say the least that is not unique but still valid, over the gaming generations the question has been raised from time-to-time of can games reach the level of interactive movies?


OPINION

Now sure, it sounds pretentious to suggest that something where a player controls the on-screen actions through pressing buttons and directions on a joypad could reach the level of emotional and intellectual depth that some of the greatest pictures in cinema history such as Citizen Kane, Schindler's List, Dead Man Walking, The Deer Hunter, Pan's Labyrinth or the recently released Inception have been able to entice from their audiences. And yet, those very same films make connections with the audience's emotional base through the same means and mechanisms to reach their empathetic epicentre, becoming absorbed in the story unfolding before them of the emotional plight of the characters involved.

Games are still a reasonably young medium. The developers' ability to weave a tale that players care about, that they can spend time with and want to see unfold piece by piece is a trial within itself. The likes of many a JRPG reach the level of maturity one can expect from teen fiction, yet the 1,000 years of dreams presented in Lost Odyssey, a series of short stories that recall experiences encountered in immortal protagonist Kaim's life allow for an interesting departure from the action, a suitable reprieve from the pace of the game's battles and adventuring.

The Uncharted games wear their inspiration on their sleeves, allowing adventure fans to enjoy a romp not too dissimilar from the outings of one whip-cracking archaeologist who has a fear of snakes. Heavy Rain showed gamers that they can enjoy a different experience by controlling the action on screen (or should that be actors?) as the story unfolds not too unlike a big screen movie as they get one step closer to figuring out who The Origami Killer is after all.

As there are several examples of titles that are capable of achieving the heights of involvement and movie-like depth such as those mentioned previously, we have been graced with several examples of titles over time that aim to be 'cinematic' yet would possibly be more enjoyable if they were to focus on being the best games they can be for the audience.

Titles such as Metal Gear Solid 4, Resident Evil 5, Halo 3 and Prototype were worthy titles in regards to their gameplay, appearance and overall impression they left on the player. The length of MGS4's cut-scenes were at times enough to test any avid gamer with a penchant for adoring army-tech, terms and a pre-OAP Snake, RE5 presented its best rendition of Black Hawk Down, Halo 3 pulled out all the stops towards the end and Prototype wanted us to feel all mean, moody and somewhat empathetic for its protagonist Alex and his ever-evolving body.

We should also ask that if games can be interactive movies, does this mean that they are losing the sense of what the essence of games are? In most cases, pure unadulterated fun, allowing players to escape for an hour or two in their day or to unwind from the stresses and troubles the day may have thrown their way. The future games market over the next few years will determine if the industry continues to go down this road or whether the likes of Nintendo, Apple and Facebook determine the types of games that are released for casual players versus the core players who will put their money down on the latest titles to get their next taste of something they can enjoy and absorb.

Do you think games can be interactive movies? Should they attempt to achieve such a goal or stick to what the general public knows them for; some fun time and 'for children' to spend time with and enjoy? Any thoughts, feel free to post them in the the Comments section below.

03/01/2011

Are the large budgets for games justified or do they need to go back to their roots? Do we need to be reminded that it's just a game?

No sooner is it the New Year than the blog is getting updated at a regular pace. Things may cool down as time goes by but I'll see how I go. Enjoy the opinion pieces in the meantime.




OPINION

The budgets on mainstream video game titles such as Killzone 3, Call of Duty: Black Ops, Resident Evil 5 and their ilk are reaching those of movie-like proportions in recent times. Growing from the leaner funding more reminiscent of indie projects in the days of Nintendo's SNES and SEGA's Megadrive, the increased popularity of games among the general public has played as much a part in the growth of funding for gaming projects as it has contributed to increase in production values for the beloved format. Is the presence of an astonishing budget necessary in the games we play today or do we need to take steps back to more simpler times when we remember that titles were enjoyable for merely being fun?

Let's consider the current market. Expecting games to go back to the days of the SNES would be somewhat foolish given the expectations of the gaming public. Does anyone think a Call of Duty title done in the style of 16-bit graphics would appeal to anyone in this day and age? And yet, are modern gamers concerned as to how pretty a game looks if it plays well underneath the glitz and sheen?

CoD is a perfect example of a title that excels in gameplay and its online component, looks nice enough and yet doesn't appear to be preoccupied with looking like the best title on the market (it is one of the smoothest, however). Football titles such as FIFA and Pro Evo do well in recreating the appearances of professional football's most recent line-up, yet are more well-known for their intricacy and subtlety of control rather than how many times we get to see a close-up of Wayne Rooney's face.

Looking on the flipside of this, titles such as the auteur-leaning Shadow of the Colossus or alternate retelling of Monkey, Enslaved: Journey to the West represent games that carried high budgets yet were less than impressive when sales figures emerged. One has to wonder why this was the case when both titles delivered through their gameplay ideas, worlds, characters and scenarios. It is reassurance enough that titles wont always achieve stellar sales figures despite being produced on reasonable budgets, artistically appearing to be the best thing since sliced bread (twice).

Publishers and developers must be aware of their investments in titles carrying higher budgets too. Like any business, they weigh up the risk-reward of the project on offer, willing to provide funding if the title shows potential for high returns and a continuous revenue stream. Naturally, such high investment warrants the demand to see financial gain in response. The higher the contribution to the budget, the greater the yearning for increased profits for those investors involved. There must be a stopping point for those willing to put their assets on the line for a game that has no guarantee of achieving predicted sales targets until the first weeks' worth of sales begin to roll in and the calculations can be done.

Mainstream titles aside, players should consider the other end of the spectrum. Titles released for the iPad/iPhone and DS are suitable examples of games that emphasise the fun factor over graphical prowess. Angry Birds, Canabalt, Critter Crunch, Scribblenauts and Dr. Kawashima's Brain Training are perfect examples of pick-up and play games, allowing avid handheld gamers to have a quick bash on their favourite title for a short amount of time before they get on with their daily lives.

They carry a particular charm that brings players into their world, wanting to better that hi-score or create an object to use in the Scribblenauts universe. They show that studios don't have to spend a fortune on creating something that will appeal to gaming fans without having to look like art in motion, nor getting obsessed over how many polygons per character are being thrown around on the screen. Just providing unadulterated gaming fun for the player.

Current economic conditions could be the catalyst for publishers and developers alike to explore reducing budgets on titles over the next few years. That, or working in-house and contract staff to their limits to get titles to meet street date, to budget and as visually impressive as possible to (try and) ensure maximum revenue returns.

What do you think of the large budgets attributed to mainstream titles such as Killzone 3, Call of Duty, GTA 4 and their likes? Do you feel it adds to the overall gaming experience, or do you prefer lighter gaming such as those offered on portable machines , the iPhone and iPad? Any thoughts, feel free to post them in the Comments section below.