Thursday, June 16, 2011

Feature: The 8th console cycle


You might think the events that transpired in this year's Electronic Entertainment Expo (E3) isn't all that relevant to the advancement of the main focus of this blog. You'd be wrong. This year marks the beginning of the first shots fired in the eighth console hardware cycle. One new portable, one new console, both from different companies with different visions in the gaming industry. Both show a lot of promise for new Taiko games to settle down on.

Let's take a look at the handheld first.

PlayStation Vita


From the beginning of this year Sony has hinted that there would be a PSP successor. It was codenamed Sony NGP (Next Generation Portable), and was touted to have two touch-screens, one on the front, and one on the back. It was shown officially on the first day of E3 2011 in Sony's press conference, and was the main highlight of Sony's presentation. 'Vita' means 'life' in Latin, probably Sony's way of saying they want to breathe fresh life into the flagging PSP by making a new console (though to give it props, PSP is doing well into its final years. Very well indeed.)

Before anyone cries foul about the system being a ripoff of the original ideas on the Nintendo DS, the Vita touchscreens are capacitive, while the DS' screen is resistive. I won't delve into the technical details behind each of these, but simply put, the Vita's screens are similar to most smartphones, and can be interacted with fingers, while the DS/3DS screens have more pixel-precise input, perfect for stylus usage. As for the touchpad on the back, well the DS didn't have that right?

The console looks almost like the original PSPs, but this time it has dual analogue nubs, probably a result of the endless complaints Sony got for having only one on PSP. And both are in a less hand-cramping position too. The symmetrical four-buttons + two shoulders layout is back, which bodes well for Taiko play. More interesting are the new dual touchscreens. Can they be used for Taiko? It sounds like an interesting prospect, but unlike the DS, Vita only has one screen, so the touch input and the scroll bar will overlap, which would make a touch-focused Taiko Vita more like an expensive version of the iPhone games. There's no good way to make use of either one for primary input other than for gimmick notes. Not to mention a capacitive touchscreen just isn't precise enough for this sort of thing, unless there's an advancement in technology I don't know about.

Other features in the Vita are a mash of what we've already seen on other consoles, just put together into one do-it-all portable. Trophies are available for software on PSVita, which means there could be a Taiko game with achievements- a first for the series. The gyroscope uses Sixaxis technology, the same one on the PS3 controller which was grossly underused, but could be useful for new ways to play. Vita has cameras and augmented-reality (AR) tech like on 3DS, which should be interesting.

The one drawback I see here is that Vita is not backwards-compatible with UMDs from the first PSP (it has no disc drive because Vita software is on completely different media). Whoever bought PSP games in disc form will have to re-buy it for Vita, or rather, re-download it, as Sony are gearing up to put its entire library of games online. Only those who have downloaded PSP games can transfer it over to Vita at no extra cost, which is a very rare breed of gamers who actually bought into Sony's biggest flop that is the PSP Go. So you might want to keep an old PSP around if you bought games for it (like Taiko PSP 1 and 2) instead of downloading them- you won't be able to play them on Vita. Taiko Portable DX is stuck in the middle of this transition, but the impact is cushioned because it is being released post-PSP Go and thus is included in the Playstation Store as a download. If you've pre-ordered the UMD version of PSP DX...just keep the PSP around so you can play it, even after you've bought a Vita.

Vita's greatest strength? Its price. With better graphics, better overall performance, better storage and technology, it's going to give Nintendo's 3DS a lot to worry about in the coming years. They're both at the exact same price of $250 ($300 for a 3G enabled Vita, which isn't all that much extra either). Not to mention 3DS is borked when it comes to button input for Taiko- the D-pad is in a very odd position below the analogue nub. Well at least it has its touchscreen. In a way, the exact opposite problem to Vita when it comes to input for Taiko. 3DS has a perfect touchscreen, Vita has the perfect button setup.

By sticking to what it knows best, Vita can effortlessly pick up where the PSP left off and continue pushing out Taiko games with the same features and suffer no real losses in terms of functionality, in fact Vita will just add to the experience. Remember, PSP never had any fancy touchscreens or other gimmicks and both Taiko PSPs still did more than decently well in sales thanks to its large songlist. The Playstation brand is as strong as ever, and the Japanese love their PSPs to death, especially for games with loyal fanbases like Taiko, so making Taiko games for Vita should be low-risk, easy and profitable to boot.

Pros:
-Amazing value for money
-Touchscreens, gyroscope and AR bear interesting prospects for Taiko
-Symmetrical button setup
-Trophy system adds to replay value if implemented
-Download system and online network can be expanded on

Cons:
-Not backwards compatible
-Touchscreen hinders precise, competitive gameplay
-No real use for extra features outside of creating minigames and gimmick notes

Now on to the new console, the first to enter the 8th generation system wars. From Nintendo!

Nintendo Wii U


Like the PSVita, a successor to the dying Wii was hinted at by Nintendo early this year, which was called Project Cafe prior to E3. Many details and speculations were leaked, but the biggest one of all was that the controller would feature a large, touchable screen. Rumor mills everywhere rejoiced as their prediction was accurate in this regard when the console was shown. One note before I continue on with this section: this thing is not an add-on to the current Wii console, it is an entirely new console.

Though it wasn't received with immediate and rapturous success on the show floor like Wii managed six years ago, Wii U can also potentially be a great console for Taiko. Like Vita it also has the symmetrical button layout and two shoulder buttons (though you can't see it from here). It's large, unconventional, and definitely looks unwieldy, although E3 attendees have noted that it wasn't as difficult to grip or heavy as initially thought. The controller is the main highlight of Wii U- it's many different uses in one. It has a gyroscope, the touchscreen can interact with the TV screen in many different ways, and it has a stylus, which means the Wii U screen is resistive.

The new motion controls in the screen controller can be used for gimmick notes, but the rest of the controller's new functionality isn't practical when playing Taiko- a game that demands traditional control setup. Who would want to point, lineup, or aim the controller at the screen when you're busy hitting notes? It's not feasible. Another drawback is immediately apparent in the form of data storage. Even though we only know so little about Wii U, we already know Nintendo's relying once again on antiquated flash memory instead of making a hard drive, which means Taiko fans with Nintendo consoles will most likely be excluded from downloadable content, as they always have. As for online capabilities and other features, not much is known yet, Nintendo are being secretive. Also worrying is local wireless multiplayer for Wii U(up to 5 in the same room) will support only one screen controller and everyone else will have to rely on Wiimotes to play, though again this is unconfirmed. The screen controller looks crazy expensive though- I wonder how much an extra one would cost anyway? Maybe we would be better off with Wiimotes. Also, knowing Nintendo, Wii U will also be region locked, which always puts a damper to anyone's face.

And then there's the good news. I mentioned Wiimotes a moment ago didn't I? That's right- Wii U has full backwards compatibility with all Wii software (Taiko Wii 1, 2 and 3 all work fine) AND every controller ever made for Wii, which means the number of potential control methods for a Wii U Taiko game is insane. Wiimote, Classic Controller, Wii U touchscreen, Wii U buttons, even the Tatacon can theoretically be used to play. This could be a large draw for Namco to publish a Taiko game for Wii. Not to mention even though hardcore 3rd party support is coming en masse (because of the HD graphics and improved performance), it still maintains the family-friendly vibe due to the brandname and the new controller gimmicks, meaning Taiko can still appeal to the same audience as the first three Taiko Wii games did plus the ever-stable group of Taiko fans.

Not much is known yet about this next-gen console Nintendo are planning to make, but one thing's for sure, a Taiko game wouldn't look out of place on it even if Namco decides against publishing one. Not that the chances of a Wii U Taiko happening in the future are low- even a week after E3, the console continues to garner support and positive comments from game developers all over. Hopefully Namco are included in it.

Pros:
-Backwards compatibility
-Massive array of control options because of it
-HD graphics on par/above the levels of PS3 and X360
-New controller has the best of both worlds (button and touch) for Taiko
-Some of the new gimmicks can be used

Cons:
-Downloadable content and online support looks unlikely
-Not many of the new gimmicks can actually be used for Taiko
-Nintendo still loves region-locking


Whatever I've said here is just a brief introduction to the new consoles revealed at E3 this year and their ease of use/likelihood of being used to publish Taiko games for the next 5 or 6 years to come, and I do not mean to turn gaming fans against one another, as both PSVita and Wii U have a good set of advantages and are both great consoles in their own right. My only hope is that as many gamers as possible are able to play and enjoy Taiko, regardless of their affinity to any company's hardware, and not just leaving Taiko on one set of consoles and leaving everyone else out. Make it happen, Namco!