Tuesday, 1 May 2018

PlayStation 3: The Taste of the Living


The internet is a transient medium and very little of it has lasting worth, but isn't the same true of everything?

Back in the 1940s the Americans had a television network called DuMont, which was created by one of the earliest television manufacturers so that people would have something to watch on its TV sets. Despite partnering with Paramount Pictures the network only lasted for a decade, shutting down in 1956. Dumont predated videotape and so most of its shows were broadcast live and never repeated. Many years later its small archive of film-recorded programmes was dumped into New York's East River because there wasn't space to store it, and as the canisters sank to the bottom of the river all the people trapped on the reels of film fought to escape, but it was no use. The water got in and they died.

Imagine if the entire output of Dumont was brought back to life. Digitised and put on the internet, perhaps by Netflix. Available instantly to the entire world. The people on television would be preserved forever, but silent and still because no-one would watch them. A few years ago Pathé News uploaded its archive to Youtube, but most of the clips only have a few hundred views, probably from bots. Occasionally the robonews that passes for internet journalism digs out one of the clips and there's a brief flurry of interest but otherwise Pathé's archives are trapped in a kind of eternal living death. We dream about people and things that are lost to us because the mystery is intriguing, but while the dead sleep the taste of the living moves on and the past becomes small.


If the entirety of television history was freely available to us today the majority of it would go unwatched. The same is true of radio and the written word. Novels, computer games, all media, even people. In the days when great country houses were economically viable it was common for wealthy homeowners to have libraries of books that they never read, paintings that they never looked at, rooms full of old chairs that they never sat on. Lumber rooms, they were called. We each have a personal lumber room in our minds to complement the storage boxes of junk that follow us through our lives.

In the last post I had a look at the Sony PlayStation 3, a games console released on a wave of hype in 2006. The first two PlayStations had been smash hits and great things were expected of the third, but it was technically awkward and broke Sony's winning streak. It still sold millions of units and had lots of great games, but the magic was gone. When the history of the PlayStation is written, many hundreds of years from now, the third PlayStation will be skipped over in a paragraph. It will be an eleven-year black hole. It won't even be remembered as a disaster because, after a slow start, sales picked up and its games library improved.

Back in the mid-2000s the PlayStation 3 was a topic of major importance for a handful of people on the internet who are probably now dead of old age. While researching my article I kept bumping into the digital wasteland of ten-year-old discussion threads with participants who had posted 15,000 individual little messages, who last contributed in 2012, or who were banned, wasting their lives arguing about the PlayStation 3. The internet is full of similarly depressing pits of despair; they are called message boards, and they are depressing because so many people put so much effort into so little. They are depressing because, with a little mental leap, it's not hard to imagine that the everyday lives of most people are similarly inconsequential, including my own life. Am I any better? What did I do with my time that was so good? I can't actually remember what I did in 2006.


The PlayStation 3 was developed at a cost of half a billion dollars by an enormous multinational conglomerate with what was then a dominant position in the market. The first two PlayStations were the most popular consoles of their era - the PlayStation 2 remains the best-selling console of all time - but the PlayStation 3 had a much tougher ride. Despite being marketed with the swaggering arrogance of a market leader, on decade-old gaming forums it's generally perceived as the underdog. In the early years there was a widespread opinion that the console's exclusive titles were inadequate and that multi-console ports looked better on the XBox 360. Fans of the PlayStation 3 were wont to argue that developers didn't know how to use its complicated architecture properly, but that in the future the console would pull ahead.

History shows that it never did. A decade earlier Nintendo fans pinned their hopes on the Nintendo 64DD, a magical device that would make the Nintendo N64 an unbeatable powerhouse. It was a disc drive peripheral that was supposed to solve the N64's cartridge storage limitations, but in the end it was only released in Japan and sold in tiny quantities. It was a failed god. A failed god.

Fans of the PlayStation 3 had a fetish for the console's magical "synergistic processing units", which were miniature supercomputers that could smash atoms and outrace a beam of light. They spent hours of their lives arguing with complete strangers about SPUs and bandwidth and texture streaming and lazy developers. They were desperate people fighting on the deck of a ship that was sinking into an ocean that was slowly filling with poison, on a dying world lit by a sun that was dying in a dying universe, and ten years later I am a distant astronomer peering through a telescope at little specks in the sky.


Fanatics like the Unabomber or Anders Breivik or fans of Frank Zappa tend to assume that their theories are unpopular because the majority of people are too uninformed to see the light, so they use force to make sure that their message is spread. But people aren't as stupid as they think, and without constant force the theories of fanatics die, because they're just assertions without any kind of reasoning to back them up. I have enough experience of obscure media to know that overlooked gems are rare, and that for the most part the good stuff does endure; sometimes it does more than endure, it grows with time. Big Star and Nick Drake are valued far more nowadays than when their music was new. Their music continues to speak to us.

That is my hope for the future. Human society is a giant machine that generates and processes ideas, rejecting some and building on others, and for the most part the bad ideas are rejected and the good preserved in some form. The problem is that it takes time for new ideas to convince the majority, and any attempt to speed up the process is doomed to failure because human society is complex and tends to push back.

But that doesn't mean there's no use trying, so in order to push humanity into a new age I have spent the last few weeks playing a bunch of old PlayStation 3 games. There were over 1,600 games for the PlayStation 3. Someone out there has probably played them all. I haven't. I picked some games that intrigued me and that I haven't played on the PC. Are they playable? Are they still interesting today, many years after the PlayStation 3 was a "thing"? Do they look awesome? With the exception of Gran Turismo 5 all of the screenshots were taken by photographing the screen, so don't blame the console, blame me.


0. Journey
I was eager to try out Journey. Even people who don't play games have heard of Journey. It's one of the most beloved games of the last decade or so, perhaps the single most beloved PlayStation 3 exclusive. And I use the word beloved deliberately, because Journey aspires to make the player feel ooshy. Most games try to make your heart pound or your brain work harder or your sense of the sublime tingle whereas Journey wants you to feel something in the empty space you have behind your ribcage.

It was released in 2012 as part of a small wave of latter-day PlayStation 3 indie games, along with Flower (by the same team), Thomas Was Alone (by a different team), Proteus (also by a different team), Limbo (I'll stop this), Braid, Hotline Miami, probably lots of others. One thing linking all of these games is that they were technically simple. It's not that the world's indie developers suddenly worked out how to use the PlayStation 3's synergistic processing units or that Sony cared about the independent scene, it's that even without exploiting the PlayStation 3's technical idiosyncrasies the machine could easily cope with 2D graphics and simple flat polygons.

Journey is essentially a platform game with very minor puzzle and stealth elements. There are a couple of jump scares and one difficult platform sequence but you can't die or lose the game. In some sections all you have to do is hold the stick forwards in order to progress. Nonetheless the reviews were ecstatic and although sales were modest - brisk, but modest - everybody who played it liked it nay loved it. It's an exercise in style that approaches sentimentality but pulls back. It has a lightness of touch that won me over.

The Long Dark

Graphically it reminded me of The Long Dark. It's mostly flat polygons, with some sparkly lighting effects and swishy sand. The final sequence, in which you negotiate a freezing mountain, is the spitting image of The Long Dark's wintery hellscapes although Journey was released five years earlier and is a very different game.


It has multiplayer, but it's an unusual form of multiplayer. Journey has a kind of permanent open multiplayer. When you start a new game the game picks someone and drops them into your world, at which point he or she becomes your companion. You can't swap text and you don't need the other player to complete the game (when I played it, my companion only appeared in one level). Unlike for example Thomas Was Alone you don't have to jump on anybody's back to reach inaccessible ledges or throw switches simultaneously.

Instead you have to walk and jump and slide and then walk and leap out of your chair in surprise and then hide a bit and then swim and jump and trudge and crawl and die! And then fly and jump and walk and walk and walk until you reach the end of the game, at which point the ending credits show you the names of your travelling companions and there's a nice song.

What's the plot? You're a little chap or lady trudging through the desert on your rendezvous to a shining mountain in the distance. It starts off with an Arabic feel and then abruptly turns into a Tibetan pilgrimage, so on a spiritual level it's eclectic. I bet you any money there's at least someone who believes that Journey is fundamentalist Islamic propaganda.


The game only takes about an hour to complete. I was irritated by the camera, which uses the PlayStation 3 controller's motion-sensing technology in addition to the right stick, which means you have to hold the controller very still otherwise the camera goes all over the place. A menu option to reverse the orientation of the up-down camera control didn't work. Beyond that there isn't enough to criticise in gameplay terms albeit that I've never been fond of the type of platform jumping where you have to ascend a tower by jumping around it. Journey isn't substantial enough to reward more than a couple of playthroughs. Think of it as a nice painting or an objet d'art that you enjoy and would share with your friends if you had any.

Emotional engagement, though. That's what makes it stand out. Other games have expensively-rendered human characters that I don't care about. Journey's characters are instead flappy bits of cloth that are either birds or whales depending on the environment. When you touch them they give you the power to jump, which is fun because the game speeds up when you're airborne. There's a sequence near the beginning where you release a bunch of the cloth birds, and they join you in a downhill sequence where the camera pans around to reveal the sun behind a distant mountain, and although I've seen the sequence before on YouTube it still had an emotional kick. I liked those bits of cloth.

Later in the game the environment becomes freezing cold, and the bits of cloth can't fly any more, and I felt sad. But there's a cave with a heater that you light up, and the birds are happy again! And so was I. I liked that cave. Sadly you can't stay there. There are also two scary sequences where giant metal flying monsters search for you, which might be too intense for younger players, although as mentioned before you can't die.

The opening levels have a very weak non-linear aspect - it's a shame you can't explore more - but the game quickly forces you down a path. I didn't mind. There's a simple story told with hieroglyphs that depicts a technologically-advanced civilisation outstripping its resources and apparently turning on its neighbour. Initially it doesn't make sense because the hieroglyphs are so abstract, but I cottoned on eventually. The final level begins with a tapestry that describes your journey up until to that point in the game. As the camera pans along it becomes apparent that your journey is going to get a lot harder. You're going to crawl before you reach the end. It's an effective bit of non-verbal storytelling.

Journey is available online for the PlayStation 3 via the PlayStation Network, and also as part of a physical compilation including the same team's Flow and Flower. It's also available for the PlayStation 4, although as far as I can tell it's just the same game running at a higher resolution, but it doesn't matter because it has such a stylised look. I haven't mentioned the music, which is context-sensitive and fabulous. It was nominated for a Grammy, which is normally a bad sign, but as with the game it manages to be tuneful without turning into Adiemus-style glurge. At points it's subtle. I like that.

The game went on to be very influential. I proof-read this post a year later, by which time the likes of Gris and Lone Sails were wowing the critics. They probably owe more to Braid and Limbo (which predated Journey), given that they're in 2D, but it's nice to see that indie games are still rockin'. Next game.


1. Gran Turismo 5
In theory Gran Turismo 5 was the PlayStation 3's big launch title. It was announced in 2005, a year before the PlayStation 3 was released. Back then it was called Vision Gran Turismo and it didn't exist; the footage was rendered on a PC, using models from Gran Turismo 4 with some brand-new PC-generated racetracks. Unfortunately for Sony GT5 continued to not exist for five years, leaving the console without the PlayStation's best-selling exclusive franchise for half a decade.

Gran Turismo is a series of race car driving games. The Gran Turismo games are notable for their wide range of cars, their commitment to realism, their terrific graphics and also their extraordinarily hard licence tests. The series is also notable for its influence on western car culture. Before I played the original game I had never thought about importing a Nissan Skyline GT-R from Japan so that I could upgrade the engine and turbocharger to put out 1,000bhp. I didn't know what the word NISMO meant. What was a Eunos and why did it look exactly like an MX-5?

The games were particularly influential in the UK because we drive on the left side of the road, just like Japan, and in the late 1990s importing a car from Japan suddenly became trendy. Off the top of my head you had to change the speedo from KM/H to MPH and perhaps do something with the catalytic converter. Alas the economy didn't remain buoyant and I don't own a Nissan Skyline yet, but there's still time. The games also had a range of ordinary hatchbacks, so you could drive your actual real-life car in a manner that would be illegal on public roads.


Gran Turismo was released across the world in 1998. It was part of a golden age of PlayStation games that lasted from roughly Final Fantasy VII in early 1997 to perhaps Driver in mid-1999; the period saw the launch of Silent Hill, Resident Evil 2 and 3, Metal Gear Solid, Spyro the Dragon, Syphon Filter, G-Police, Colony Wars, and Dance Dance Revolution, which you weren't supposed to like but it sold loads. If we move a few months back into 1996 there was Tomb Raider and Wipeout 2097 and Parappa the Rapper as well.

Despite all this competition Gran Turismo went on to be the PlayStation's most popular title, with sales of over ten million copies. The sequel, released in December 1999, was third-best-selling behind Final Fantasy VII. I remember the late 1990s. Back then console games weren't supposed to be serious or grown-up, and as a PC owner Gran Turismo was something of a shock. The only PC driving games were cartoonish arcade games or Geoff Crammond's deadly serious Grand Prix series. Even to this day there isn't a PC game that's quite like Gran Turismo.

GT5 was preceded by Gran Turismo 5 Prologue, a cut-down sampler with only six tracks and a few cars that was released in 2008. It sold well and attracted good reviews but nowadays feels a bit of a swizz, especially given that it was sold at full price. When Gran Turismo 5 eventually came out there were grumbles. The game had over 1,000 cars, but only 200 of them used brand-new, high-detail models. Most of the remainder were just imported from earlier versions of the game. Furthermore the premium cars included a bunch of novelties that seemed like a waste of development time. It's nice to have a pair of Second World War Volkswagen Kubelwagens and a Camper bus, but they're only used in a couple of Top Gear events, and it would have been nicer if the team had instead made a premium version of the original Ford GT40 or the Lancia Stratos for example.

The standard cars have lower-poly models without interiors, and there are a lot of minor variations of the same basic car - eighteen Honda S2000s, nineteen mark one Mazda MX-5s, masses of Nissan Skylines etc. Some of the new features, such as car damage and a smattering of NASCAR tracks, feel perfunctory. The game has an entire management simulator section that I've explored enough to win the Mazda Furai supercar but no more because the races are twice as long and you can't accelerate time.


On the other hand the driving experience is great fun, which is what really matters. Fun and also incredibly frustrating if you want to get gold medals in the licence tests but that's what Gran Turismo is all about. It also has a terrific photo mode which is why this review is so long, so that I can fit in the screenshots. You can pose your cars - only your premium cars, though - in a variety of settings. You can even pause replays and set up a camera. The photo engine gives you control of aperture, which simulates depth of field, plus focal length and shutter speed. If you choose a low shutter speed the rendering engine adds motion blur. You can even tell the engine to create a double-sized, roughly six megapixel image, although this takes ages. The motion blur effect isn't great and the bokeh is gnarly, and the resulting screenshots are slightly deceptive in the sense that the game itself doesn't look as good, but overall it's almost as much fun as racing.



I have to admit I've only played the first game in any depth, and then a long time ago. I can't compare Gran Turismo 5 with its PlayStation 2 predecessors. The gameplay relies on tonnes of grinding before you can afford exotic cars, the online functionality has long since been turned off, and despite the massive roster of vehicles the game feels surprisingly small-scale. There are only twenty-something tracks, bulked up with cut-down and reversed variations. As with Gran Turismo 2 there are dirt tracks so that you can try out rallying, but there are only three of them and ultimately the rally element feels tacked-on, which is a shame because the Tuscan scenery is good-looking. There's a simple track creator that lets you specify the scenery, length, complexity, camber etc of the track and also the time of day, but only a few tracks support different weather conditions and in the game the vast majority of your driving is in blazing sunshine.

But, yes, the driving feel hits the spot. It might not be accurate. I can't tell, I've never driven a mid-engined car at 110mph, but it feels right. Even though I'm controlling the cars with a PlayStation controller it still feels as if I'm bouncing around inside a physical object hurtling down a track. The mid-engined Toyota MR2 that features in some of these screenshots corners as if it's pivoting sharply around its midpoint whereas the rear-drive monsters in some of the licence tests feel as if the back wants to come out but is willing to be coaxed back in again. It's just a shame that the MR2, along with most of the other cars, is a standard car. It's one of the good-looking standard cars, but you still aren't allowed to get too close to it in the photo replays because the photo engine doesn't allow close-up images of standard cars.


Graphically Gran Turismo 5 is, eight years later, a mixed bag. The premium models are gorgeous and the photo mode can produce some uncannily realistic images, but on the other hand some of the smoke and shadow effects look terrible, spray in particular enveloping the car in an outline of shifting black squares, as shown in the picture of the TVR above. The lights during night driving don't look right in a way that I can't easily put my finger on. It's as if the designers were trying to make street lights and reflective road signs look cinematic, but only went half-way because it wouldn't fit with the realistic look of rest of the game. The track scenery is surprisingly low-detail, too. The developers wanted to make the game run at 60fps and 1080p, and I wonder at which point in development they realised that the PlayStation 3 wasn't going to match their expectations.

The game's version of 1080p is actually 1280x1080 scaled up to 1920x1080, but there's also an option to run it at 720p instead, which apparently runs smoother although I admit I haven't tried it. It has to be said that blazing mid-day sunshine is inherently bland, so even if the game was a graphic marvel it would still be visually boring.


Gran Turismo 5 sold thirteen million copies. It's the PlayStation 3's second-best-selling title. In retrospect it was Gran Turismo's high water mark, and I wonder if the long delay and partially-implemented features put people off the series. After release in late 2010 there were a string of patches, including a major update in late 2011 that added interior views for standard cars and updated the weather, physics, and AI; it was nice that they continued to work on the game, but the upshot nowadays is that if you install an original copy it takes forty minutes or so to update it before you can play it.

It was followed three years later by Gran Turismo 6, which had many more premium cars and apparently a better physics engine. I'll probably buy it at some point. Despite attracting equally favourable reviews it only sold half as many copies as its predecessor.


The current Gran Turismo game is Gran Turismo Sport for the PlayStation 4. It's a conundrum. It's essentially an online-only driving game with far fewer cars and tracks than GT6, but it's not a demo along the lines of Gran Turismo Prologue because it sells at full price, but then again so did Prologue so what is it? Hmm? Still in development, that's what it is, next game.


2. Thomas Was Alone
A very long time ago there was a type of game. 8-bit. You controlled a bunch of robots, one of which could push blocks, another could jump, a third could activate switches. I can't remember the game that started it all but the basic idea reached its apotheosis in the 8-bit world with Head Over Heels (1987), which managed to combine the puzzle aspects of the gameplay style with fun platform jumping and cute graphics. Done badly this kind of game is a nightmarishly unforgiving slog. Thomas Was Alone is pretty good, although I admit that I've only played the first half and have no desire to finish it because I just don't like that type of game.

In Thomas Was Alone you're the guardian spirit of a bunch of little computer programs that live inside a mainframe. They have come to life and you must guide them to safety. Thomas is a rectangle that can jump; Claire is a big square who can float, so if you want Thomas to cross water you have to switch to Claire, make her fall in the water, switch to Thomas, jump him into Claire's back, switch to Claire, move across the water, switch to Thomas and jump to safety etc. I was sickened to find that the first female character was a passive square block so I have reported the game to the Labour Party's central office. Hopefully they will have Thomas' developer arrested, which would be ironic given that, as a software developer, he's probably a leftie.


The other characters are short enough to fit through gaps or are really really good at jumping and so by working together they can negotiate the levels. As with Journey you can't really die or lose. It's basically socialist propaganda about how we have to work together as brothers and sisters* and ordinarily because of this I would snap the disc in half and burn it - socialism can only be cured by strong measures - but it's a downloadable title so there isn't a disc so my anger builds.

* Do left-wingers say "brothers and sisters" any more? That's not very inclusive. "People" sounds crap and "comrades" is hard to take seriously. I'm digressing here.

Thomas has a distinctive visual style. The narration suggests that the author is a big fan of Douglas Adams, which made me feel sad because Adams has now been dead for seventeen years. He was 49! He would be 66 now, so if he was still alive he would still be alive.

Thomas made me care when a rectangle drowned, but on the negative side - not really negative, but slightly-less-positive - I just don't like the basic gameplay style. I've said that already. It's the kind of game that inspires lengthy blog posts about emergent gameplay, which is nonsense because it's just a simple budget-priced puzzle-platform game. Of note the music is lovely. A mixture of processed piano, strings, white noise percussion and square waves. It's monotonous but it lifts the game up a notch and made me feel even more sad/irritated when the little rectangles died, and that's what computer games are all about. People feeling sad/irritated/happy about little rectangles. Next game.


36. XCOM: Enemy Unknown
I have a limited amount of time on this Earth so I'm going to speed up. XCOM was a big hit in 2012. It's a remake/reboot of the classic mid-1990s PC turn-based strategy wargame UFO: Enemy Unknown, which was begat by Laser Squad and Rebelstar 2 (both 1988), which were begat by Rebelstar (1986) which was begat by Rebelstar Raiders (1984), all for the ZX Spectrum and other 8-bit computers of the day. They were developed by British computer nerds Nick and Julian Gollop and their friends.

Thus, along with Elite: Dangerous, XCOM is essentially the remainder of Britain's 8-bit computer scene. It's nice to think that although the likes of Seiddab Attack and Mutant Monty are long-dead at least something remains of those years. I'm old enough to remember Rebelstar. Turn-based wargames are as old as computer games - I wouldn't be surprised to learn that the mathematical modelling of abstract aspects of war was one of the earliest applications of calculating machines - but what separated Rebelstar from the likes of Desert Rats (1985) and Johnny Reb was the scale; you controlled individual soldiers in a confined space rather than formations on a large battlefield. It felt more immediate, less numbery.


The game encourages you to run from cover to cover - the half-shields represent partial cover, and perhaps unrealistically the back of this hatchback counts as full cover, even though bullets would go straight through. You can in theory move your soldiers anywhere, but it's not usually a good idea.



UFO was ferociously hard, surprisingly deep, addictive but also an acquired taste. Back in the 1980s PC games were generally no fun to play; they weren't enjoyable or entertaining in the least. They weren't supposed to be fun. They were made for grown-ups. I'm talking about the likes of Microsoft Flight Simulator, Ultima, and those awful Sierra adventures where you died all the time.

Do you remember? Sierra was a software house that released a bunch of point and click adventures in the 1980 and 1990s. Their games were very popular. They had the worst kind of player-hostile trial-and-error puzzles. You are starving and you find a loaf of bread and an apple. You pick up the bread but die immediately because it's actually a bread golem that comes to life and kills you. There was no way to know this in advance, you just had to die and then remember not to do that next time. Or the second screen has a bunch of junk including a ceramic mug. If you don't pick up the mug the game becomes unwinnable three hours later because you need something to hold acidic orc blood and the only object in the game that works is the ceramic mug and you can't go back to the second screen. That kind of game. Hateful awful piles of cack.

PC games in the 1980s were like that. They were aimed at the kind of people who didn't enjoy having fun because fun was for kids. Flying a plane across country in Flight Simulator 4 in real time with six hundred dollars' worth of add-on scenery and real-time weather wasn't stupid because it felt meaningful, even though it was stupid. Ditto min-maxing your character's stats in a role-playing game. PC games fans of the 1980s are now old or dead but a genetic memory of their bitter, empty mindset remains; modern-day PC gamers still have a snobby aversion to console games because they're just pure entertainment and that's wrong. The rivalry grew in the 2000s when it became apparent that developers were abandoning the PC for consoles, or even worse developing games for consoles first and then porting them with minimal changes to the PC.

In my opinion the problem isn't consoles. They are just platforms. As always the problem is people, and if that means that some people - some groups of people - have to be hunted down and put to death like disease-carrying dogs, so be it. We can breed more people to replace them. More, better people. It will be fun! UFO had some of the anti-entertainment aspects of early PC games. You had to micromanage ammunition supplies and even tell your solders which direction to face, but at the same time the core gameplay was entertaining once you got the hang of it.


I was curious to see how XCOM worked and whether I could translate the useless skills I learned in UFO to this new environment. XCOM simplifies UFO in ways that are almost always positive. Your soldiers are smarter than before and can take care of themselves; you don't have to buy ammo; you have just one base, with lots of remote aircraft hangars; you can in theory treat your soldiers as expendable cannon fodder, as per the original, but with only four soldiers available in each mission at the start of the game that approach doesn't work as well. Your soldiers benefit more from experience and it's genuinely wrenching when one of your best people is unexpectedly reaction-shot by a Sectopod. This actually happened. I forgot that they get a free reaction shot. As with the original your squad is a multi-national, mixed-race-mixed-gender bunch of volunteers who, in the expansion packs, can even become transhuman, so in terms of diversity points it's the best game in this article by miles.

I haven't described the game. The XCOM games all have the same basic scenario. The Earth is under attack by aliens. They could easily destroy us so the governments of Earth create a secret anti-alien task force to fight the aliens and steal their technology without them noticing. It's basically Gerry Anderson's UFO (1969) but without the moonbase or Gabrielle Drake in fetish gear. One half of XCOM involves upgrading your base and researching new weapons; the other half is a turn-based wargame in which your soldiers are supposed to shoot and grenade the aliens into submission.

That's the theory. In practice your rocket launcher man will be mind controlled on the second turn and kill most of the squad. Or your soldiers will conduct a brilliant sweep-and-clear operation and then die instantly because a blaster bomb came out of nowhere. Or your best soldier will take the last move of your turn only to discover a Chryssalid hidden around the corner, which means that on the alien turn your soldier is doomed to die, and to make matters worse after he dies he'll come back as a zombie, and when you kill the zombie another Chryssalid pops out. The games have minor variations (mind control was pervasive in UFO, less so in XCOM ) but that's the idea.

I counted them all out and I counted them all back

XCOM: Enemy Unknown is top-notch and I ended up playing it more than the other games I bought. I found it generally easier than UFO although mind control and Cyberdiscs can still throw a spanner in the works. In the original game your soldiers had a time unit system whereby they could perform as many actions as you wanted during a turn provided they had enough time units left. In XCOM your soldiers only have two actions per turn, with shooting ending the turn. With a few exceptions they can either shoot, or run and shoot, or run and guard, or run and run again. One tactical upshot is that no matter how well your strategy the enemy can overwhelm you with sheer numbers; if your squad has six soldiers you can only shoot at six baddies per turn, which is awkward if there are seven enemies because one baddie will get a free shot. Furthermore the N-Squared law is in full effect; assuming qualitative parity even a small numeric advantage can create a snowball effect that causes your team to shatter rapidly when you start taking casualties.

As a consequence I initially adopted a cautious approach, crawling through the maps, which was at odds with the game's emphasis on flanking. Over time it became apparent that giving my soldiers futuristic alloy-firing shotguns and asking them to close to point-blank range was surprisingly effective and, as with UFO, there's a depth to the tactical gameplay that unfolds gradually. On easier difficulties it's enough to advance until you meet the enemy and then open fire until they die, whereas on the harder difficulties you often have to withdraw to a more tactically sound position in the hope that the enemy will overextend itself in the pursuit.

Some of the changes are less good. Your soldiers don't have an inventory any more. The equipment they start with is assigned on a per-soldier basis and remains with them. This means that the classic strategy from UFO whereby your soldiers threw grenades to each other in a relay chain until one soldier was within grenade range of the enemy is no longer possible. Furthermore if the soldier holding the medikit is killed no-one else can pick it up, even though everyone can in theory use it. Enemy weapons self-destruct when you kill the baddies, which means you no longer get piles of weapons for free, and furthermore you can't sell the things you manufacture. You can however sell anything else you pick up during a battle, although bizarrely the money values have been rounded down so that a UFO flight computer sells for $70 and your monthly budget is $700 or so. They're not literally dollars and perhaps the game's $70 is actually $70,000 but it's still odd.

About the only downside is a feeling that the game railroaded me into finishing it at a brisk pace. I felt that there was an enforced storyline hurrying me up, and ironically because I did so well in the early missions I found myself reaching the end-game long before my soldiers were strong enough to actually win the final battle. I had to basically fill time for a few months, carrying out missions until my stats were good enough to take on the Ethereal Elite. The original game had an infinite variety of procedurally-generated maps but XCOM only has seventy or so, albeit that some are one-time-only affairs. I imagine that after finishing it I will play it once again at a higher difficulty level and then stop.

XCOM: Enemy Unknown was followed a year later by XCOM: Enemy Within, a standalone expansion that contained the original game plus some extra baddies and cyborg soldiers. In 2016 the original Enemy Unknown was delisted from the PlayStation and XBox online stores in favour of Enemy Within, so the only way to get it nowadays for games consoles is on the used market. It's still available for PC owners on Steam, however. XCOM is, incidentally, the kind of game that PC owners get angry about, because it's a legacy home computer franchise modified to work with games consoles, but my impression is that its reception amongst the PC master race was surprisingly positive, so perhaps there is hope for them. The proper sequel, XCOM 2: No Subtitle, was released in 2016 for modern gaming platforms.

I haven't mentioned the cutscenes. XCOM introduces some characters who run your base. Dr Vahlen is a lady scientist who researches technology; Dr Shen oversees construction; Central Officer Bradford is a gung-ho man of action who wears a woolly pully and delivers exposition. Objectively the cutscenes aren't very good. They have the typical video game acting where everybody gesticulates instead of emoting. Dr Shen is presumably supposed to be from the Far East and is even voiced by an actor from Cambodia, but he looks like an English farmer; Dr Vahlen is a stereotypical German ice maiden but she sounds like an English woman putting on a German accent. Nonetheless the characters worked in a cartoonish way and I will miss them, next game.

The music is great, too. It's context-sensitive and has an epic, heroic tone that makes the game sound expensive, even though developers Firaxis - famous for the Civilization franchise - are relatively small fish in a big pond, next game really this time.

"All over this land - all over this wasteland". This screenshot was photographed with a camera that doesn't have an anti-aliasing filter, so it suffers badly from a moire pattern.

960. Fallout 3
We're in the home stretch here. I also played Uncharted 2, but only for an hour or so. It didn't grab me. And Operation Flashpoint: Dragon Rising, which looked crummy on the PS3 and simply didn't work with a PlayStation controller. Fallout is one of those long-running franchises that has been around for ages but I've completely ignored it. Partially because the idea doesn't grab me and partially because I don't have the time to invest in a role-playing game. Its predecessor, Wasteland, is thirty years old this year.

The Fallout universe is a mish-mash of ideas that were trendy in the 1980s, squashed together as if the creative minds behind the games didn't care if they made sense individually or worked as a whole. It's set in a version of America where the 1950s never ended and technology retained the early-jet-age valve radio aesthetic, so it's a little bit reminiscent of Buckaroo Banzai or Cherry 2000 or Pleasantville. It takes place centuries after a nuclear war and so there's an obvious Max Max influence, but also it has the cobbled-together-from-parts look of Hardware and Steel Dawn. It takes place in a ruined Washington DC which has the look of Escape from New York or those Italian Bronx-is-burning films. It posits the idea that the post-war authorities will be corrupt, petty and fundamentally evil - and also slightly pathetic, because they're trapped in a bunker - so it reminded me a little bit of Night of the Comet or A Boy and His Dog. And it has the flippant tone of something like Max Headroom or Robocop.



The first two Fallout titles were isometric-style role playing games. The development team began work on a third game, but the publishers ran into trouble and sold the licence to another studio, with the result that on release in 2008 Fallout 3 had a cool reception from Fallout trufans. Nonetheless it sold well and nowadays it's widely regarded as one of the best or at least most important games of the 2000s, albeit that long-term Fallout fans still diss it.

The initial release was plagued with bugs and the PlayStation 3 version in particular received poor reviews, but by now the game has been patched several times and I have only experienced one lock-up to date. The physics engine tends to make objects jitter spontaneously, but that's not unique to Fallout 3. To my eyes the PlayStation 3 version looks ragged, with no antialiasing and lots of scenery pop-up in the open, but the lighting effects are nice and it still has a decent sense of scale.

The developers of the first two Fallout titles were later hired to write the next game, New Vegas, so I assume there were no hard feelings. A full-blown sequel, Fallout 4, was released in 2015. Reviews were again good, although in retrospect it tends to be viewed as a disappointment. It did however break sales records. Such is the awful state of video games journalism that I can't tell how many copies it sold, but suffice it to say that it sold a lot of copies. It's the kind of game that, even if you don't own it, you know a little bit about the mythos from Reddit posts. The Pip-Boy for example. "War never changes", from the opening narration, which is a pretty stupid quote if you ask me. It would be more poetic to say that human nature never changes, or that you don't know what you've got until it's gone, or that human beings are ants fighting for supremacy on a dungheap, or almost anything else.

What is Fallout 3? Long after nuclear armageddon America is still radioactive, but people eke out a living. Some people live comfortable lives underground in pre-war Vaults; the game begins with your character growing up in a Vault. Your dad is a doctor. Life seems fine albeit regimented, but one day you wake up to find that your dad has left the vault and the authorities want to find you and kill you! So you escape and try to follow your dad, but because this is a role-playing game it's a good idea to improve your stats first so you end up shooting ants with a rifle and whacking mutated rats with a stick that makes their head explode.

VATS in action

It's one of those games where you learn how to be a sniper by shooting hundreds of insects and if someone shoots you at point-blank range you can pause the game and apply medication. One of those games where your backpack-mounted minigun barely hurts anybody until you level up a few times, at which point the bullets become more lethal. In combat you have a choice of aiming manually, which is difficult with a PlayStation 3 controller, or using VATS, a quasi-turn-based system whereby time pauses while you target the opponent's limbs, with the limitation that each attack uses up a certain amount of your action points, so you can't just hit the VATS button and get infinite free attacks. VATS is a clever, pragmatic idea that works well.

The game takes place in a mixture of an expansive outdoors wilderness and indoors environments, with loading pauses. It's fascinating to compare it with STALKER: Shadow of Chernobyl, which was released a year earlier. STALKER is an action game with very mild adventure elements; Fallout 3 is the opposite, essentially a talk-to-people-and-do-fetch-quests game with perfunctory shooting. They both take place in a grim environment but STALKER is generally better-looking and much more atmospheric for reasons I will get to in a moment. They're good but in different ways. Fallout 3 has more to do. STALKER is spookier and more memorable.

Fallout 3 has a few problems that stop me loving it and loving the Fallout series in general. The 80s-style post-modern retro-50s filtered-through-the-cynical-1990s tone feels dated. The human characters all look like ten-year-old boys. The baddies are incredibly generic. The super mutants in particular are just fantasy orcs with rifles. In my opinion if a game has giant ants and giant flies it's a sign that the developers don't have many ideas.

Furthermore the art style is frustratingly inconsistent. The centaur mutant is genuinely grotesque but the larger mutant animals mostly look like cartoons, as if they didn't belong to the same universe. I can't tell if the developers had to port a bunch of bad ideas from the earlier games in the series or if they just raided models from several public domain 3D model libraries and tweaked them a bit.


The biggest problem is the writing. Despite the 18 certificate the writing is weak and tonally all over the map. It has a spoofy, flippant tone that irritates me, because it reminds of those awful Sierra Adventures. When talking with characters the game tries to give you a chance to role-play, but it boils down to having the option of a sensible response, or "that's stupid and sucks you moron die die die". As with STALKER the characters in the first major location are more diverse and better-written than the characters that appear later, so perhaps the developers simply didn't have much time to write masses of high-quality dialogue.

The inconsistency of tone really killed it for me. STALKER had issues but it was atmospheric because the game world hung together. The characters in the game seemed to believe in their predicament so I cared about them. The environmental graphics and models had verisimilitude. There was humour, but it never encouraged the player to laugh at the game. In general there was a tonal shift in Western media in the early 2000s, away from the nothing-matters, it's-all-just-a-joke irony of the 1990s to a more heartfelt, it's-okay-to-cry style. If I was writing a university essay I would devote the next ten thousand words to an exploration of the impact of 9/11 and the wars against terror and MoveOn etc on Western culture, but on a pragmatic, prosaic level I've always felt it arose simply because the all-of-these-characters-are-assholes, and-it's-all-just-a-joke style is a dead end and it's more emotionally engaging to have someone to root for.

Throughout the 2000s the unquestioning hero worship of Band of Brothers eventually gave way to nuance, and it's interesting to compare Brothers with Generation Kill in that respect. Nonetheless even the super-cynical likes of The Wire and Breaking Bad entertained the possibility of hope - in the former case the emotional impact of the series came not from the total negation of positivity but from its continual frustration - which is unfortunate for Fallout 3 because it feels stuck in the 1990s. It veers from spoof to melodrama to spoof in a way that suggests not that the writers were trying to portray a morally ambiguous world, but instead that they had a tight deadline and were all working independently and weren't very good.

It also reminded me of the music of Frank Zappa, in that some of the writing has the form of humour and is intended to be funny, and there are quirky characters, but there are no laughs because humour is more than just a bunch of zany characters acting stupid. At other points the game does try to take things seriously. The central plot involving your dad is mostly straight-faced, as is a short quest involving an android who wants to escape from slavery - the voice acting really sells this one in particular - but it doesn't work because the writing isn't good enough.



On a more prosaic level the game's quests usually have a bunch of odd, counter-intuitive options, none of which make sense, so instead of using your brain to work things out you have to consult a guide to determine which thing the game expected you to do. At one point I was confronted by a wannabe-vampire teenager who had killed and mutilated his parents out of a perverse sense of bloodlust. On a rational level he's an unstable killer, and given that the game takes place in a dog-eat-dog post-nuclear wasteland it's implausible that anybody would keep him around. However the correct solution to the problem is to give him a letter from his sister and offer to let him return to his home where he can live in peace, because his killing spree was obviously just a growth spurt.

Later on I found a scientist who had been experimenting on ants; his incompetence had resulted in the death of a small village. Again, on a rational level he's a menace and the world would be better off without him, but the game's correct solution is to help him conduct even more experiments, even though he's obviously going to make things worse. At one point I found a village under siege from super mutants; the obvious solution is to help them, but after suffering through the other quests I wondered if I was instead supposed to poison them because they were secretly Nazis or something equally obtuse (a more creative solution - hiring seven magnificent bandits to protect the village - isn't an option). It's just bad writing, and from a gameplay point of view it's irritating because it makes some of the quests feel arbitrary. I'm sorry to drone on about this, but with better writing Fallout 3 would have been a masterpiece. Imagine STALKER but with more substance. Instead it feels like Leisure Suit Space Quest Nine Million in 3D.

Even the soundtrack is inconsistent. There's an impressive orchestral score which makes the game feel like an epic; it's undercut by a library of catchy big band and martial tunes that play over the in-game radio. As a brief joke in one location it would have been funny, but it's heavy-handedly applied throughout the entire game. Also, while I'm in a bad mood, the first-person combat isn't very good. Fallout 3 is ultimately entertaining as a kind of role-playing junk food but I expected more.


1600. Batman: Arkham Asylum
Let's wrap this up. I can do brief. I can write to a short quota. Batman: Arkham Asylum was a big hit back in 2009. It was developed by London-based Rocksteady Studios and was, famously, just their second game. They hit it out of the park, kicking off a lucrative new Batman franchise that continues to top charts worldwide.

Mythos-wise it's a combination of the classic comics and The Animated Series. From the latter it has Kevin Conroy as the voice of Batman and Mark Hamill as The Joker, making this the second game I've played with voice acting from Mark Hamill, after the old Star Wars coin-op. Remember that? "Red Five standing by", "look at the size of that thing" etc. That was Mark Hamill. His voice casts a long shadow over the landscape of video games. He was the alpha and perhaps he will be the omega. The first and the last. Something something waters of life etc. Was Mark Hamill the first recognisable human voice in a video game? Please send your answers on a postcard to Mark Hamill himself courtesy of Walt Disney Productions in Hollywood. Just write "yes" or "no", nothing else. I had a dream about him last night. Mark Hamill. I can't remember the substance of the dream, only that it featured another actor of a similar age. Ian McKellen? If only I could dream about Monica Bellucci more often.

The basic plot and some of the villains and indeed the name of Arkham are reminiscent of the old Arkham Asylum graphic novel, although thankfully the game doesn't copy the comic's art style. It would be incomprehensible if it did. In a refreshingly swift introduction Batman once again captures The Joker and takes him to Arkham Asylum. With the help of distaff sidekick Harley Quinn and other inmates The Joker breaks free from his captors, but instead of escaping the madhouse he takes over.

As Batman your job is to punch the Joker really hard in the teeth with an exploding fist, but before you can do that you have to wade through his henchpeople and also some mini-bosses, none of which I have done because I've only finished 10% of the game. It's not that I don't like it, I just don't have time.

Kick, punch, it's all in the mind

But the bits I have played are good fun. It's basically a cross between Metal Gear Solid and top Indonesian action film The Raid, or alternatively Dredd with Batman and no guns. Imagine if Rocksteady made a Dredd game! They should do that.

You fight generic baddies by mashing the square, triangle, and circle buttons depending on whether you want to attack, defend, or stun. It's simple and repetitive but Batman is a much better fighter than I am so the fights are pure entertainment, and that's what counts. Against opponents who have guns the game becomes Metal Gear Solid with a grappling hook. You have to swoop up into the rafters with your grapple gun and then swoop down onto the baddies when they have their backs turned, and then swoop back to safety while the other guards mill around in confusion.

The use of a third dimension during the action scenes could have been awkward, but the developers put a tonne of polish into the gameplay. It's streamlined without feeling as if you're just hitting buttons rhythmically. There's even a very mild non-linear element whereby you're free to run around Arkham searching for bonuses if you don't want to immediately run through the storyline. Difficulty-wise it's forgiving (Batman can take a couple of bullet hits and mashing R1 often springs you out of trouble) but I am playing on normal difficulty, so what do I know?

Graphically the animation during the cutscenes is rough and the outdoors sections look as if Arkham Asylum is underwater. The interior locations have a lot of scenery objects that don't quite disguise the fact that the rooms are square blocks with some medical trays dotted here and there, but then again this is a game from 2009. I enjoyed Asylum even though I'm not a fan of the Tomb Raider / Metal Gear Solid gameplay style. I'm not the right person to review the game so I will move swiftly on.

Asylum was followed by an apparently more open-worldy sequel, Arkham City, in 2011, which was also a big hit. I have it, but I haven't played it. The final PlayStation 3-generation game in the series was Arkham Origins, released in 2013. A current-generation sequel, Arkham Knight, was released in 2015. The PC version was notoriously bad, to such an extent that the publishers withdrew it from sale for four months. It's better now.

As mentioned in the previous post this stash set me back about £15 in total, versus several hundred pounds if I had bought them when they were new. The non-exclusive titles are available on Steam or GOG for the PC for around £7.99-£14.99 or so each. That's not quite comparing like-with-like, but used PC games are an awkward proposition because they're usually tied to a one-use-only licence.

In Summary
Of all the aforementioned Fallout 3 was developed first as a PC game and then ported to consoles but the rest were developed for consoles first. Thomas Was Alone is an exception - it was originally a platform-independent browser-based game. Of the lot XCOM has the fewest technical issues on the PS3. It occasionally judders when moving the camera around and takes a while to load textures. Beyond that it doesn't look obviously dated or limited albeit that the game isn't technically demanding. Fallout 3 looks rough, Arkham has the typical PlayStation 3 problem of jagged-looking graphics but all of the games are still playable today. I was particularly impressed that Fallout 3 worked at all. It's not the bug-ridden, unplayable mess I was expecting.

One good thing about playing these games on period hardware is that they don't require tweaking to work and are available in their finally-patched forms. Operation Flashpoint: Dragon Rising is apparently hard to get working on modern Windows machines, but on the PlayStation 3 it's just as bad as it was when it was new, but it works. The downside of playing games on a console is the lack of support for mods, which is particularly unfortunate in the case of XCOM: Enemy Unknown / Enemy Within. XCOM has Long War, an apparently terrific mod that adds some new features and brings back some features from UFO.

Did any of these games encourage me to buy a modern games console? No. I don't play very many games, and the ones I do play - DayZ, The Long Dark, DOOM - look and play better on the PC. Most console-exclusive games are of a style I can't stand. You know the type; cover-based shooters, or fantasy adventure games with a series of setpieces one after the other. I've never liked setpiece-style, action movie-style games because they only have a limited amount of gameplay and the replayability comes from going back and collecting trophies, which feels like a waste of my life. Whereas instead running across muddy fields in DayZ for forty minutes and then eating ten apples is a productive way of spending what little time I have left on this planet.

There are three unknown factors that intrigue me. Firstly The Last of Us, a console-style game that was released late in the PlayStation 3's life. It's a good-looking cover-based stealth game but less restrictive than most. The reviews were ecstatic, often lamenting the fact that the PlayStation 3's most technically show-offy title was released right at the end of its life cycle. I'll have to try it out some day. The next is Spec Ops: The Line, another cover-based shooter that's a kind of tonal antidote to Fallout 3, in that it sets up an apocalyptic scenario with moral quandries and treats them seriously. The third is WipeOut HD, just for nostalgia; it was once one of the PlayStation's flagship titles but seemed to fade away in the PlayStation 2 years.

Saturday, 14 April 2018

PlayStation 3: The Negative Influence of Externalities


There's an old maxim about patience. The gist of it is that patience is a virtue. Do you know how the maxim goes? "Patience is a virtue". That's how it goes.

Patience is a virtue, especially when it comes to video games. Games are often released in a partially-completed state and are only finished after months of patches, assuming they're finished at all. Brand-new games are expensive, and in the absence of any decent gaming journalism there's no way to tell whether a game is any good or not without getting hold of it first. Time is like a blowtorch to bad games. It burns away the dross. The righteous survive.

Some good games, plus Operation Flashpoint: Dragon Rising. Total cost about £15, versus about £250 if I had bought them new. Not pictured: Batman: Arkham Asylum, Journey, and Thomas Was Alone.

And so it came to pass that only twelve short years after the PlayStation 3 was released, I decided to try it out. Or rather six years. Twelve years. Six years. Nine years. The PlayStation 3 was launched in 2006 but didn't really start to win over the crowd until the Slim model, which was released in 2009. My machine is the final version, the Super-Slim, which was introduced in 2012. At that point the machine was nearing retirement but still had a bit of life left in it. The console's heyday was roughly 2008-2012, but The Last of Us, Grand Theft Auto V and Journey, among others, were released in a final burst during the Super-Slim era.

The PlayStation 3 had an infamously rough launch. It came out a year after the Xbox 360, but despite Sony's incredibly bullish publicity sales were very slow at first. For three years it was outsold by the PlayStation 2, which had been launched in 2000, and on a technological level the esoteric architecture promised much but continually failed to deliver a knock-out blow to the competition. Review after review of multiplatform titles pointed out that games on the Xbox 360 looked much the same if not slightly smoother than games on the PS3, and ran no slower.

On a technological level the PlayStation 2 was a major advance over the original PlayStation, but the PlayStation 3 felt like more of the same, but at a slightly higher resolution and a much higher price. You may have already seen this video, which compiles highlights of Sony's 2006 launch announcement:


Five hundred and ninety-nine dollars was a lot of money in 2006. At launch the console was more than four times the price of a brand-new PlayStation 2 Slim, two hundred dollars more than an Xbox 360. Here in the UK it was £425, particularly galling given that the Sterling/Dollar exchange rate was almost two dollars to the pound at the time. There was a cheaper model with a smaller hard drive, but it wasn't sold in the UK. The UK launch bundle included the cables and a controller and that was it! No game, no Blu-Ray film, nothing.

Gran Turismo 5 was the first proper Gran Turismo game for the PlayStation 3. It was stuck in development hell for ages and didn't come out until 2010. In general it was worth the wait, although it only came into its own after a series of patches.

The PS3 was much cheaper than a home theatre system or a gaming PC, but neither of those markets were particularly interested in a games console. Kids who just wanted to play the new Metal Gear Solid game found it difficult to persuade their parents to splash out on a PS3, and even though 2006 was still in the midst of a credit-fuelled boom I imagine that adults were starting to feel uneasy about having thousands of pounds of debt spread across six credit cards.

Sony didn't care that the PS3 was expensive. In an interview that raised eyebrows in 2005 Sony bigwig Ken Kutaragi opined that consumers would want to work more hours to buy a PS3. He pooh-poohed the competition and came across as a man drunk on his own success. The PlayStation and PlayStation 2 were the best-selling consoles of all time, but by 2006 the competition was much stiffer.

Nonetheless, as far as Sony was concerned the PlayStation 3 had no competition and would sell five million units even if there were no games to play on it and no films to watch, and again I'm not making this up. Sony executive David Reeve really did believe that five million Sony fans would buy a PlayStation 3 just to own it. There's no way of knowing if he was right or not. My personal recollection is that the PS3 didn't have the same kind of confident swagger as the PS2, or the understated class of the original PlayStation. If it had been a film, it would have been the 1998 version of Godzilla; a synthetic event that made a lot of money but didn't have a future.

I bought mine mainly as a Blu-Ray player. Zardoz isn't a great Blu-Ray showcase - Geoffrey Unsworth used fog filters and smoke abundantly - and John Boorman's commentary is sourced from the DVD, but it's a fascinating film. Shown here the Twilight Time edition. All the screenshots in this article were taken by photographing the screen. Zardoz is not yet a computer game but the material is there.

And yet over the next decade Sony gradually turned things around. The PlayStation 3's launch range was weak, but when developers finally got to grips with it a string of great games emerged, and I imagine that if you were born after the year 2000 you probably remember the console more fondly than I do. Despite the high price it sold tens of millions of units and, although it was outsold by by Xbox 360, the gap was tiny, and the Xbox had a one-year head start. It established Blu-Ray as the sole high-def optical disc format, albeit that it was something of a Pyrrhic victory. Its exclusive titles included Gran Turismo 5, God of War III, The Last of Us and Uncharted 2, classics all. Furthermore its hardware really did form the basis of a credible supercomputer. although the company's decision to drop Linux support with later versions of the firmware put the brakes on its supercomputer applications.

Before launch Sony boasted that the PS3 was a paradigm-shifting home entertainment centre, and in their defence the PS3 was a solid Blu-Ray and DVD player. From 2008 onwards Sony's PlayTV peripheral turned it into a competent television recorder and latterly it became a popular vehicle for Netflix. It could play media from USB sticks and even surf the internet at a pinch, although the browser was very clunky and Sony never implemented a general app store, e.g. there was never a word processor or spreadsheet for the PS3, even though it supported USB keyboards and mice.

Nonetheless the PS3 will always be tainted by the scent of failure, or at the very least unfulfilled promise. It was expensive to make. Over the console's lifespan Sony had to cut features to get the unit cost down - PlayStation 2 compatibility went first, then Linux support, then eventually the motorised disc slot. On a broader level it embodied everything that had gone wrong with Sony. The company began the decade as a well-loved consumer electronics giant that seemed to "get it", but by 2010 it was an unwieldy giant with a reputation for technical eccentricity and a range of products designed by different departments that didn't want to compete with each other. With the PlayStation 4 Sony has regained some of its former magic, but it will never be the invincible Sony of the early 2000s.

The first two models had a slot-loading Blu-Ray drive. The Super Slim has a top-loader, plus a smaller case with simpler internals. It has a smaller power supply and uses less power than the other machines. According to my voltmeter, this Super Slim model draws 65w idling and around 73w when playing Fallout 3, less than half the original 2006 fat model.

Most PlayStation 3s came with a standard 2.5" SATA laptop hard drive, which was user-replaceable. My model - a late budget variant only sold in Europe - has a 12gb flash drive built onto the motherboard. I think it was an experiment created in response to the flooding in Thailand that raised hard drive prices. Although PlayStation 3 games mostly stream from the Blu-Ray, 12gb still isn't enough for more than a couple of games, but the hard drive bay is fully functional and it's easy to add a hard drive.

You do however need to get hold of a hard drive bracket, but they're available on eBay for a fiver including postage. The PlayStation 3 formats the drive, and then asks if you want to transfer everything across from the 12gb internal storage; you can't use both storage media at the same time.

Let's talk about the technology. The PlayStation 3 used a novel new CPU - the Cell Broadband Engine - that had been designed by Sony, Toshiba, and IBM. It was essentially a multi-core development of the PowerPC 970 that appeared in the Apple Power Macintosh G5, but with a twist. The Cell combined a single-core 64-bit PowerPC Power Processing Element with eight Synergistic Processing Units or Synergistic Processing Elements depending on which source you read. The SPUs were little number-crunchers that could operate on blocks of data in parallel. Six of them were available to developers. The idea was that some tasks could be offloaded to the SPUs while the CPU ran the main game loop, but coding the SPUs required a lot of planning and know-how, and quite often games were ported to the console without making much use of the SPUs at all. This was unfortunate because the single-core PPE was, shorn of the SPUs, not particularly powerful.

I don't know what any of this means either. It sounds authoritative, that's what matters. Sony had high hopes for Cell. The company had a dream that in the near future your home would be full of Cell-powered devices that could link up with each other. It was apparently designed as a system-on-a-chip that would power televisions, Blu-Ray players, hi-fi systems and so forth; there are rumours that Sony originally hoped a Cell-powered PlayStation 3 could do without a separate graphics card, but in the end that was too optimistic.

Alas the Cell turned out to be a dead end. After a long delay Toshiba released a Cell-powered television in 2010, but as far as I can tell no other consumer devised used it. Notably Sony's own Bravia televisions used ARM or MIPS chips instead. There were Cell expansion boards for PCs, but they were obscure things aimed at the academic market. The idea of multi-core computing was sound, and was widely adopted in the years that followed, but the Cell's particular implementation went nowhere. It remains one of the big what-ifs of gaming technology, because it strikes me that with more memory and better development tools it might have been a big leap.

The PlayStation 3's GPU was a cut-down variation of the almost-two-year-old NVidia GeForce 7800. It had 256mb of memory. The rest of the PS3 had 256mb of memory as well, shared between the Cell's main CPU and its SPUs. The lack of main memory and relatively weak graphics card were a continual bone of contention with developers. There was a perception that the console was terrific at modelling colliding galaxies but not particularly outstanding for games. The high-capacity Blu-Ray drive could store a tonne of data, but it wasn't very fast, so developers had to be very careful when they streamed textures from the disc.


The PlayStation 3's GUI was called the XrossMediaBar. It's pronounced CrossMediaBar because the letter X is pronounced C in Sony's world. You push left or right to switch between games, films, online services, system settings etc, up and down to select options. It's not bad, although occasionally sluggish, and the system menu is too big. The PlayStation Store is a buggy mess that crashes if you select "view downloads" if you don't have any downloads.

In contrast the Xbox 360's architecture was simpler. It had a three-core IBM PowerPC chip, apparently a variation of the Cell's PPE, that shared a common pool of 512mb memory with a powerful, custom-made graphics card supplied by ATI. It appears that most Xbox games didn't make use of the CPU's multi-core architecture, which potentially put the Xbox at a disadvantage, but in practice developers didn't use the PS3's SPUs either. As a consequence most seventh-generation games ran on their respective consoles' CPU and GPU only, which benefited the Xbox because it had a more powerful GPU.

Contemporary multi-platform reviews often pointed out that Xbox games had better anti-aliasing and ran at slightly higher resolutions than the PlayStation 3 equivalents, with the poorly-optimised PS3 port of Half-Life 2 coming in for particular criticism. The Xbox 360 version was a perfect recreation of the three-year-old PC original; the PS3 version was jerky and had awkward loading pauses.

The PlayStation 3 had Blu-Ray, standard SATA hard drives vs the Xbox's proprietary units, and a lower albeit still troublesome failure rate, but ultimately the Xbox 360 was the better console. The original Xbox was solid but mostly an irrelevance; with the Xbox 360 Microsoft tried harder, and pulled off one of the most impressive turnarounds in video gaming history. And then ironically the company repeated most of Sony's mistakes with the Xbox One, but that's another story entirely.

A filthy dirty DualShock 3. The PlayStation 3 was launched with the SIXAXIS, which looked the same but didn't have a rumble pack. Legal problems, apparently. As a PC person I'm used to keyboard and mouse, but the PlayStation's controller is a decent go at solving the problem of a compact, easily portable, handheld flexible control system.

There was a third player in the console wars. The Nintendo Wii was dismissed by young male games fans as a toy, because it was technically weak and came in a white case, and the pack-in game involved dancing around the living room with a motion-sensing remote control. The Wii was always associated with elderly people in their thirties and older. It wasn't cool. It was however a huge sales success, and whereas the Xbox 360 and PlayStation were sold at a loss the Wii was profitable. Rumour had it that the console was essentially a Nintendo Gamecube with expanded memory and a faster processor but otherwise very few changes. Nonetheless Nintendo made a fortune from the Wii, which it almost immediately wasted on the Wii U, but again that's another story.

The success of the Wii caught Sony and Microsoft off-guard. It prompted both companies to launch their own motion-sensing technology - Sony even tried twice, firstly with the SIXAXIS controller and latterly with the PlayStation Move - although neither of them caught the public's imagination to the same extent as the Wii. The Move still exists but Microsoft's Kinect was discontinued at the end of 2017.

I have long been a home computer person, and for me games consoles are background noise, but even I was aware of the Nintendo Wii. It was covered in the national news. For a brief moment Nintendo was the smart underdog that gave the people what they wanted, and Sony and Microsoft were big unfriendly giants selling console equivalents of the Ford Excursion.

The PlayStation 3 was launched at a time when advertisements always had a black man and white woman smiling at each other on a couch, or there was an ambiguously far-eastern-looking woman instead of the white woman. It was an attempt to cover as many bases as possible with just two people.
I always felt sorry for the people who never appeared in adverts - black women, Asian men, far-eastern-Asian men. I guess that from an advertiser's point of view black women aren't "general-purpose people", they're a specialist market.
This advert includes a euro-hispanic man, who is scruffy in a way that suggests his parents are extremely rich. Notice how he is pushing his black friend out of the frame.
The PS3's menu is designed so that whenever you take out a game disc, this screen appears. It's irritating. EDIT: But thankfully in March 2020 Sony released an update that got rid of the Singstar screen. At last the PS3 has come of age.

As a used buy in 2018 the PS3 is in an interesting place. Sony still supports it online although the video service will be discontinued next month. There's a dwindling trickle of new games but the console is suffering the same "death by football games" that happens at the end of every successful system's life. The only major games are football games because there's always a market for football games. Eventually they are all that remains. FIFA 2016 in the case of the PS3.

The PS3 was released at the beginning of the always-online broadband age, but it doesn't require an internet connection to play games, so even if Sony pulls the plug the PS3's disc-based titles will still work. It remains to be seen what will happen to downloaded games. Patching freshly-installed disc-based games might be a problem. It took a few years for developers to get to grips with the PlayStation 3, and the pace of technical advances in games development has slowed drastically over the last decade, with the result that the console's best titles don't feel a decade old today. Sony sold millions of units so there is a steady supply of used models.

Blu-Ray never took off to the same extent as DVD. It was in theory replaced in 2016 by Ultra-HD Blu-Ray, a 4K format, and it'll be interesting to see if (a) people who waited before switching to Blu-Ray skip it entirely in favour of UHD Blu-Ray (b) people give up in confusion and abandon optical media entirely (c) people decide to stick with Blu-Ray and stream films in 4K instead. The modern-day PlayStation 4 and Xbox One have Blu-Ray drives, although only the 4K model of the Xbox One has a 4K Blu-Ray drive. One day I will go over this post and replace every instance of XBox with Xbox because that's how it is.

The PlayStation 3 is nowhere near old enough to be a retro collectable. I suspect that as with the original Xbox or the Atari Jaguar it will never develop a collector's market. That air of failure again. Perhaps the original Linux-friendly models with the appropriate firmware will command a price premium.

XCOM: Enemy Unknown

Let's describe the PlayStation 3. There were three basic body styles, each of which had a bunch of internal revisions as Sony desperately tried to get the cost down. There are some commonalities. All models play all PlayStation 3 games although the 12gb flash model might not have space to install Gran Turismo 5. They also run PlayStation 1 games with software emulation. All models have a region-locked Blu-Ray drive and an internal hard drive bay that accepts 2.5" SATA hard drives, apparently up to 1tb in capacity. All models had two or four USB 2.0 ports that accepted mice and keyboards for use with the browser and user interface plus USB sticks and external hard drives, FAT32 only. Only a tiny handful of actual games - two in total, as far as I can tell, including Unreal Tournament 3 - actually supported the mouse.

The original case was huge and resembled a George Foreman grill. The console's name was written in exactly the same font as the Sam Raimi Spider-Man movies as a tie-in with the films, which were released by Sony PIctures. It had a front-loading, motorised Blu-Ray drive. Internally it was a mass of heat shields and heat pipes that resembled a steel smelting plant, with a huge fan. Early iterations of the first generation PS3 had four USB ports; later revisions removed two of the ports; all subsequent models had two ports.

The 2009 Slim model had a smaller, simpler case and a revised Cell that used less power, but was otherwise very similar. The 2012 Super-Slim was even smaller. It swapped the motorised Blu-Ray drive for a manually operated top-loading model with a spring-loaded drive cover. Sony apparently lost over $200 on the fat PlayStation 3, $18 on the Slim model, and turned a slight profit on the Super-Slim.

The console also plays DVDs. It will upscale for HD. The results are subtler than I expected - you could leave the option turned on without it being offensive - although I'm not particularly keen on post-processing. NB Not every film I own has Sean Connery in it. This is Outland, a decent but inconsequential mash-up of Alien (the design) and High Noon (the plot).

Early PS3s were prone to overheating, which caused the solder balls connecting the CPU and GPU to the motherboard to crack, bricking the unit. This could apparently be fixed, at least temporarily, by heating the chips up enough to melt the solder, but as of 2018 I imagine it's not worth the bother. The first two models of the original, fat PlayStation 3 - the 40gb and 60gb launch models - also contained the CPU and GPU of a PlayStation 2 and could run PlayStation 2 games straight from the game discs. The next two models crippled the PlayStation 2 functionality and all subsequent models dropped it entirely.

The original, fat PlayStation 3 and early Slim models could also run Linux. The official PlayStation 3 distribution was Yellow Dog Linux, although other distributions could apparently be made to work. With only 256mb of memory and no access to the NVidia GPU the results were not pretty, although a number of high-performance Linux computer clusters were built with PlayStation 3 hardware. The console's supercomputer applications made for good press but hurt Sony's bottom line because particle physicists were not allowed to use their grant money on games and films, so the more consoles Sony sold the more money the company lost breathe in.

Sadly in 2010 Sony released a firmware update that disabled Linux support. If there's a way to install Linux on the PlayStation 3 in 2018 I haven't found it. The machine can apparently be jailbroken to run pirated games, but as of 2018 used titles are so cheap there's no point.


I still have my old PlayStation Doom disc. The PlayStation 3 emulates the PlayStation with software. The console version of Doom is fascinating. It has a super-creepy ambient soundtrack and some transparency effects (top) and coloured lighting (bottom). Note also the distant computer consoles in the bottom screenshot, which have a fullbright effect absent from other versions of the game. The changes from the PC original are subtle but the make PlayStation Doom feel more like a horror game than pure action.

The equivalent scenes from the PC original, running with the ZDoom source port. Irritatingly the price of used PlayStation games has gone up of late because they're now "collectables".

Games. One criticism levelled at the PlayStation 3 during its early days was a lack of games. The console was released in time for Christmas 2006 but had a very small launch range without an obvious flagship title. People who queued up to buy the PlayStation 3 had to wait years for their favourite franchises to make their debuts on the console - two years for Metal Gear Solid 5, Grand Theft Auto IV, and Tomb Raider Underworld, three years for Resident Evil 5 and Final Fantasy XIII, no less than four years for Gran Turismo 5 and God of War III.

The wait for Gran Turismo 5 was particularly embarrassing given that its predecessors had been the PlayStation's most popular system-exclusive titles. In the interim the developers released Gran Turismo HD Concept, a severely cut-down demo that remained on sale for less than a year, and Gran Turismo 5 Prologue, another cut-down demo that sold over five million copies but felt like an act of desperation.

On the positive side - and this is what saved the PlayStation 3, in the end - the games mostly turned out to be worth the wait. There were no high-profile disasters on a par with Duke Nukem Forever or Aliens: Colonial Marines. The PlayStation 3 had an unusually large number of very good AAA titles, including new exclusives such as the Uncharted series, Heavy Rain, LittleBigPlanet, and late-period triumph The Last of Us, plus solid ports of Red Dead Redemption, Batman: Arkham Asylum and Arkham City, XCOM: Enemy Unknown, Call of Duty: Modern Warfare 2, and Grand Theft Auto V, which remains the biggest-selling game on the platform by a large margin.

A few ports were criticised for bugs, although having played Fallout 3 for a few hours this seems overblown. On the negative side most of the multi-platform titles sold more copies on the XBox 360, although as time went on and PlayStation 3 sales increased the margin narrowed. The worst that could be said of the PS3's games library is that there was an over-reliance on franchise entries - Madden and FIFA accounted for no less than twenty-two PS3 titles, essentially one per franchise per year from 2006-2017 onwards - but that problem wasn't unique to the PS3.

PlayStation fans often complained of a lack of exclusive titles for the PS3. If you weren't interested in Blu-Ray and didn't care about Gran Turismo the PlayStation 3 was essentially a more expensive XBox 360 with the same games, so what was the point?

There are essentially two kinds of exclusive titles. There are titles that are released for one platform because other platforms don't have the technology to do it justice, but this was never a factor for the PlayStation 3. There are also titles released for one platform because the publishers have signed a deal not to port the game elsewhere. In this case the PlayStation 3's inability to convincingly outsell the XBox 360 meant that Sony found itself in a position of weakness when it came to the negotiating table; in particular longtime Sony pal Square Enix' decision to release Final Fantasy XIII for the XBox 360 as well as the PlayStation 3 seemed like a vote against the console, and Rockstar Games' contractual obligation to release Grand Theft Auto simultaneously on different platforms irritated fans of the series who had to wait while the company wrestled with the Cell processor.

The Blu-Ray drive. This one has two lenses, one for Blu-Rays and one for CDs and DVDs. The original PlayStation 3 had a single lens with a beam splitter, but this was presumably more expensive or more complicated than just having two lenses.

There's also the issue of style. The Dreamcast may not have had the graphical horsepower of the PlayStation 2, but my recollection is that it had a tonne of games with interesting visuals. There was the cel-shaded Jet Set Radio - a cliché later on, but refreshingly novel at the time - the glossy Space Channel 5, the psychedelic Rez and Cosmic Smash amongst others. Until the late-period indie renaissance of Journey and Thomas Was Alone I don't recall many PlayStation 3 games with the same sense of style. Some games looked fantastic, notably God of War III, but there's a difference between scale and style; the former tends to date whereas the latter sticks in the mind. The PlayStation 3 lived and died at a time when the market had shifted towards identical-looking sandy-brown military simulators or graphically uniform fantasy games with rusted brown armour.

The PlayStation 3 did have one thing that the competition didn't, however. It could play Blu-Ray discs. This was supposed to drive sales of the console in the same way that DVD had driven sales of the PlayStation 2, and also encourage consumers to pop out and buy a 40-inch high-def Sony Bravia television in order to fully appreciate 1080p. Blu-Ray quickly beat HD-DVD to win the HD format war, but the hardware added greatly to the console's cost, and with every passing year it seemed as if the war had been pointless. As far as casual viewers were concerned the jump from 480p to 1080p was less apparent than the leap from VHS to DVD, and furthermore consumers were sick of having to buy the same films yet again. It's worth noting that although the PS3 outputs a 1920x1080 signal, most games ran at 1280x700 and were scaled up.

Blu-Ray also introduced a copy protection feature that prevented HD playback unless the console was connected to a television or monitor with a HDMI cable. If the console was connected with analogue composite or component cables Blu-Ray output was scaled down to DVD resolution. The final version of the console even disabled Blu-Ray playback entirely unless there was a HDMI connection to the television. It was supposed to stop piracy but it just added additional layers of faff. Furthermore the launch model was bundled with analogue cables, so I wonder if millions of PlayStation 3 owners are, to this day, playing Blu-Rays at DVD resolution without realising.


As a PC person I ignored Blu-Ray entirely. Playing DVD films on a PC is easy - VLC will do it - but Blu-Rays require special software, and you can't make screen captures. As a means of transferring data it's much less portable than DVD because no-one else has a Blu-Ray drive. Apple quite famously spurned the format; to this day none of the company's products has a Blu-Ray drive.

As a games delivery medium the extra space eliminated the need for disc swapping, which was nice although not a system-selling feature. As of 2018 DVD still outsells Blu-Ray by a large margin, and both formats are being slowly killed off by streaming video.

Uncharted 2 was praised for its cutscenes. By objective standards they're just as badly-written, badly-acted, awful-looking and dramatically unnecessary as any other cutscenes, but perhaps the competition was very weak. Do you remember how in Raiders of the Lost Ark we learned almost nothing about Indiana Jones, but he was immediately appealing because Harrison Ford is a charismatic actor and the script was smart?
Computer games are the opposite of that, and Uncharted's Nathan Drake is no exception. Masses of meaningless backstory, pages of boring dialogue, awful video game acting with flailing arms.

The PlayStation 3 was, as far as I can tell, the very first Blu-Ray player. Sony's standalone BDP-S1 was released shortly afterwards at a higher price, £700 here in the UK versus £425 for a PlayStation 3. It was aimed at the high-end AV market and had masses of connectors, but even so this illustrates just how much the Blu-Ray drive contributed to the PlayStation 3's cost, and also that if you really wanted a Blu-Ray drive the Playstation 3 was a relative bargain.

As mentioned earlier in the article most multi-platform games actually sold better on the XBox 360, but the PlayStation 3 managed to sell almost as many units as the XBox because more people bought it as a multimedia device. The basic idea of getting people to buy a console for its media output was sound, and had worked perfectly with the PlayStation 2, but as mentioned twice already Blu-Ray didn't feel special. It was DVD with more pixels.

It's fascinating to imagine how things might have gone if I, Ashley Pomeroy, had been around to sort out the PlayStation 3. During the 2000s MIPS and PowerPC and SPARC were rapidly overtaken by ARM (for mobile) and x86 (on the desktop). The PlayStation 3 was launched about a year after Apple transitioned from the IBM PowerPC to x86, specifically the Intel Core Duo, and the modern XBox One and PlayStation 4 both use x86-compatible processors manufactured by AMD.

Assuming I could travel back in time to 2004 or so and assume dictatorial powers over Sony with access to everything I know today, I would have been tempted to build the PlayStation 3 around a low-voltage Intel Core Duo, or if that wasn't yet I would use a Pentium M, plus a monster graphics card, as much shared memory as I could afford, and a DVD drive. Eliminating the Cell would have saved a fortune in development costs. Eliminating the Blu-Ray drive would have kept the cost of the console down.

The resulting machine would have resembled a contemporary PC laptop without a screen or keyboard but with a much much better graphics card, so I would further cut costs by merging the PlayStation design team with the Viao laptop team, sacking one-third of the staff in the process. My PlayStation 3 would have been conceptually similar to the XBox, but with OpenGL/PSGL instead of DirectX as its graphics API. Assuming I was still around in 2009 I would have thought about adding a hopefully-now-cheaper Blu-Ray drive to the Slim model as an added incentive to buy the console.

As a PC person I'm used to multi-gigabyte patches. But Gran Turismo V installs twenty-seven patches and this is just the first. And even after patching the game you still have the optional-but-not-really step of installing 6gb of data to the PlayStation's hard drive.
Having said that, Doom 2016 for the PC is a mandatory 65gb hard drive install, so Gran Turismo V's installation doesn't seem so bad.

Of course, in real life I didn't have dictatorial powers over Sony in 2005, and there was a mass of behind-the-scenes stuff driving the company's decision-making process, and it's entirely possible that a well-received PlayStation 3 wouldn't have made a dent in Sony's massive losses. Sony's top men presumably felt that the PlayStation 3 was highly "synergistic", but what was needed was a well-respected figure who was prepared to tell Sony that the Blu-Ray drive was a distraction, that the Cell's vector processing power didn't make any sense inside a television, and that the PlayStation 3 should be remembered by history as a top games machine first and a converged multimedia device second.

Historically that is the approach that Nintendo used - make a games console, commission some good games, make people happy and worry about multimedia later - and although the results haven't always been successful for Nintendo my hunch is that devising strategy for a games machine is a lot easier and less prone to the negative influence of externalities than devising strategy for an amorphous entertainment hub.

But what about the games? There were apparently over 1,500 titles for the PlayStation 3, plus a few hundred PlayStation 2 titles that were ported to the console with software emulation. In the next post I will talk about some of them. Like, six or so. But for now I have reached the end of words. Hurry up, it's time.