Review: Rayman Origins (PS Vita)

Another game which I played a lot during my holidays was Rayman Origins – the beautiful 2D-Jump’n'Run game with Ubisoft’s Rayman (but without the ravin’ rabbits, which I did not miss at any time). And when I say beautiful, I mean it: The game looks like a painting coming alive. The backgrounds are full of wonderful details and the level themes offer a lot of variety. In addition, the animations of Rayman and all enemies and other characters look great and fluent all the time.

The only downside of the fluent animations is that the player sometimes doesn’t exactly know where the collision box of the character ends. It often happened to me that I missed a jump by a few pixels or was surprised that an enemy hit me before I could hit him. This happens not all the time but often, so I think this is a trade-off for having those beautiful fluent character animations.

Although I played quite some time without collecting all the coins, the campaign still continues with more and more great level designs and I highly recommend you to buy this game if you got a weakness for 2D Jump’n'Run games. Rayman Origins is available not only for PS Vita but for all other major home consoles.

Ubisoft`s Always-Online Copy Protection = User Experience Fail?

You remember how panda bears entered the dark future? Or the anti-usability award 2008? In case you`re not: It was all about the copy protection methods of publishers trying to get rid off the software piracy. We all know that it didn`t turn out the way it was intended: E.g., a lot of people who honestly bought games with the SecuRom copy protection could not play their games because some hardware or software issues came in between (remember the GTAIV PC version?!). Well, some publishers learned their lesson and now advertise their games with features like “Mass Effect 2 uses no SecuRom technology” (Source: Amazon.de).

On the other hand, there are still publishers who try to come up with a “better” DRM or copy protection method. One of these publishers is Ubisoft introducing their new always-online DRM for PC games with Assassin`s Creed 2 and The Settlers VII in the next weeks called Online Service Platform.

So what`s the deal? The idea behind the copy protection is easy: You have to be online to play. If you`re losing the online connection during play the game will pause automatically and only continue if you go back online. Even more, savegames will be stored online. Of course, there are some benefits like playing the game without disk or installing the game on every computer you want to. Sounds a lot like Valve`s Steam platform but Ubisoft is going a bit further with the need to be always online and not only at the start of the game.

From an user experience perspective this system might lead to some problems. Here are some of my thoughts:

1.) Not everyone is always online. Most hardcore gamers / heavy users have flatrates and are permanently online during play. But believe me: There are still (casual) gamers out there who play games on systems without a permanent online access. Suprisingly, they might even want to play on a laptop system while travelling.

2.) Wireless LAN is great fun if it works fine but due to the increasing growth of inner city networks and number of access points there is a real wireless network smog around. Depending on your hardware and the density of networks around your home it is not unlikely to lose your wireless lan connection for a few seconds until your signal is  found again. These might be short breaks of only a few seconds but I cannot imagine some better killer of immersion and flow during gameplay than a pop-up message of the copy protection telling you that you lost your connection.

3.) Server accessibility. Well, even the best servers go down some time. Or your local provider has some connection issues. The consequence will be the same: You cannot access your singleplayer savegames. You cannot start your game. It`s already a bad issue if that happens to a game which is free to play. But it`s an epic fail if people pay 50 bucks for a game and cannot play the singleplayer campaign (!) because somewhere a server went down. I already experienced a Steam server downtime during a launch day. No fun at all, believe me.

4.) Longtime server availability. What happens if it turns out the game doesn`t sell well? Or people will stop playing it? Servers get shut down after a while and your game won`t be playable anymore. Of course, the publisher might fix this via patch – but there are enough cases of games which were abandoned completly.

5.) Legal customers are the ones who will suffer. It`s a general problem of every error-prone copy protection system: It`s the people who legally buy the game who will face the problems. It might be the software pirates hacking the copy protection who will be the ones facing less problems than the legal customers. It happened in the past and it might happen to Ubisoft`s system, too. If it does, it`s hard to explain to the legal customers.

Personally, as a former developer I am well aware of the  software piracy problem on the PC gaming market and see the need for a copy protection system. What I don`t understand is to build a system based completly on the idea of being always online. Everyone`s personal internet connection is something neither the users nor Ubisoft can control and that`s why my guess is that this system won`t last long.

Multi-touch gaming of the future?

Today I saw a first trailer of Ubi`s upcoming RTS-game ‘R.U.S.E.’ - I must admit that yet another WW2 RTS-game doesn`t impress me that much BUT the video ad draw my attention because it features a kind of ‘multi-touch gaming table of the future’ where to guys face in battle (looks like the table is a CG product and not real…sadly). So, here is my request: Ubisoft, please create a AAA-title like this one with real multi-touch support.

 

Wiir rodeln…

Nachdem es erste Gerüchte über die Nutzung des Balance Boards im Rahmen einer Fortsetzung von Ubisoft`s Raving Rabbids gab, folgte vor ein paar Tagen die Bestätigung auf den Ubidays in Frankreich: In einem der neuen Minispiele sitzt man auf dem Board und lenkt einen “Schlitten” (repräsentiert durch eine Kuh) durch die Neigung des Oberkörpers nach links und rechts. Kippt man den Körper leicht nach hinten, beschleunigt der Schlitten. Ich bin sehr gespannt wie präzise diese Steuerung sein wird und ob sich Nachahmer dieser Idee finden… Wäre der Hackl Schorsch noch aktiv, hätte ich ja spontan eine Idee für eine neue IP ;)