In my previous blogpost I already touched a few issues I have with the recently announced PSP and I want to elaborate on some of them and bring a few new ones to the table. Let’s start with that.
There has been a problem with the first PSP that is magnified by the new one in quite an extreme way. You see, the PSP was, especially for its time, an absolute powerhouse. I remember as the day before yesterday I first saw Ridge Racer on the crisp, clear screen of the PSP-1000. It was absolutely a thing of beauty. There were other games on the PSP that were absolutely astonishing as well later on in the handheld’s lifecycle, like God of War and Metal Gear. I use these games as an example for a reason, because they are all handheld counterparts of their big Playstation 3 (and at the time, PS2) brethren. And therein lies the problem. What happened with the first PSP is that developers aimed a shrink-ray at their AAA-console titles and released them on the PSP. You cannot blame them one bit, because it’s the easy way to go and the PSP was absolutely able to make games like God of War look almost as good as their console equivalents. The point is, though, it brings nothing new to the table.
What Nintendo did with the DS, is create a unique selling point; the two screens (and the touch-screen for that matter). What this most importantly meant was that every game that was to be released on the DS (or whatever revision after that) had to be adjusted (or even created from scratch) to use the DS’ qualities in an original fashion or, for that matter, use them at all. It’s true that not every developer made the best use of the touch-screen or the two-screens and most of them just tacked on some features like a map-screen in racing games, but the point is that they had to do it.
Another Code, Ghost Trick, Nintendogs, Brain Training, Professor Layton. All games that were made for the DS and what it could do. Can you, dear reader, give me just one example of a game made especially for the PSP that made special use of its unique features? I would be amazed, for the PSP didn’t have any. The analog nub was not a special feature, not only because it didn’t really work at all, but because it was just mimicking the D-pad. With the PSP2, Sony does exactly the same, creating a device that can do nothing special or unique.
What? They have a touch-screen on the back? Their screen is also touch-sensitive? Of course, that is true, but then you don’t get what I am talking about. It’s about what you as a developer HAVE to use. You don’t have to use the backpad, you don’t have to use the front touch-screen. With the DS, you have to make use of the two screens, you can’t just have only one screen functioning. With the iPhone, you have to use the touch-screen, because otherwise you cannot control the game at all.
The gaming landscape is changing rapidly and Sony is completely ignoring it. The time that consumers want to be amazed by AAA-titles on their little portable screen is over. A handheld is made to be played in short bursts and the best developers for the DS understand this perfectly. Just take a look at the list of games I posed a paragraph earlier and you will see what I mean. Sony did not understand at the time that big-screen gaming is only for, well, big-screens. You don’t want to play Uncharted on a 5″ screen, I don’t care how sharp, crisp (or whatever marketing term you want to use) it will be. It’s made for the big screens. Consumers don’t want their AAA-titles shrink-rayed for a handheld, they want games especially tailored for playing on your little portable that you can play for a few minutes while riding the train or waiting for the bus.
I would like to pose one last example to illustrate what Sony is absolutely failing at. A few months ago, Apple announced a service called Game Center and illustrated this with a tech-demo from Epic Games: Project Sword, a medieval Oblivion-esque epic RPG. The same day, Epic released a tech demo for the iPhone called Epic Citadel, where you could roam around a deserted castle, just taking in the beauty of the environment. It was amazing and the press just couldn’t stop discussing what the final product would be. Everyone drowned in amazement (not in a positive way, mind you) when the actual game, Infinity Blade, was not an epic exploring RPG, but a simple hack ‘n slash title that was based around (mini)boss battles. I just couldn’t stop smiling. Yes, they understood it.
A few days ago, with the announcement of the PSP2/NGP, Epic Citadel was shown once again, this time running on Sony’s new portable. It was upgraded with actual civilians walking around and snow falling. They ended their presentation by saying that this was just a glimpse of the epic RPG that would be released somewhere next year. No, you fabulous idiots, you just don’t get it do you? Infinity Blade was created for a portable platform. Short, 5 to 6 minutes bursts of smooth and amazing-looking battles. Now they want to bring a complex, epic experience to the small 5″ screen of the PSP2? Oh wow.
I think I have made my point. Sony tried to innovate by making exactly the same device as a few years ago. Normally I love paradoxes, but this isn’t one. It is a contradiction, and one that I hope will be slapped into Sony’s face in the upcoming months before they realize it’s too late. I’ll just wait and see….and play on my 3DS.