I have, of course, been writing my weekly Game Invader column for The New Indian Express. You can read the whole bunch of articles here.
A few selected pieces below - personal favourites.
by Anand Ramachandran. This article first appeared on my weekly Game Invader column for the New Indian Express
Predicting future trends in gaming is every videogame boffin's favourite pastime. In the future, we shall have games so realistic, we won't be able to tell them from real life. We'll have AI so advanced, it will behave exactly like humans, making mistakes, acting unpredictable, and sowing emotion. We'll have chips and nanobots embedded in our bodies. Yeah, whatever.
I'm more interested in a rather more believeable, and much more exciting trend. And it's not all that far away, either.
When a little known service called OnLive demonstrated their 'game streaming' service, observers were greatly excited with the possibilities. Basically, OnLive used a combination of a custom set-top box like device and blazing broadband speeds to deliver a service where you could play any game you want, on any platform – so long as it was there in their library.
The technology is charmingly simple – the only signals that need to travel between the server and your receiver are your controller input, and the real-time AV signal from the game. All the processing is done at the server end – and the video and audio output is streamed to your TV set. It's almost like your games are just another TV channel, which you can control.
By centralizing the processing needed for today's heavy-duty games, and depending on broadband to receive controller input and deliver the audio-visual feedback, services such as OnLive can be genuine game-changers, completely redefining the gaming industry landscape.
For one thing, hardware platforms will become irrelevant from a consumer standpoint. It could even eventually see gaming move to one convergent hardware platform – since gamers won't have to choose between platforms anymore, and it just might suit game developers and publishers to break free of the clutches of console manufacturers. The PC has always been the most open and democratic platform, and we may very well see its return, albeit in a more 'server' like avatar.
For another, it will completely eliminate the need for developers to create content for multiple hardware platforms. Whatever the platform, it won't make a difference to consumers anymore – they will be able to play games regardless of platform – since the onus of maintaining the platform will be shifted to the service provider. The console wars will no longer be a roadblock for good quality content to reach the widest possible audience – and situations like single console owners missing out on quality games like Halo, Super Mario Galaxy or Little Big Planet will be a thing of the past. Ultimately, consoles are merely a delivery mechanism – people care about games, not about hardware. If there's another viable delivery mechanism, consoles will die. And good riddance.
Think about it – a future where you will be able to play any game you choose on any internet-enabled device, whenever you want. No more pre-ordering games at exorbitant prices or standing in long queues to get your hands on a copy. No more constantly upgrading your hardware and software just to play new titles. No more missing out on annoying 'platform exclusives' just because you chose the wrong console to buy.
Admittedly, it's still some way away – the broadband speeds required for the service to be viable are way too expensive for end consumers at the moment. But cheaper broadband is something we're bound to see sooner than later.
And then, we'll be able to play Killzone 2 on our mobile phones if we so wish. Brilliant.
But I mostly had eyes for only one. While the crowds, quite predictably, milled around FIFA and NFS, I joined a few other wise men to feast my eyes, ears and brains on the only game among the lot that could go on to become an all-time classic. Yep. Dragon Age : Origins was there. And, going by my first two hours with it, Bioware could just have created their finest RPG since Baldur's Gate 2.
As soon as I got the chance, I grabbed my chair, put on the headphones, and shut out everything else – the other games, the lunch buffet, the air-conditioning, the scantily-clad girls (okay okay, I'm lying about the last bit). I had been waiting more than a year for this, a chance to test drive what promises to be a role-playing experience to please the most hardcore Dungeons and Dragons fans.
I'm pleased to report that it's an absolute classic waiting to happen.
From the first moment, you can see that this is the game Bioware has been waiting years to make. This is Baldur's Gate on steroids. This is the game Neverwinter Nights could have been. This is the game that will wipe away the softcore hangover from Jade Empire and Mass Effect. It looks simply beautiful – the environments are flawless and the characters are top-notch.
The writing – storyline, dialogues, descriptions – is vintage Bioware. And the storytelling feature that gives the game the tag 'Origins' is something that could redefine the much-vaunted 'replayability' that RPG developers bandy about so recklessly. Essentially, depending on the race and class you choose for your character, you will begin the game in one of six completely different locations. I played two origin stories – the human wizard and the dwarv commoner, and it was like playing two entirely different games based on the same engine. And, through a number of subtle visual, audio and environmental clues, the coherence of the universe is beautifully conveyed. WHen I was playing the second time as the dwarf, I noticed many references that overlapped with the happenings from my earlier play session – looking at the same world through a different perspective. It's absolutely brilliant, and every serious gamer will want to play every origin story at least once.
Bioware has abandoned the Dungeons and Dragons ruleset this time, and gone with a completely original role-playing system. Though it undoubtedly remains rooted in D and D basics, this is a slightly simplified, more intuitive and streamlined system that will please number-crunchers and newbies alike.
The combat, likewise, is a delightful mix of features from earlier Bioware classics. The tactical, top-down view from BG2 and NWN meet the pausable, queueable commands from KOTOR, and then some. Spells and special skills now have a recharge period, and can be cast again when fully charged. This adds a great layer to combat tactics, as you carefully juggle your command queue to outwit your foes.
Just listen to me rambling.
Don't get me wrong, the other games were great, too. In any other circumstances, I'd be raving about how much fun it is being Jack Black, armed with a demonic guitar, getting medieval on a range of hellspawn in Brutal Legend..
But damn. Dragon Age : Origins was so good, it completely distracted me from the other stuff. Sorry EA. I tried.
It's been an incredible year for 2D fighting games. Street Fighter IV announced itself as perhaps the finest the genre has ever seen – featuring gameplay that walked the fine balance between pick-up-and-play and truly hardcore, a superb online experience and great visuals. Marvel vs Capcom 2 was a great revival of an old favourite franchise, with one of the largest and most interesting rosters of all time. BlazBlue was a breath of fresh air to the genre, and created what could turn out to be a blockbuster franchise in the years to come.
KOF XII wouldn't last a single round with Street Fighter IV or BlazBlue
Amidst all this excitement, it's hard to understand why anyone would bother with a thoroughly mediocre title like the King of Fighters XII. The latest in the venerable franchise is a classic example of what not to do with a sequel – a laundry list of game design don'ts.
In case you get the wrong idea – let's make it clear that the basic fighting system in KOF XII is as solid and sophisticated as ever. All the classic 3-on-3 team fighting mechanics that made it a much loved title on the Neo-Geo platform return in the latest version, with some small tweaks and additions. There are improved knockdown attacks and juggles that open up new offensive possibilities. There's a new critical counter system that, if timed perfectly, stuns your opponent and renders them vulnerable to offensive chains. It's a system that has stood the test of time, offering equal opportunities to offensive and defensive players – but it's really a no-brainer for the development team, who were working with gameplay that has been honed over fifteen years.
They've got almost everything else wrong.
The visuals are fairly decent, but given the achievements of Street Fighter IV and BlazBlue, they don't really hold up. The backgrounds are decent but not spectacular. The sprites are animated fairly well, but still have a jaggy, retro look. While this is fine for a truly retro title like MVC 2, they don't quite cut it in a full price game. But it's fine, really. The visuals would be tolerable if the rest of the game wasn't so broken.
You see, the essential problem with KOF XII is that there's nothing to do. Offline, there's a basic single player mode, a versus more, a training mode, and some unlockable art. That's it. No challenges, no story mode, no survival, nothing. In this day and age, for a full-price game, that's simply unacceptable. The single player arcade mode is essentially a time trial – there is no boss character to play, and no reason to play repeatedly. This game is only fun when you're playing it with a buddy on the same console.
The online experience could have perhaps justified the price, but it's simply awful. The lag is terrible – a deal breaker for a fighting game where timing is everything. You can't find players with decent connections. You can't quit out of spectator mode until the bout is over.
Better learn to love this menu - because you can't quit out of it.
Even more unforgivable – the game's offline and online menus appear to have been designed by either incompetents or sadists. For instance, you can't quit from the character selection screen to the main menu – you have to first start a match, and then quit to the main menu. This deserves a resounding WTF? It's ridiculous that a game this broken made it to retail.
KOF XII's lack of features and bad design combine to catapult it into 'disaster' territory. Avoid this, and spend your money on Street Fighter IV or BlazBlue.
My first reaction to Rock Band : Unplugged on the PSP was one of scepticism. The basic appeal of the Rock Band series was that you get to feel like a genuine rock star – thanks to the plastic guitars and drum kits that made every 'air' musician's dream come true. What's the point of a handheld game using the same mechanic, but without the cool instruments? Lame, right? Like the mobile versions of Guitar Hero.
But Rock Band : Unplugged is immensely fun in its own right, and thank the gods of rock for that.
If you can look past the lack of instruments and get used to hitting the face and shoulder buttons in rhythm, you'll find that Rock Band :Unplugged delivers a great portable rhythm game experience – similar to and yet different from its console cousins in the best possible ways.
The Rock Band franchise has always been about delivering a 'complete band experience' , and the PSP version manages to do that surprisingly well by incorporating a smart new innovation – by hitting the left and right shoulder buttons, you effectively switch between playing the guitar, bass, drums and controlling the vocals. Hit every note for a short period, and that particular instrument will go into 'autopilot', playing itself for some time while you focus on the other tracks. You'll need to make sure that no track fails – ignore a track for some time and it goes into a 'red zone' of sorts. You will then need to play that track and hit every note for a while to bring it back to speed. Thus, the game makes sure that you're always switching between tracks, devoting roughly equal time to each one in every song you play.
While this sounds a little clunky and awkward, it's in fact far from it. Once you get used to the controls, you'll be effortlessly switching tracks, playing solos and rocking out like a pro band. You actually do get the 'band' feeling, and it's extremely satisfying to nail some of the harder solos later on in the game. This could also be partly because you create your entire band from scratch, giving them names, dressing them up, and kitting them out. You can't help getting attached to the little buggers, and share in their successes as they zoom up the international charts. Your band starts out small, and eventually grows to international superstardom, playing gigs all over the world, travelling by private jets, and picking up groupies, managers and even their very own spiritual guru. It's all presented very well, too – sharp, colourful visuals and impeccable audio (play this with headphones).
Rock Band isn't the first handheld rhythm game that I've enjoyed (Elite Beat Agents on DS, Gitaroo Man on the PSP), but it is without doubt the most satisfying one for the rock fan in me. The song list, such an important part of any such game, is extremely solid and covers a wide range of genres. Among the more fun to play tracks, early on in the game, are The Jackson Five's ABC, Pearl Jam's Alive, Billy Idol's White Wedding and Boston's More Than A Feeling. You can also download songs through PSN, but for players in India this isn't an option, obviously.
Rock Band : Unplugged on PSP offers a great way to pass the time at airports, waiting rooms and queues of all kinds – you're gaming and listening to music at the same time. What could be better?
by Anand Ramachandran. This article first appeared in my weekly 'Game Invader' column for the New Indian Express
There's so much brouhaha today about 'interactive storytelling' and 'creating interesting gameworlds' that you'd think it was some newfangled, cutting-edge idea.
The fact is that, in the early days of computer gaming, there were several games that would rival the best of today's products in terms of storytelling and writing. And one of these, the venerable Zork series, remains largely unsurpassed in terms of creating a fascinating, engaging and fun gameworld for gamers to experience.
Zork. The very mention of the name will bring fond memories rushing back to anyone who played the games when they first came out. Memories of white houses, elven swords turning blue, saying 'Hello Sailor' in unlikely places, counting Zorkmids and being Totemized (a very bad thing). And, of course, avoiding places which are pitch dark, where you were likely to be eaten by a Grue.
The iconic opening screen from Zork
The first three Zork games (sensibly called Zork I, II and III), were text-only adventures, which might seem unbelievable to many younger gamers, for whom games = graphics. But back in the day, these games sold over a million copies (contributing to INFOCOM's rise as one of the first successful computer game publishers) , and continue to be downloaded by thousands of gamers eager to relive the memories or find out what all the fuss was about. Some would argue that the lack of graphics actually made these games better, more vivid experiences – in a way that some people make a case for books over movies.
And to those of you who consider yourselves 'hardcore', understand this - these games didn't pamper you with features like automaps or auto-journals. You had to meticulously keep manual notes – mapping the gameworld and writing down clues that would help you get through the game – if you hoped to finish the game. It was a pretty common part of the early adventure gaming experience, and it was usually great fun to go back and revisit the furiously scribbled notes once you were done with the game.
While the three graphical follow-ups (Return to Zork, Zork Nemesis and Zork Grand Inquisitor) weren't as critically and commercially successful as the earlier text-based adventures, they were still great games in their own right.
Gamers saw the famous white house for the first time in Return to Zork.
Return to Zork, in particular, introduced a number of extremely interesting features to the point and click graphical adventure genre. You could take snapshots of things with a camera, use a 'recorder' to record what game characters spoke to you, and you could kill anyone in the game ( although at the cost of making the game unwinnable). It was a superbly written adventure with hilarious characters, a rich history and back-story, and great dialogue. A pity it had some seriously frustrating design flaws – you could wander the gameworld for hours without realizing that you had made an earlier mistake that would prevent you from completing the game. Still, RTZ had some great moments. Players still remember the famous drinking sequence with Boos Myller, where you had to drink him under the table and then steal his keys.
Boos Myller was the first videogame character I had to beat in a drinking contest.
The Zork universe remains perhaps the finest example of striking an unlikely creative balance – the universe managed to be laugh-out-loud funny and eerily scary at the same time. And it's not for nothing that it has been included in the digital games canon, as one of the most important games of all time.
Zork Grand Inquisitor starred world-renowned David Hasselhoff precursor Dirk Benedict.
Those of you who are interested in a bit of gaming's history would do well to look online for free-to-play versions of the classic Zork games. Much fun to be had.
by Anand Ramachandran. This article first appeared on my weekly 'Game Invader' column for The New Indian Express.
Every so often, there comes along a game so lovingly, unabashedly hardcore that it reminds us of why videogames have managed to attract such a devoted, almost tribe-like fan following.
Monster Hunter : Freedom Unite on the PSP is one such game. While the gameplay is merely a polished, slightly improved version of its predecessors, this is the first release officially available in India. And for the hardcore set, this game alone is reason to get a PSP.
While most games today mollycoddle new players by offering tutorials that ease the learning curve, and difficulty levels that make failure near impossible, Monster Hunter : FU lives up to its abbreviated name by being so unforgivingly deep and difficult from the word go, that it seems to mock your feeble efforts at playing it. Sure, it has a superb tutorial that explains every facet of the game – but the tutorial itself will take over two hours to complete.
You'll go up against some baaaaaad monsters in this game.
Monster Hunter : FU is essentially an action / role-playing game in which you must protect a village by hunting down different kinds of monsters that roam the surrounding countryside. While this may sound like a regulation formula, nothing could be further from the truth. Hunting a monster in this game doesn't mean running brazenly into the forests, slashing the beast into ribbons, and hurrying back for a reward. You'll have to prepare carefully for each hunt – meticulously choosing your equipment and strategies depending on the weather, terrain and nature of the beast. Wander off into the snowy mountains without the proper warm clothing and hot drinks, and the frost will kill you even before you face your first monster battle. Forget to carry enough food, and you'll be so weak from trekking, climbing and running through rugged terrain the monsters will likely die laughing before you even scratch them. Trying to hunt down a flying monster armed only with a great-sword? Bad idea.
If you think you'll take this guy down by button-mashing, you'll be dead before you hit 'X'
The sheer number of things to do in the game is bound to delight RPG purists. Monster hunting, naturally, is incredibly varied and satisfying. Apart from a range of melee and ranged weapons, you can choose from a variety of traps, thrown weapons, bombs and the like to lure monsters, track them, conceal your approach and evolve unique strategies for each hunt.
Apart from this, there's a weapon, armour and item crafting system where you can use materials gathered from the wilderness to improve your equipment, create potions and suchlike. Gathering stuff in itself is deep and detailed – you can pick herbs and flowers, catch insects with a bugnet, catch fish, and carve items such as bones and meat from killed monsters. You can grow your own ingredients on your farm.You can cut precious gemstones from veins that you find on rock-faces in the mountains. You can cook a steak if you need food on a long and lonely hunt. And yes, you can burn it if you're not careful.
I haven't come across this guy yet, but when I do, I'll probably quit and get back to playing 'Rock Band Unplugged'. Mummy!
Sadly, there's no online multiplayer, so you'll need a friend with a PSP to play the ad-hoc coop mode – but it's worth it. The team hunts are great fun, and the only way to take down some of the tougher beasts in the game. Make sure you play with headphones for a vastly improved experience.
Monster Hunter : FU successfully delivers the thrill of the hunt on the PSP's tiny screen. This is a game that almost dares you to play it – but rewards the hardcore like few other games do. Easily among the best handheld action RPGs available today.

It's been a good month for film franchise based videogame adaptations – Ghostbusters and Wolverine garnering the critical acclaim that normally evades titles based on movies.
While the Wolverine game ended up being way better than the terrible movie it was based on, it was the Ghostbusters game that I was more interested in. The film is a much-loved classic that had a fantastic cast, great humour, and an odd mix of creepy-funny-cool that few films have matched. Living up to that legacy was always going to be hard, especially more than a decade after the film first came out.
But, hoo boy! This game is spades of fun, especially if you, like me, grew up loving everything about Ghostbusters. It's an authentic Ghostbusters experience in every way.
The first Ghostbusters game I ever played was an odd, repetitive and fairly boring one on the ATARI 2600 platform. You'd basically drive around the city, find ghosts haunting random buildings, and then use the famous 'Ghostbusters gun' to trap them. Again and again and again. Even Ray Parker Jr.'s iconic 'tananaananaana – tananananaanaana' humming in the background couldn't dull the pain.
This game is very different. And the music still plays. Yeah, baby.
Within the first two hours of gameplay, you get to trap Slimer (again), learn to use the famous Ghostbusters photon beam gun and other cool equipment, find hidden ghosts, and, most importantly, hang out with Peter, Ray and Egon. Who'da thunk, eh?
From the very first moments, the game makes you feel genuinely like one of the gang. The likenesses of Bill Murray, Dan Ackrod and Harold Ramis are fairly convincing, and the spoken dialogue is flawless. The banter is genuinely funny, and feels just like a Ghostbusters movie.
However, none of this would matter if the actual Ghostbusting wasn't any fun. Luckily, it is heaps. It feels genuinely frantic and tense when you focus the beam on a ghost, and then struggle to reel him in. You can actually feel the spook struggle to break free, and it's hugely satisfying to yank him around and slam him into walls, or the floor. Once you wear the bugger down, you'll have to toss a trap on the floor, and get the ghost right on top of it and hold him there for a few seconds, and you have him. The boss battles, in particular, feel appropriately intense and exciting. The music and sound effects add greatly to the cinematic atmosphere. Awesome stuff.
There are also bit where you need to use the geiger-counter like thingie to detect the presence of paranormal energy, and scan the environment for clues to track down hidden ghosts. One sequence early on, where you traverse a series of flooded, dark corridors in search of a fisherman ghost stands out eerie and spooky, without ever once slipping from action-comedy into pure horror. It's a delicate balance, and it's done very well indeed.
There's also a fun sequence where you fight through hordes of ghosts on the city streets, to blaze your way through to the famous Marshmallow Man, whose gigantic figure looms ahead right through the level. Much entertainment – joyous, happy gaming.
Ghostbusters does have it weak spots – the feedback system could have been better (you often get lost if you haven't been paying attention to the voice-overs), the graphics aren't spectacular, and the shooting sections seem forced. But, as movie adaptations go, this is among the best we've seen. Plus, when you get to run with some of Hollywood's greatest comic actors, who's complaining?