Okami
Review by SteerpikeNovember 2006
PS2, We Hardly Knew Ye
A console’s twilight days are bittersweet, because even as the next generation beckons, developers have mastered the art of pushing older technology beyond its limits and turn out some awe-inspiring work. Never has this been more evident than with the PlayStation 2, a technological dinosaur so mind-bogglingly underpowered compared to its successor that it wouldn’t be unfair, when juxtaposing the two, to equate its Precambrian workings with hamsters running on wheels. Yet from this Methuselah we have seen God of War, Shadow of the Colossus, Final Fantasy XII and now Okamigames that share almost nothing in common save one unifying trait: that none of them have any right to exist on a platform so ancient it’s been outstripped by cellphones.
Clover Studio’s Okami, powered by hamsters, will leave you breathless in an assortment of ways. It is so stunning to look at that even if there weren’t a good game underneath I’d confidently recommend it. But there is. There’s an intoxicating, unforgettable platform adventure that combines the very best of Zelda, Rygar, Castlevania, Dragon Quest and a dozen other golden age classics in a wholly unique and immeasurably wonderful new treasure. Here now at the end of PS2’s long life, when all eyes are pointed toward the future, Okami shows us power in the past.
God = Dog
Long ago in feudal Japan, the eight-headed creature Orochi terrorized the village of Kamiki. Every year a maiden was sacrificed to the monster’s hideous appetite. Its evil was so potent that it poisoned all of Nippon. When the beautiful Nami was chosen as Orochi’s next meal, her lover Nagi swore to defeat it. But his mighty sword couldn’t harm the beast, who savaged the warrior with teeth and claws. Just as Nagi was about to succumb to death, a white wolf appeared in the cave. This apparition had been seen in town earlier; villagers called it Shiranui and thought it was a servant of Orochi. But the wolf attacked the monster and held it at bay. Finally, blood from a hundred wounds matting its white fur, Shiranui collapsed, having bought Nagi enough time to recover. Moonlight bathed his sword, imbuing it with the magic needed to sever Orochi’s heads. Burying that sword in a rock at the cave entrance to bind any lingering evil inside, Nagi carried the wolf’s corpse back to Kamiki.
The villagers erected a shrine to the lupine hero, and for a hundred years all was well. But now the sword has been removed from the stone, and Orochi has risen. Nippon’s natural beauty is again tainted by evil, and monsters ravage the landscape. Sakuya, the wood sprite patron of Kamiki Village, uses the last of her dwindling life force to call for help from long-absent gods and so gains the attention of Okami Amaterasu, the sun goddess, the mother of us all. Amaterasu chooses to manifest as a certain white wolf, and your adventure begins.
For all the glurping melodrama of the above, Okami isn’t some ponderous Dunsan-Asian romance. It’s actually rather goofy. There’s pie and fireworks and silly dances and trapezoidal love affairs and booze. An extraordinarily disrespectful little bouncing bug man named Issun serves as Amaterasu’s tagalong mascot and advisor, referring to her as “Ammy” or, more often, “furball.” Said Furball has the habit of dozing off when a conversation gets too boring. In many ways, the game is a contrast to the oh-so-serious storylines and characters we usually see in plot-driven adventures. Our canine protagonist is unique tooyou’re a dog, yes, but in most video games you’re also an underdog, and that’s not exactly the case here.
Amaterasu is a god, and pains are taken to ensure that you never forget it. Flowers spring up wherever those white paws land. Wild animals tumble over each other in an effort to get near. Night and day exist at her whim. She can literally paint and unpaint the foundations of reality, create and destroy with a celestial ink brush. The very stars themselves are drawn down from the heavens by the awesome grace of Amaterasu’s divine magic.
And yet for all this power, she is fragile. Deities gain strength through the reverence of mortals, and mortals have abandoned gods … because gods have apparently abandoned themhiding, doing nothing while monsters lay waste to the realm. Amaterasu has been gone even longer than many of her divine cohorts. There is precious little worship going on when the game begins. No one is sure how to deal with the sudden appearance of an enormous white wolf that carries the sun on its back. Sakuya believes in you, but Sakuya is desperately weakdying, in factand the creature Orochi’s sinister hold over Nippon is dramatically stronger and farther-reaching than the power of a single invalid wood sprite or forgotten sun goddess.
Practically speaking, your job is to save the realm by driving off the evil taint that’s ruining its rural splendor, to tie Orochi’s eight necks into knots and thus save Nippon. Thematically, Okami is about restoring human faith in the divine, and Clover’s greatest accomplishment is how adroitly it realizes this somber theme in such a silly, sweet-natured game.
Okami is very, very Japanese, to such a degree that the manual takes an almost apologetic tone in warning players that they might not get everything that’s going on. It is steeped in Japanese culture and mythology. The characters, plotlines and locations are a who’s who of Asian folklore, the eastern equivalent of a Hans Christian Andersen video game. Yet despite the highly Asian sensibility, to me it felt less … off-puttingly Japanese than, say, Final Fantasy. At last count, Okami had moved about 237,000 units worldwide, 150,000 of which were in Japan. These numbers aren’t huge but aren’t too bad either, and it’ll sell more as its legend grows (and oh, it is, you should hear what some people are saying about itthe Play review closed with “I love you Link, and I always will, but my new best friend is a breed apart”).
So … Pretty …
Fear of the Uncanny Valley effect in modern “realistic” game engines has led to a strong Dragon’s Lair graphical backlash, especially on consoles and generally in the form of cel-shaded or anime-inspired graphics. Dragon Quest VIII, Zelda: Wind Waker, Trace Memory, Xenosaga and others have all gone this way. Even Clover’s own Viewtiful Joe games are cel-shaded. The effect is pretty and somewhat unique, but to my eyes it looks a lot better in still screencaps than in actual gameplay.
Okami is not cel-shaded, and its still screencaps cannot in any way do justice to the magnificent splendor of the actual gameplay. The whole thing is done in a style known mostly to Asian art historians and people who overuse Photoshop filters: as a sumi-e painting on a rice paper canvas.
Sumi-e is an acquired taste, but in perfect fluid motion it is an unforgettably delicious visual feast. Seeing the wind as wisping swirls of black ink on a far horizon, seeing rich blue mountains fade into view in dawn sunlight, perceiving for the first time the true meaning of the phrase “riot of color” when Amaterasu restores one of the magical Guardian Sapling trees that protect Nippon’s natural beauty. … Okami is so mouth-watering that I am seriously considering buying a gigantic TV just to fully appreciate it.
The game’s traditional-sounding Asian score fits elegantly with the visual triumph. The only sonic mistake Okami commits is the decision to subtitle all the speech against a vaguely Japanese-sounding babbletrack, an effect that worked far better in Shadow of the Colossus than it does here. It gets repetitive and a little grating, which wouldn’t have happened if they’d included a few more phonemes. I’m fine with the subtitling in general (English voice actors would have been a disaster), but hearing “ooglooboogloobooglooboo” over and over while you read dialogue gets irritating. Plus the type is small, and as I mentioned, so is my TV.
You Got Chocolate in My Peanut Butter
Your quest to save Nippon is characterized by a series of elegantly interconnected adventures and stories dealing not only with Orochi’s curse but a variety of other troubles that only Amaterasu and Issun can possibly solve. There’s a nasty sea monster, the mother of all snowstorms, a haunted forest and many other subplots great and small, usually requiring some combination of good reflexes and clever problem-solving to sort out.
Okami has elements of many genresplatforming, adventure, RPG and action all apply. But there’s more to it than that. There’s something so … joyous about it, in Amaterasu’s happy barks, in her running, her jumping, her digging of holes. I found myself ignoring the game for stretches, just doing these things. I don’t know if it’s the way the controls handle, or the graphics, or what, but it’s there. Okami is the video game version of Professor Dumbledore, managing somehow to be both gleeful and august.
The Celestial Brush system is getting much attention in the press; it’s a unique mechanism for affecting the game world that fits right in with the whole you-play-an-omnipotent-goddess thing. Hold R1 and the world becomes your canvas, to be literally painted with a giant ink brush. You’ll master more than a dozen brush powers: fix or destroy objects, summon dawn, slice enemies and so forth. Most puzzles involve the Celestial Brush to some degree or another. Amaterasu has forgotten many of the techniques (and Issun’s only along to steal them), so one of your objectives throughout is to relearn. Thankfully, Okami is very forgiving of poor calligraphy (hey, it’s hard to draw a circle with a thumbstick), so as long as you generally paint the shape you’re trying to, it lets you go.
As you restore Guardian Saplings, defeat enemies, feed wildlife and generally do your furry best to beat back the monster incursion and improve humanity’s faith in the gods, you gain faith points you can spend to improve Amaterasu’s capabilities. Individual capabilities can be adjusted to suit the player’s overall style. It’s a limited system: you can’t buy one Brush technique and forego another, for example, but this is not really a stat-based game so that’s okay.
Okami is dialogue-heavy and spends a good portion of its time in expository mode; if you have a problem with reading backstory or conversing with characters, it’s not for you. There is plenty of action as well. Combat can be sought out or avoided, and aside from a handful of required encounters you can choose to dodge most foes if you desire. These enemies are portrayed in the game world as “monster scrolls”evil-looking green carpets that patrol the landscape and hone in on Amaterasu as she runs. Combat itself occurs in a separate gamespace, a sort of monsterdome, where you employ your celestial brush and a variety of upgradeable weapons to teach these demons who their daddy is.
One of the complaints we’re hearing about Okami is that it’s an extremely easy game, particularly the combat. Even a non-console guy like me encountered very little difficulty. As I get older, though, I care more that my games are fun and less that they’re hard, so the fact that Okami’s combat and action are pretty simple don’t really bother me. Plus, with 30 to 50 hours worth of play, not to mention several replay and find-more-secret opportunities, you really do get your money’s worth from this product.
The game can drag a bit when you’re facing some puzzle or challenge that you can’t quite figure out. In many cases, you must turn to Issun or one of the other characters for help, but Okami is not always sufficiently forthcoming about that. It can be hard to see the icon indicating that a character “still has more to say,” as it were, so you may spend some time just sort of wandering trying to figure out what you’re supposed to do. Fortunately, none of the challenges are particularly hair-tearing, though many do require a lot of thought and sometimes a good deal of running around. It’s the worst thing I can say about a game that’s otherwise a tour de force.
I Got Your Four Leaves Right Here
By now the news is all over the wire (and FFC forums): publisher Capcom shut down Clover Studio a few weeks ago. Some more eager folks have speculated that “Capcom closed Clover” is a fancy way of saying “Clover wanted to go independent;” while that would be nice, the fact is that’s not the way the video games industry (or any industry) works.
Capcom owned Clover, lock, stock and barrel, and in fact started the studio using Capcom employees. Clover’s mandate was pretty simple: make games like Okami. Strange, unique, innovative, challenging, artistic, creative, unusual games that pushed the boundaries of what we’ve seen in the medium. Clover delivered big time, and not just with Okami either: Viewtiful Joe and God Hand both revitalized their respective genres. But, like it or not, the studio posted a loss of four hundred million yen, and Capcom is above all other things a business that’s in the business of staying in business. The decision, sad as it was, had to be made.
In a way I applaud Capcom, not for shutting Clover down but for starting it up in the first place. Only one other companySonyhas a studio like that, a studio whose job is to create proof that games can transcend what they are right now, more or less regardless of the financials. The vast majority of video game executives at the publisher level don’t play games and don’t care about them. So it’s really great to see big, wealthy companies willing to essentially burn their profits in the interest of improving the human condition. It could be equated with the Emperor Augustus commissioning Virgil to write the Aeneid, or the Church paying Michelangelo to paint its ceiling.
Okami is something really special. It blends jubilant gameplay, potent theme and rich artistry in an utterly seamless package. It has received universal acclaim from the gaming press, and hopefully it heralds a new era of platforming, a new set of heady days the likes of which we’ve not seen since Sonic 2. That its studio is gone, that it hasn’t sold a bazillion copiesthese things are somewhat irrelevant. Okami is with us, and that’s what matters.
Above all else, it has a sweet temperament and gentle demeanor that makes it almost impossible to dislike. There aren’t many games out there that have made me just feel happy, and this is one of them.
The Verdict
The Lowdown
Developer: Clover Studio Publisher: Capcom Release Date: September 19, 2006
Available for:
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Copyright © Electric Eye Productions. All rights reserved. No reproduction in whole or in part without express written permission.
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Good one.
Of course, it will be very interesting to see the battle between crackers and UBI’s cryptographers. PC version of Assassin’s Creed II is already circulating the warez scene, although as yet uncracked. Everybody seems to think it will be cracked in a couple of weeks time at worst, which, admittedly is better for UBI than what usually happens (games cracked before release). Of course, I won’t be buying it because I find this practice unnacceptable (and I do have the console version anyway) but the success of this game and its DRM might mean quite a lot in the future. Of course, we ARE moving towards the age where you will be required to be connected to do any playing at all, whatwith the Gaikai and OnLive systems rearing their heads on the horizon. Doesn’t mean I have to like it, eh?
I went to the Ubisoft website and looked at their list of published games. It seems that the last of their games I played was the last Myst game in 2005. In fact the only Ubisoft games I’ve played have been Myst games. So I don’t see that their new DRM crime-against-my-privacy will have much of an effect on me. But I hate the idea. It’s an “Off with their heads!” kind of development. Reminds me of the idea that people will put up with lost privacy in exchange for security. In this case the security is only to benefit Ubisoft. Yes, I allow my privacy to be violated every day – each time I visit Amazon, or read Google News -the list goes on and on. BUT THOSE ARE MY CHOICES. I also have a choice about where and how I spend my money, and I’d refrain from buying a game that allows so much intrusion into my computer/life. A game that tells me how I must live my life even in the smallest of ways such as always being connected to the internet is a game I can forgo.
Consoles CAN be connected to the internet 100% of the time, but there are still many consoles that never go online. Modern Warfare 2 sold over 11 million copies, yet XBox Live only shows 840,000 users that have been on-line with it. That’s not played online, that means they played the game in any mode while connected to XBox Live.
Games that have required an internet connection and were multiplayer only have a history of vanishing quickly from the console marketplace. Phantasy Star ONLINE did much better on the Gamecube then it did on the XBox. What was the difference? Oh yeah, you could play PSO without an internet connection on the Gamecube, the XBox version require a live account and an internet connection. That’s hardly the only example but one that is near and dear to my heart.
No, no, you don’t get it! Ubisoft’s “always connected” requirement isn’t DRM, it’s value-add for you, the beloved customer. Just like the Albertsons supermarket chain requires employees to plaster obnoxiously bright orange “Thank you for shopping with us!” stickers on your Coke and milk not because they think you’re stealing them but to express their sincere gratitude for your patronage.
Maybe my memories of a time when consumers paid for a product and got the product, unadorned by FBI warnings and impossible to open wrappings and authentication servers that can vanish at any time without warning were planted by aliens. In the current cultural climate it’s certainly difficult to believe that time ever existed.
But Steerpike makes a good point: business model, retail model is lagging behind the times. And developers, instead of researching ways to use the existing systems to sell more games rather research new ways to piss off their paying customers.
Seriously, in my opinion, pirates pirate games because they are better value than retail games. Not just in the sense that they get to spend less money on them, but they get them faster, do not have to go through any hassle with DRM and have full control over the game. I think that Gabe Newell put it best saying that Valve sees pirates as customers who haven’t been served yet.
I think UBI and their ilk should look for ways to make retail games more valuable to their customers than (free) warez copies. Yes, stuff like achievements/ trophies helps a little, sure. There are other ways too and one of them is resale value. But, oh, what a surprise, used games market pisses publishers off MORE than pirates do. In fact most of the current DRM schemes are only effective against resales. EA’s ten dollar project and all other free DLC on day one initiatives. So, honestly, I’m afraid that UBI’s online-all-the-time-or-no-service DRM is basically only going to affect sales of used games. The crackers are going to bring their games to pirates eventually. I believe that draconic DRM schemes such as this will only inspire people like GeoHot, Dark Alex and Yoshihiro to spend more of their time on circumvention. Their street cred is going to be huge after all…
What Valve seem to understand is that playing games through Steam should make playing MORE valuable/ comfortable than not playing games through Steam (which is, at the end of the day a DRM system). Being able to instal a game on as many machines as you want and not having to have a disc in the drive is exactly what pirated games give us too, but with Steam you also retain all your stats, friends lists, achievements and everything. So it’s BETTER than playing pirated games. I only hope that UBI wake up and realise they have to ADD value, not just subtract freedoms.
I’m not really sure I see their DRM as a huge problem. If my PC is turned on, so is my internet. I’m fully aware that my name is probably on a million data bases already, and although it might be annoying knowing that Ubisoft have implemented such a security feature, if you don’t physically notice it, I don’t particularly care.
I’m currently playing Myst at the moment, having never before. What an odd game…
Well, you know, just from a philosophical standpoint: if the game is unplayable as soon as you don’t have Internet connection (which, I’m afraid, happens to me more regularly than I am comfortable with) for no other reason than making sure you have paid for it then to me this is pretty much unnacceptable. Requiring a connection for something that is a function of the game itself is OK, but enforcing it just for the sake of protection of the publisher, sorry, no sale.
True Meho. I had 40 minutes the other day before I went out and thought I would have a quick skirmish on Dawn of War II. Steam (despite my love for it) wouldn’t launch the game because for some reason it kept freezing and refusing to connect or launch in offline mode. I couldn’t actually locate the source directory either to boot the game up manually. So, I didn’t get to play and instead spent 40 minutes in a fit of rage cursing Valve and all who work under them.
Not exactly the same situation, but not hugely dissimilar.
I’m really not concerned about the privacy issue simply because that illusion is just that, and doesn’t really comfort or unsettle me. My problem with this whole thing is that internet connections can be temperamental at the best of times and the idea that if the connection falters I will lose my progress (and thus my invested time which I’d argue is more valuable than my money) then quite frankly Ubi can fuck off. I’ve been pretty placid up to press with DRM simply because it’s not seemed that intrusive but this will affect the paying customers more than the pirates. It devalues the product and I fear it will push otherwise paying customers to download cracked versions that don’t suffer from this shit. Which, of course, will play into Ubi’s hands.
Am I right in believing all this stems from the hideous retail model that just refuses to die? Physical retail creates pressuring deadlines, costs considerably more due to increased physical production (and overheads in staffing and floor space), it’s inflexible with stock limitations and shelf space dictating the range of titles available in any given store and by the sounds of things is the sole reason for this ‘tail’. If you look at Steam, it isn’t always the newest games that sell the most due in no small part to their sales and weekend deals.
“I wonder if we’ll ever get to a point where a person would be just as likely to invest in a beloved classic as a hot new release.”
From my experience there are a lot of people who simply can’t stomach old looking games, even some of my friends who’ve been playing games since they were young have turned into total graphics whores. Seriously you want to see the totally underwhelmed look on their faces when I show them XCOM for any period of time. We’re at a stage now where graphics are so advanced that for a lot of people going back so far to sample an allegedly classic title is simply too much. Thankfully GOG is doing a fantastic job of making these titles as accessible, and valuable, as possible.
EDIT: Spot on Meho. My point exactly.
See what I mean though Lew? Time. Valuable stuff. A quick skirmish on DoW turned into a 40 minute skirmish with Steam.
This seems like an awful idea.. or at least one which sounds like a good idea to somebody somewhere, but in reality is unworkable.
Since I’ve been a paying internet customer I have lived at 3 different addresses and used around 5 different ISP’s. I have ALWAYS had problems with my internet connection. With my current set up it tends to go down if a menacing looking cloud passes overhead..
Some people may like to play a game offline now and then; this is especially easy with older ones before the dawn of activation codes and online authentication. While those aren’t that annoying, having to maintain a constant internet connection just to play a game that you paid for, which is not specifically a MMO, really bites.
Gregg B said:
“Am I right in believing all this stems from the hideous retail model that just refuses to die? Physical retail creates pressuring deadlines, costs considerably more due to increased physical production (and overheads in staffing and floor space), it’s inflexible with stock limitations and shelf space dictating the range of titles available in any given store and by the sounds of things is the sole reason for this ‘tail’. If you look at Steam, it isn’t always the newest games that sell the most due in no small part to their sales and weekend deals.”
I agree with this. Just a few years ago I couldn’t see myself paying for intangible, digital goods. Fast forward to now and it’s really my preferred method of computer gaming, whether it’s GOG, Steam, or elsewhere, I find it’s the model that works best for the customer. If I’m not mistaken, I believe once upon a time that was who the industry was trying to serve, no? The customer?
You know, I’m from Brazil and there piracy is HUGE. Maybe for that reason I feel for the industry and understand the efforts to stop it. However, I suspect this crack delay would have a very minor impact in markets like Brazil. People can’t afford the games, so they wouldn’t pay full price anyway.
It is a shame that we don’t have privacy anymore. The other day a friend of mine on XBox Live sent me a message to congratulate me on a goal I scored in Fifa 10. I didn’t know but apparently not only you can see I’m playing Fifa, but you also see when I score and my avatar cheers! While that sounds very cool, it is also very disturbing. But like Matt points very well, privacy is already gone. And since I don’t have it anymore, why not help stop piracy?
On the other hand, the plurality of solutions is a different matter, it becomes a hassle. I think the solution should be platform dependent, not publisher dependent. In Brew phones, the control is embedded in the system and you cannot use an app if it cannot be verified, which means if you are not connected to the network you can’t play.
Unfortunately that cannot be applied to consoles, there’s a considerable number of devices outside the internet umbrella. But if the game constantly checks if you are online and tries to authenticate the copy, online piracy will suffer a big hit and the technological move towards full connectivity will make the practice more and more efficient over time.
Not going to buy the game, long tail or not, it sucks to have that kind of persistent connection needed for offline play. Not even just startup authorisation either. I must admit any Game For Windows Live games can be similar (Dawn of War 2 being one of them necessitating it) although most of them allow offline profiles, and most of them allow the saves to be moved easily between any online or offline accounts.
Oh, and if you’re disconnected it won’t kick you out of the game too, even Microsoft didn’t get that wrong.
I don’t even understand how privacy comes into it, my main issue is twofold:
– The above note about simple, offline play (and disconnects for blips in service)
– The fact it isn’t just your connection that is necessary, it is THEIR connection and servers
The second point as a partial game historian leads me to wonder how many years (not decades) the servers will be there. Publishers have removed much more necessary servers quickly if they are a cost liability (or they want to push people onto a newer game…). Downtime is also, considering some of the services require payment (Xbox Live for instance) devastatingly poor considering the user base sizes, especially on high load days (and I wonder if we’ll see “Assassins Creed 2 unplayable at launch due to server overload” at all, heh). Lucky it’s “just games” though, no worries if we only have 99% uptime right?! 😉
(Also, frankly their Assassins Creed 1 port was poor until they patched it, where at least then it was playable (in full on 16:9…for some reason), which makes me wary of any PC release of a console game they do. I wonder also if they still have unskippable cutscenes, I’ve not checked it out on the consoles).
The fact they’ll never have enough sales of this PC version due to the earlier console release to either say this is a roaring success or roaring failure. It’s the longest end of the tail in the first place. Or they’ll lie about whatever happens anyway. It’s utterly bizarre…I just don’t understand it.
Cesar: I’m in Serbia and here piracy reigns supreme (much worse than Brazil, I imagine) but still, this is pure and simple bullshit. I purcahsed BioShock 2 today, for my PS3 even though I’d prefer to play it on my PC just because of the stupid DRM that won’t let me control the use of a game I pay for. They can fuck off with that. So, my purchase was influenced by DRM, depsite the game being more natural to play on a PC. Protection measures should not create this kind of bitterness in a human being.
The issue of server overload on release days is significant. Think about it – a game like Modern Warfare 2? Or any other hotly anticipated release? Of course the servers would go down. It’s not cost-effective to install a server infrastructure capable of handling Day Zero traffic. That would royally piss people off.
Ubi and others who use draconian DRM typically insist that if they ever go out of business or shut servers down, they’ll issue patches so the games can be played offline.
Around the holidays here, big stores like Best Buy station a guy at the exit. His job is to go through your bag and consult your receipt to make sure you haven’t stolen anything. That’s a very similar ideology to this one: treat all consumers like thieves in hopes of catching the few who are.
Considering most MMOG servers cannot cope on launch day, I see it as a gaurentee that when the next Modern Warfare is released, if they do follow through with this, would see many unhappy players.
This new DRM policy will totally be screwing me over because I have a wireless internet setup, but my signal is a bit weak so here and there it drops out for a 10-15 second period before it reconnects. Plus my wireless router is a bit wonky and will just stop working once in awhile until I cycle power to it. So, until my setup changes, I will be forced to avoid all Ubi PC games that use this.
I seriously doubt a person which would normally pirate a game, will pay money for it just because she has to wait a short while longer for the cracked version. This can work only for very cheap games – like 1$ cheap.
Just for those keeping tabs: the Russian version of Assassin’s Creed II has apparently been successfully cracked, with a fix for the saves too. Of course, I don’t KNOW this for sure but that’s the word circulating through the grapewine.
Brazil is a strong competitor in the piracy rates. 95%-97% if I am not mistaken.
Anyway, I don’t have a problem with the privacy issue. Not even with the assumption that we are all thieves. If you extrapolate that idea, you will conclude we shouldn’t have patrol cars on the streets. They assume people will commit crimes and have to keep watch. Homo homini lupus. Society isn’t perfect and even though losses are part of the model, no one is ready to lose out of good faith alone. I don’t mean to say DRM and police watch are the same thing, I’m just saying it’s not that simple to draw a line where it becomes offensive to monitor society.
That being said, it is not acceptable to have a DRM impact gameplay at all. I don’t mind it authenticating my copy. But if I am offline it has to work. And if I loose connection during the game I shouldn’t be kicked out.
And while the efficacy of the solution might be questionable under these circumstances, like I said in the previous comment, it only tends to increase.
“Ubi and others who use draconian DRM typically insist that if they ever go out of business or shut servers down, they’ll issue patches so the games can be played offline.”
I have seen this happen to absolutely zero games ever. The fact that it is nearly impossible to sanction any work on IP if a company is in administration is the key. That and it is non-trivial to get around your own disk DRM by producing an installer that will work with your disk copy to install it.
I’d love to be proved wrong…this is by far the most worrying thing of the deal, just installed Bioshock 2 and it has online activation (sigh)…worried I might need to download cracked versions to install it in the future!
Oh, did you see the patch notes of the first patch? It makes the DRM very very very slightly “better” (I mean, better as in “still shit”):
http://www.fileshack.com/file.x/17456/Assassin%27s+Creed+2+Patch+1.01+-+US
“Game can now be continued from the exact same point when connection is restored”
Ho ho ho. Ho.
Oh:
http://www.eurogamer.net/articles/ubi-under-fire-as-drm-servers-go-down
I like this bit:
“Only those who purchased a copy of ACII or SHV legally appear to be affected. Pirates playing illegally downloaded cracked versions of the game are able to play without a problem.”
Is it apparent pirates are having no problems yet? If they’ve properly cracked it then what I feared (above) is true. Last I heard was that the DRM apparently downloads levels or important files as you play. I don’t know whether this is true or not though.
Meho beat me to it. I just read a similar article on The Register. I don’t suppose that the DDoS attack will make Ubi rethink its evil ways, but this might (I can dream, can’t I?):
“Meanwhile Ubisoft’s much criticised controls have been broken by software hackers. A hacker group called Skid-Row managed to bypass DRM restrictions on Silent Hunter 5 less than 24 hours after the game was published. Skid Row has releasing a crack for the game based on this work, Zdnet reports. ®”
Full article here: http://www.theregister.co.uk/2010/03/08/ubisoft_anti_drm_hack_attack/
Spike. RE: The Register article
There is a comment to that article that claims the crack for SH5 is not a complete crack and would only allow an incomplete experience, because not only are save games stored online but some of the game data files are stored online too, implying that the boxed game you buy is incomplete. This seems plausible and effective IMO, because if I was demanding an internet connection for my software this is how I would do it. It demands not only that a games code be cracked but that missing data files be supplied too.
Having just read this article – link below – I’m thinking that DRM will be fine and dandy AND hunky-dory with me as long as the packaging it comes in is “green”. Yep. That makes it more palatable.
http://www.fastcompany.com/1620105/ubisoft-green-recycled-case-digital-manual-sustainable-packaging
I would kind of like to buy games in potato cases.
I was thinking… and remembered one of the most creative instances of “DRM” if you can call it that: King’s Quest VI! I looked it up and sure enough it is mentioned on KQVI’s Wikipedia page:
A booklet titled “Guidebook to the Land of the Green Isles” (written by Jane Jensen) is included in the KQVI package. Aside from providing additional background to the game’s setting, this booklet serves as part of the game’s copy-protection. The player will not be able to pass the puzzles on the Cliffs of Logic that guard the Isle of the Sacred Mountain without information from the booklet. The booklet also includes a poem encoding the solution to one of the puzzles in the labyrinth on the Isle of the Sacred Mountain.
I guess that’s not very feasible today, what with widespread use of the internet around the world. I still think it’s more creative than the “thank you for your money, we intend to treat you like a criminal” method.
I played the KQVI game with the booklet. I was a kid at the time, and thought the booklet was so cool! It really added to the whole game’s experience.
The quest for Glory games came with fun booklets as well, though I don’t remember if they had copy protection elements to ’em.
Ahh, the good old days..