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Only Speaking Professionally | Why I Bought A PS4, And Why I’m Not Playing It

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I bought a PS4 on Friday. I chose to buy a new console, and a PS4 specifically, for a number of reasons, and I’m not playing it for one really big one. But we’ll get to that.

This PS4 is my first console since my Windwaker Gamecube bundle back, oh, a long time ago. I didn’t buy an Xbox 360 or PS3 because at the time I had a pretty great gaming PC, an interest in upgrading that gaming PC, and none of the games on either console really interested me. So, I’ve been gaming on that PC (and iterations thereof) for a good long time. But now, finally, I decided to pull the trigger on a console.

Why? Because I had the money, and the new consoles seem interesting, and I can do reviews for OnlySP. No real reason, just because I felt like it, really.

Why did I choose the PS4 in particular? I’m still primarily a PC gamer, and Titanfall is on PC as well as Xbox One. I figured that a number of Microsoft exclusives would come to PC as well as Xbox One, so I’d probably get the most value out of the PS4. The Dualshock 4 apparently works well on PC, too, so that’s added value for me. The PS4 lineup doesn’t look as appealing as Xbox One’s, but it’s a little premature to judge a console based on launch lineup. But, the deciding factor was stock. Amazon spontaneously released new PS4 stock that promised to arrive within a week, instead of having to wait until next year to get box, at the right price point for me.

So I’m no Sony fanboy, I have no brand loyalty in this instance (I’ve never owned either an Xbox or a Playstation, in any form), and my choice was made on a whim based on price and availability.

So why am I not playing my Playstation 4 with Killzone bundle right now?

The reason is because I don’t physically have my PS4. I ordered it from Amazon, and shipping is taking between 2-5 work days. I ordered it Friday night, so it should be getting here on Wednesday – or, more likely, Thursday. That’s not my gripe – I expect shipping to take a certain amount of time, and it would be incredibly unrealistic and unfair to expect it to be here already.

No, the reason I don’t have my console now is because the PS4 is not going to be released in Australia until November 29th.

Why? Because reasons.

I watched the Spike TV PS4 launch event, streaming through the internet from halfway across the globe. I saw the excitement of everyone there. I watched the new trailers and reveals and the hype machine in full-flight. I had to – had to get the news up. And I saw that Sony, releasing one week before the Xbox One, snagged the majority of next-gen hype. And I knew, I knew I would have to wait two more weeks until Australia got the PS4.

Well, sort of. There was a PS4 launch event in Sydney – strictly industry invite only. Some big media outlets and Sony partners had a big shindig with PS4s in the city. And they celebrated the “launch” of the PS4, despite knowing, as I knew, that the only place that the PS4 had launched in was America. Australia’s – and Europe’s – official release date for the PS4 remained the 29th.

And I say “official”, because there are one or two caveats. Firstly, some PS4s leaked out early, due to street breaks. This isn’t uncommon for new hardware or games. Secondly, there’s a little thing called globalisation.

This means that someone from, say, Australia, can use a global communication service, say, the internet, to contact an overseas company, say, Amazon, to buy a product, say, a PS4, and use that company’s local release date, say, November 15th, to purchase it when it gets released overseas. Pay the, say, $28.99, for express shipping, and voila – I’ve ordered myself a PS4 that will arrive before it’s officially released in my country.

This begs the question – if Amazon can physically send a console from America to Australia in 2-5 days, why can’t Sony?

Sure, there’s shipping to take into account. Sony has to physically ship all those big heavy boxes all over the world, and that takes time. I understand that. But I also understand that the company who organises the shipping and distribution also sets the entirely arbitrary release date. Why would Sony want to release the console in the US market two whole weeks before the rest of the world? Obviously it’s not to test the consoles, since the release dates are so close together that zero changes can be made based on US userbase feedback. It’s not to bolster revenue from regional currency exchange rates – the PS4 earns more money per unit everywhere in the world compared to the US price, and those who are impatient (like me) will resort to purchasing US consoles for US prices (like me). It’s not to capitalise on the global first adopter excitement, since in non-US countries the PS4 is released one week AFTER the Xbox One. And it’s not to be consumer friendly, because regional release dates are never consumer friendly. To top it all off, Microsoft seems to be capable of pulling off a simultaneous global release no worries, since everywhere in the world is getting the Xbox One on the same date – the 22nd (well, excepting Japan and a handful of European countries).

In an increasingly global economy, a delay in distribution can be devastating – just look at the piracy rates of cable shows that have no legitimate global digital distribution platforms. Australia is the Game of Thrones piracy capital of the world, due to the fact that the first few seasons were unable to be purchased and accessed digitally for a comparable price in a reasonable time.

Obviously, a physical product is different to one distributed digitally, but it doesn’t have to be treated differently when it comes to simultaneous global releases. Sony could have capitalised on the one week jump ahead of the Xbox One and swept the field. Sony could have received even more initial revenue, more market share, and even more future revenue by releasing the PS4 globally on the same date.

Why Sony didn’t do this is a mystery.

I should have been able to walk down to my local store and pick up my PS4 on November 15 (after preordering, of course).

Still, I’m pretty darned excited to get my hands on the fancy black rhombus. Expect lots of next-gen reviews in the very near future.

Former Editor in Chief of OnlySP. A guy who writes things about stuff, apparently. Recovering linguist, blue pencil surgeon, and professional bishie sparkler. In between finding the latest news, reviewing PC games, and generally being a grumpy bossyboots, he likes to watch way too much Judge Judy. He perhaps has too much spare time on his hands. Based in Sydney, Australia. Follow him on twitter @lawksland.

Features

The Maker of 2019’s Must-Have Interstellar RPG Within the Cosmos Talks Gameplay, Lore, and the Future

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Within the Cosmos

Some indie games look impressive enough to match anything coming out of the AAA studios. Within the Cosmos fits that bill to a tee. Every screenshot from the project shines with ethereal beauty, and the description makes it sound like a marvellous mash-up of Deus Ex, Mass Effect, and Halo

This RPG casts players as a would-be colonist intended to seed human life away from what seems to be an apocalyptic interstellar war.

To find out more about the promising project, OnlySP reached out to developer Francis Debois, who went into great depth about the gameplay, structure, and the processes involved in production across the last five years. 

OnlySP: I wanted to start by asking about the gameplay. In the marketing you’ve mentioned that objectives can be completed through stealth, combat, or diplomacy, which is always a plus for an RPG. Is that multi-path approach available for every mission, and how free-form are the player’s options?

Debois: The missions in the game generally give you multiple ways to affect how the mission unfolds, whether it’s through dialogue or how the player approaches the mission. Also, the options available to you are governed by the type of character you create. If you have a character that’s high in Intelligence, you might be able to hack a control panel that opens a door to a room that you’d otherwise have to fight through to get to, or if your Charisma isn’t high enough, and you try to convince them to leave the area, they might not listen to what you have to say, and they’ll become hostile, or you can simply avoid all of that and find a way to sneak inside!

OnlySP: From what I understand, the RPG levelling mechanics are tied to modules on the character’s suit. Can you tell us more about how this system works and maybe provide examples of some of those modules and upgrades?

Debois: Modules are essentially “perk points” that you can use to upgrade your character. Every time you level up your character, you will get a module you can use to enhance/alter your character. The perks available to you are tied to your attribute points. So, if your Agility is high enough, you can “spend” a module and get the “Light Steps” perk, which makes your footsteps much lighter, therefore harder for the enemies to hear.

OnlySP: The game also has a stat system, which sounds a little like S.P.E.C.I.A.L. from Fallout. Is that an apt comparison? Will players be able to improve and modify those stats through gameplay and, if so, how?

Debois: Yeah, it’s a similar idea to how S.P.E.C.I.A.L. works in Fallout or similar games. When the player starts the game, they will be given a fixed amount of points that they can assign to their attributes. So, if you decide to max out your Constitution and Agility, you’ll have a character who’s agile, sneaky, and strong, but that would come at the cost of not having much Intelligence, Charisma, or Perception. So, you’re really gonna have to think about what attributes you favour, or you could put a roughly equal amount into all of them and have a character that can do a little bit of everything but not a master of everything. It’s up to you. I feel like that system will really create the desire for players to have multiple playthroughs of the game, and still have each playthrough feel like a different experience.

As far as improving and modifying those stats… I’m still trying to get the balance right. There might be one or two instances where you can upgrade them, or get temporary boosts to them, but whether you can improve or modify them beyond that is still being determined.

OnlySP: While upgrading, will players be able to respec their character’s abilities at all or are they locked into the upgrades they use?

Debois: No, they won’t be able to respec. Once you select an upgrade/perk, that’s what you’re locked into.

OnlySP: If I recall correctly, I’ve read somewhere that Within the Cosmos has a linear structure. Does that mean players won’t be able to revisit previous locations? 

Debois: You WILL be able to revisit previous locations. It’s linear in the sense that you can’t visit a new region, or planet that you have no narrative reason to visit yet. For example, the first planet you go to in the game is Alios, the second planet you visit is Berith II. If you’re right in the beginning of the game and you just got to Alios, you won’t be able to just go straight to Berith II until you’ve reached the point in the story where it makes sense to go there, but once you go there, you can go back and forth between those planets as often as you’d like. Also, I used the term “linear” as a way to get the point across that it’s not a huge open sandbox or anything. The game is very story-driven.

OnlySP: Speaking of locations, the game has the character visiting a number of planets. How many planets are there, and how have you differentiated each of them?

Debois: There are three planets in the game. Each one is aesthetically different, with different fauna, different factions, and the architecture of each planet reflects the dominant faction or factions on that planet. Aside from those locations, there are other places you’ll visit for a mission or a series of missions.

OnlySP: Looking at the Steam Greenlight page, there’s mention of vehicles and survival mechanics, but those seem not to have made it to the final version. Can you maybe explain how the development process has resulted in changes from the game you initially set out to make?

Debois: The direction the game was headed when I created the Greenlight page was completely different to what it ended up being! Initially, I intended to make an FPS with survival mechanics, but as the game progressed, and I started writing more of the story, I realised that survival mechanics didn’t really make sense, and it negatively impacted the experience. There were many things that were added and cut out in the end, so vehicles, and the survival mechanics were just two of the many things that simply didn’t end up feeling right as the game really began to take shape. As I wrote more and more, I felt like an RPG would be the best way for players to experience the game and the story.

OnlySP: You’ve mentioned that the game should take between eight and ten hours to complete. Does that factor in all the content available in the game or just the main missions?

Debois: 8-10 hours is a rough estimate of what I would say an “average” playthrough would be. Which is someone who has completed the main story, and did a few side missions. If you decide to do everything possible in the game, it will certainly take longer than that, but if you decide to strictly follow the main story, it will be shorter than that.

OnlySP: As I’ve been following Within the Cosmos, I’ve felt that it looks a bit like Halo and sounds a lot like Deus Ex. It’s got me wondering what you feel as though it’s most similar to and what sort of inspirations have shaped the look, feel, and overall tone?

Debois: Oh, there have been so many inspirations! I love the FPS RPG genre, so Deus Ex was a massive inspiration, as was Fallout: New Vegas. Those are two top tier FPS RPG games that I absolutely love. Space-based games have had an influence as well, such as Halo and Mass Effect. They helped shape the game in one way or another. I’d say the biggest inspiration behind it all has been Star Trek, I think the story and lore will reflect that to some degree.

OnlySP: Within the Cosmos is set against the backdrop of an interstellar war. How much of that background lore will players be privy to as the experience goes on?

Debois: The interstellar war is the reason that the player, and the factions are there in the first place. You will be exposed to the history of the war by reading some of the logs in the game, and through some characters you meet, etc. The war is what ties everything together. As you play through the game, you will see that even though you’ve escaped to this region of space, which is far away from the war itself, you still feel the effects of it. What you decide to do can really influence how the war plays out.

OnlySP: Meanwhile, the main story follows an individual sent to safety to preserve the human race. We’ve seen similar ideas of species protection and propagation in the likes of Fallout and Mass Effect: Andromeda. How is Within the Cosmos distinct from those earlier games?

Debois: Well, I really don’t like to compare Within the Cosmos to other games, but Fallout is more of a sandbox, and Mass Effect is more of a story-driven action RPG. Within the Cosmos falls somewhere in the middle of that.

OnlySP: As I understand it, Within the Cosmos, is entirely self-funded, self-developed, and self-published. Did you ever consider crowdfunding or partnering with a publisher to help get the game across the line sooner? Why or why not?

Debois: Not really, no. Some people suggested that I should try crowdfunding but that was something I was never interested in for Within the Cosmos. This was really a game that I wanted to make myself, so funding it and publishing it myself felt the most natural to me.

OnlySP: I know there’s still a little while before Within the Cosmos launches, but what’s next for debdev?

Debois: Once Within the Cosmos is out, I’m going to listen to the feedback from the community, and just work on updating the game with more content as time goes on. I really want to give this game all the support I can give it. Anything after that, we’ll have to see what happens! I would love to work on some of the other ideas I have, some more RPGs. There are other games that I really want to make, but after dedicating nearly five years of my life to this game, I’m not sure I will have the financial means to be able to do this again! 

OnlySP: Finally, do you have any final comments that you’d like to leave with our readers?

Debois: I’d really like to thank those who have been giving the game compliments, and those who have been providing feedback! It all really means a lot to me, and proves that all the years of hard work that I have inputted into the game, has been all worth it!

Thank you all for reading this, and for having an interest in Within the Cosmos! I really hope you check it out on Steam, wishlist it, and play it when it releases on 1 August!


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