Portables - A Gaming Paradise? - by Torture
Before I proceed, please keep in mind that these are my own opinions, based on my own experiences. If I make an error, it is more than likely because my own experiences are different, as with any opinion. With that in mind, let's get to it.
As I have observed, the portable market is considerably different from the console market. It doesn't mirror the aspects of console gaming, and being a console gamer. Console games tend to emphasize power, and innovation. Portables seem to emphasize fun, and creativity. But it goes deeper than that. Considering the smaller following portables seem to have on the Internet, or at least with console sites and news overshadowing the portable scene, it isn't easy to observe things. I will address some issues that I believe based on what I have observed from both scenes.
Being an avid console gamer, and rejuvenated portable gamer with the release of the original Neo Geo Pocket, I have tried to follow things on both ends. Admittedly, I am no expert on everything, as I don't own every system, so I can't always speak too confidently about Color Gameboy, and Wonderswan.
Creativity is a quality that seems to be valued when dealing with portables, both in hardware design and software development. First Nintendo added the color screen to the Gameboy, among other improvements. SNK and Bandai both followed up with their own portables, each with unique features. Wonderswan can be played both vertically and horizontally, and it has full motion video capabilities. Neo Geo Pocket's best unique feature is its superior control pad allowing for very precise commands. Compared to consoles, the focus on power is almost non-existent for the portables. It's the creative touches and games that distinguish them. While Neo Geo Pocket and Wonderswan are both more powerful than Gameboy Color, innovation and games keep it from getting crushed by the competition.
And that brings us to creativity in game development. Because these are portable games, console and arcade kind of power can't be expected. Just look back at the Gameboy's library and you'll see games like Street Fighter and Donkey Kong Land. A more recent example is the recently announced Resident Evil for Gameboy Color. Capcom has decided not to make another platformer, and instead will make the game a pseudo 3D conversion of the playstation game. This is a bold but smart move on the part of Capcom. There are plenty of console adaptations that ended up being platform games, but this conversion will distinguish itself from the rest, and perhaps will bring the "horror/action" genre to Gameboy. On the Neo Geo Pocket front, many creative touches have been added to the games. The first example is King of Fighters R-1. SNK was faced with the task of bringing King of Fighters 97 to a portable with only 2 buttons. They adapted the system to the 2 buttons flawlessly. Not only that, instead of just po rting the game, they changed the characters so they are super deformed, which allows for larger, detailed sprites in this case. SNK went even farther with R-2. They left the aspects that worked, and added in making mode, which is like a story mode. In it you can earn new moves as you endure the different challenges. Not only is it challenging, it adds to the replay value of the game, especially collecting the new skills. It is also linkable to the Dreamcast (When King of Fighters Dream Match 99 is released) which will allow for even more to be done. SNK has gone the extra mile in other games too, like in Neo Geo Cup, where you can buy power up items. This also adds depth to the replay value and gameplay.
Now for the real point of the editorial. Portable gaming seems to have a different atmosphere than console gaming. Rivalries don't seem as apparent, especially in the case of Neo Geo Pocket. Somehow, the NGP is able to bridge gaps between bitter rivals. First, there is SNK and Capcom. Both companies are heated rivals, but Capcom signed on to support the system regardless. On top of that, as we know, both companies were able to put aside any bad feelings to collaborate on a joint fighting game. Also, with the recent announcement from Sony, the gap between them and Sega is now much smaller. I welcome Sony's support, especially if they make a real commitment, unlike Sega whose support has been nonexistent. Now, there are plans for NGP to connect to Playstation 2. This means that NGP will be the first system to have some interaction with major competing console systems. This means that data potentially can be shared between all 3 systems through NGP.
On top of all of that, the fans seem to be different too. Despite competing handhelds, there seems to be considerably less system advocacy. I personally tire of Dreamcast vs. Playstation 2 discussions, and I don't see that sort of thing among the portables. That's just one of many reasons why I find myself enjoying portable gaming now. To me, portable gaming emphasizes fun over all else. They may not have the power of current console systems, but many games are highly enjoyable because of their simplicity...not in spite of it. And that is what I think the appeal of portable gaming is. All in all, I think the portable scene has a much more relaxed atmosphere. It doesn't seem as ruthless as the console wars. And this is likely why the NGP has bridged gaps...and that is why I think it brings the best out of developers.