Something, Something Game News – Human Resources: The Shenanigans Continue

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Since my last article, I’ve had quite the assortment of attention from Reddit, to Kicktraq. I didn’t quite expect the pull I had with my prediction, and I’ve had a lot of response both positive and negative. Since the positive is in all the right places, and the negative is mostly from those who still seem to think Uber is capable of succeeding where they failed with Planetary Annihilation, I can’t say I’m not pleased about it.

kwovcbl

Let my undoubted correctness flow through you.

I’ve been busy both with my own Kickstarter and trying to get games reviewed, along with regular IRL work, so it may be a short week. I did, however get in some time to explore Starpoint Gemini 2, and I jumped into Star Citizen’s Arena Commander for the first time in a while to see how it has progressed. While they are both spacey, it’s a bit hard to compare them (especially considering their widely spaced level of completion), so I won’t. Starpoint Gemini 2 is a fun romp akin to an action RPG, while Star Citizen really feels like it’s coming along as a true space sim. More on those later.

I couldn’t let this week pass without jumping back into the drama of Human Resources. After I wrote my last piece, I’ve both received praise from existing publications, and have been accused of defaming Uber by angry Redditors. It’s kind of exciting. I welcome both praise and criticism, so I’m good either way.

lawsuitlol

1-3 is definitely TL;DR.

The reason why I felt I had to re-address the situation is because I may have given the impression that I think crowd-sourcing is a bad strategy for developers with multiple project ideas, or that small developers shouldn’t attempt multiple projects simultaneously. I’m not suggesting either are the case, but both take careful consideration if you wish to please the consumers. It seems to me that Uber is incapable of understanding how much importance reputation is as an independent developer, and that’s why it’s a bad idea for them.

Let’s start with how Uber looks as the developer of Planetary Annihilation. (I will leave SMNC out of this one, because it likely had less impact than merits continued discussion)

We can begin where most people begin: (I dream that they do, anyway) Metacritic. Personally, I like Metacritic not because of the average scores (they do help, though), but because you can get a pretty good sample of what people did and didn’t like about any particular title. You can dig around between both users and “established” critics, and make your own opinions of what’s just spite and bile versus legitimate concerns.

pameta

 If you didn't start here before donating to HR, you probably should have.

A 62 from the critics is low. Almost harsh, even. Plus, the even averages are telling that the critics and users are likely in agreement. It’s not just critics being underwhelmed, or users being spiteful. Although, it might just be both. If you start digging around, you get a sense of that familiar tone: unfinished, incomplete, not what we were expecting, not what they told us we were getting, etc. Even many of the positive reviews suggest it lacks content and needs a campaign that feels like it’s the reason to play the game. RTS games should be built on a strong AI foundation. The RTS audience is quite divided between multiplayer and single-player campaigning. If you show more interest in one or the other, you are guaranteed to split the crowd. The lack of engaging single-player content shows, and failing to launch with an offline/DRM-free client indicates no intention of making it a priority. While they did in-fact release an “offline mode,” there was no reason to leave it until post-launch as a feature to somehow “prove they’re listening to the community.” Are they telling me this wasn’t a major concern during the 2 years of development and eventual alpha/beta testing? They didn’t even follow through until after the HR Kickstarter page was up and running.

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"Most helpful" review. See? I'm not the only voice of reason.

Plus, none of the physical goods from the PA Kickstarter have shipped, yet. This means anyone who paid over $100 is still waiting for their reward for helping to fund this “released” yet incomplete game, while seeing Uber already grubbing for more money to make a game using the same engine. This stinks of two things: arrogance and/or desperation. Neither of which looks good from the eyes of a potential backer. PA hasn’t been given the time necessary to even be called a success. It didn’t sell a record breaking number of copies by any means, and it hasn’t even fully delivered on its Kickstarter rewards; so what puts Uber in the place or time to start a new project expecting even more from the community?

whendoigetthem

This one kinda speaks for itself.

As if to further illustrate my point, Uber posted this message to fans giving the distinct notion that they don’t really intend on “finishing” any games. While the sentiment is easily debatable in the way that all art is “never finished…” There is still a point at which any artist must concede his own ambitions if he intends to sell his art as a product. While I can see this attitude working for an MMO where stretching out a player’s time and interest is a priority, it doesn’t work for a game meant to stand on its own. Imagine if companies thought this way in the past. Imagine if Final Fantasy VII were sold sequentially as individual discs, but Squaresoft decided to release the first disc of FFVIII before the second and third discs of FFVII were released. Would you have had faith that they were still going to deliver? Just because we have the technology to add on to a piece of software over an extended period of time, doesn’t mean it’s always the best way to build a successful product.  At some point, you have to call it finished. However, what Uber is calling finished is drastically different than what the consumer was expecting.

gamesareaservice

Sorry Uber, but this ain't WoW you're making here. Your "vision" sounds drug induced.

This shows a massive disconnect with the community itself, which most certainly hasn’t been invisible in all of this. I am definitely not the only one dissenting, and the numbers are merely indicative of my initial assessment. It doesn’t matter how many original devlopers from Command & Conquer or Total Annihilation you have if you can’t prove you can complete a product as advertised.

At the end of the day, I’m starting to lean away from the idea that Uber is working out of arrogance a la PGI. It really begins to sound more like desperation.

noresponse

Cliqist is my new hero for asking the question. The silence is deafening considering most other devs answer it.

It is my estimation that Uber likely over-expanded in the wake of the Kickstarter success, along with those willing to pay the high price to get into the alpha. It’s too easy to think you’ve secured your future with a quick income. I mean, look at Star Citizen. RSI has built themselves a massive studio and even put on a convention for a game that’s still very much in progress. But the main difference is the progress itself. I can’t help but be impressed with how active they are in communication and releasing images and video of new models. They’re even consistently giving us alpha backers content to explore in our hangars, so we actually have an opportunity to interact with models in progress. While it’s been a long haul, the updates are consistent and never lacking. Many of the things you pay for right now, you are able to use right away, or will be shipped to your house right away. This is why on Oct 11, Star Citizen made $1.32m. Nearly the entire fund for HR in a day. Even with all of the extra goodies promised, Uber’s biggest thing they’ve been able to say so far is “Look! We finally gave you ‘offline-mode!'”

bunchomoney

Who doesn't want a piece of that Star Citizen money?

Plus, it’s not like there aren’t those in the crowd who yell at the top of their lungs in blind desperation with the hope that this game becomes a reality. But when you read what these guys say, I can’t help but feel it’s rooted in fantasy. It’s as if it’s somehow everyone’s moral responsibility to fund this company for the good of the game, even though the last one was a disappointment. Some people simply don’t like being burned twice.

soitbegins

I think this guy needs a hug.

Do you still think it’s the crowd’s fault that HR won’t get made? Is it still loud-mouths like me who “defame” Uber to make them look like bad guys? No, they did it to themselves by looking desperate and greedy. They probably have a lot of extra designers who need to get paid, and the biggest thing preventing that right now is the already waning interest in what should be a hot new release. Even the DLC is disappointing. Three Commanders and a soundtrack for $25? I guess that’s a deal when you consider that some commanders are as costly as $15 individually in the store. That’s a high price for something you should barely have to pay attention to if you’re playing the game well. Have your designers work on some real DLC with new factions and planet types. There’s your work for them. You’d think $25 on top of a $30 game would be a significant expansion. Instead, it comes off as a money grab. Just like asking for $1.4m to build a new game on your existing engine.

nintendodlc

 

And yet... people BEG for DLC from Nintendo. How about that?

That’s the crux of it all. It just comes across as a money grab. Either out of arrogance or desperation, it doesn’t matter at this point, because Human Resources won’t be funded at any rate. It’s sad, because I am a fan of the RTS genre. I would actually like to see this game made, but Uber has a lot of learning to do before that can happen.

Uber: finish PA. Deliver the goods. Give it a year. Try it again. You don’t suck but you’re missing the point and you are bleeding fans daily. Crowd-sourcing lots of money pays the bills, but it won’t keep the players happy. At the end of the day, they’re the ones who’ll pay the bills if you give them what they want. HR is a good idea, but not until PA gets a few coats of polish.

In the mean time, you guys have definitely helped me learn what not to do for my own Kickstarter, so I wouldn’t call it a total loss. Thank you, Uber Ent.

/gameon

brodown

Still relevant, and I'm clearly a South Park fan.
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Something, Something Game News – Uber Fail: How Transverse flopped and why Human Resources will, too

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I may very well eat my words for writing this article, and I may do something humiliating as a result to please the masses. If I’m wrong, I’ll just be another loud-mouth on the internet with an opinion. If I’m right, I might just know what the fuck I’m talking about after all.

HRkickstarter

It's time to put my "journalistic integrity" to the test.

I recently wrote a review for Planetary Annihilation which expressed my concerns about its rushed release, and Uber Entertainment’s apparent disconnect with the gaming community. Since writing the review, they have announced that they will be finally bringing an “offline mode” for those of us who don’t understand why it needs to be online during single-player campaigns (and there are a lot of us). That’s a good sign, right? You’d think so, but with their new kickstarter campaign, Human Resources showing no signs of offline play even in single-player modes, it’s becoming clear that they didn’t get the message.

Before we get into Uber’s clear missteps, let’s start with what lead to the failure of Transverse. In my original article, I outlined just how amateurish their attempts to gain support appeared. As I continued to follow the rapid decline of interest in the title, it became clear to me that it was far worse than a botched attempt: It was a blatant abuse of the entire concept of crowd-funding. Uber’s issue is merely history repeating itself.

stretchgoals

I still can't get over how they asked so much for basic features.

PGI’s first self-funded project was Mechwarrior Online. It was a resounding success. How could it not be? it’s an old and prestigious franchise with a huge fan base. For many, the idea of a Mechwarrior MMO was a dream come true. Supporters flocked just to get a taste. However, since the release of MWO, it’s been plagued with problems stemming mostly from a failure to deliver timely updates, and a failure to communicate with the community. The fact that two separate subreddits exist for the same game, both initially created by developers, have been left unmanned due to conflicts with both the community and reddit on the part of PGI, should be a massive red flag. Nevermind the fact that all of their YouTube videos have comments disabled. When you are constantly on the defensive and find yourself frequently deleting the dissent of paying customers, you have to know you’re doing something wrong… right?

If you believe it's your own players responsible, perhaps you should be asking yourself why your player base is out to get you.

Not according to PGI. The same company who straight up lied about owning the rights to Wing Commander. EA even called them out, and their response was simply “we don’t have to prove anything.” Why, as an independent developer and publisher do you think you have even the basic resources to stand up to EA, or even be anything like them? That’s not balls, that’s stupidity. EA could buy PGI tomorrow, and PGI would thank them for it with a wet, lengthy blowjob.

proveitplz

 

Translated from this page. 
*Ekman's response was actually on the Transverse forum, but not anymore. :(

Amid the dissent from MWO, they decided to put resources into a new property looking suspiciously like Chris Roberts’ Star Citizen (he was the original creator of Wing Commander, fyi), while not calling it Wing Commander, but claiming they have the rights to the property. It’s already doomed to fail at this point, but that’s not the worst part.

The worst part is how developers are now looking at crowd-sourcing as a means for a risk-free development fund. If PGI had put their heart and soul into making Mechwarrior Online the massive success that it should be, there would be no reason to ask the community to fund their next project. Not only does this show your own lack of faith in your products, but it doesn’t prove to the industry that you can commit to any title. Crowd-sourcing isn’t a means to expand, it’s a means to get off the ground. A property like Mechwarrior should be raining money from the sky. If it’s not enough to fund your next project, then why should the consumer have any faith at all? Especially when your former customers are actively committed to witnessing your failure.

editedletter

*slow clap*

This brings me back to Uber Entertainment. A company that charged $90 for alpha access to a game which, upon release is $30 (is also on sale frequently for 50% off), and still feels unfinished. A company which has already relocated resources from the previous title to the new one. Plus, Uber has already been accused of intentionally abandoning previous games. The game was called Super Monday Night Combat and has a huge back-story to go with it. I could go into it, but this guy managed to shred apart Uber on their own forums with his rather detailed documentation of its failure due to lack of communication. The best part is that his criticism was recent and yet another notch on the list as to why Uber’s new Kickstarter is a bad idea.

It’s not to say I don’t like the sound of Human Resources, either. The early videos are impressive, and I like the concept. But I also felt exactly the same way about Planetary Annihilation. I’m not impressed with how that game was released, and even less impressed that Uber is already dedicating resources to a new project without giving the last one the proper attention it deserves. If it were a year from now, and Planetary Annihilation was the resounding success they claim it is on the Human Resources Kickstarter page, then I would have gladly given it another look.

criticallylauded

I'm not sure if you know what "lauded" actually means...

The reality is that Planetary Annihilation is a mixed bag. The top 10 “most helpful” reviews on Steam all have the same theme: unfinished. Metacritic gives it a 61. Even Super Monday Night Combat wasn’t as critically acclaimed as they suggest, and it was torn apart in the user section of Metacritic with similar claims of abandonment. Uber Ent. has obviously pissed off enough people to create some demons, and they are only stacking up. Still, here they come with a new title that seems to promise that Uber is trying to build a micro-transaction store around all of their games. Which, by the way, is the real reason why they want their games to be always online — In case you feel the sudden need to spend money while playing the game.

fromthekickstarter

Who's taking bets on PlayFab getting a Kickstarter if HR fails?

Here we go… Another tiny, yet inconceivably arrogant indie dev trying to be the next EA. The same EA who is constantly put down for their lack of communication skills and greedy DLC schemes. They’re not raising $1.4m to fund a project using the same engine as the last one, they’re raising it to build yet another store full of garbage. Why would any indie dev aspire to that kind of model? Just because it makes money for now? Such thick-headed, narrow-sighted thinking is why EA and Activision have become the bloated carcasses of industrialized game development that they are.

worstcompanyEA

Micro-transactions are officially worse than transaction fees.

At this point some of you might be saying, “but how are you so sure Human Resources will fail? It’s already gained a lot more momentum than Transverse ever did.” That’s true, and like I said at the beginning: I could be wrong and HR might actually take off, making me look like a dumb-ass. However, the trends I’m seeing just don’t point to success. I’ve been watching the page on Kicktraq, which gives a pretty good idea of their day-to-day return and there’s been a sharp drop-off already. Aside from that, I honestly don’t believe Uber can hide the demons of PA and SMNC. When the biggest complaint of their two biggest titles is “unfinished,” I can’t imagine being given too many more chances to deliver. If PA is the success they think it is, it should easily fund the next project. If it isn’t, they should spend the time making PA what the fan base was expecting, rather than moving on to a new title and suggesting that the next project will trickle down more resources to the old one.

Devs need to stop trying to make Kickstarter part of their business plan, and start making products that make money on their own merit. You can begin by actually listening to what the gamers want. If paying customers are telling you your last product is unfinished, don’t tell them your solution is to make a new one.

/gameon

gofundyourself

Far more relevant to this post, so there.

Something, Something Game News – A recap: Dead space games and and even deader orcs

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I’ve been a little lax this week on getting the blog up, but I’ve been pretty busy working on a game for which its Kickstarter will be launching soon. The past 10 days have also seen several game releases that I’ve been trying my best to review. I’ll likely have a review up tomorrow, and I’ll work on a few more posts over the next few days so I can be back to my regular blogging schedule next week.

brodown

Don't forget to help fund my "start-up company" so I can retire early. Sitting on my ass, here I come!

Nevertheless, I couldn’t let this week go by without a few honorable (and dishonorable) mentions:

Along with recording some voice-overs and composing a few background tracks, I’ve also been playing the shit out of WB’s new release: Shadow of Mordor. I have a full review in the works, but at this point I can tell you that it’s the most fun you can have decapitating the villainous Uruks of Middle-Earth since… well there aren’t really any other games that let you do it with such fervent variety. This title could have been called “1000 Ways to Kill Orcs.”

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It's ok, he wasn't using that head anyway.

However, the big highlight (for me) came with Transverse already giving up on their shifty crowd-funding campaign. As I had noted in a previous rant, Transverse came on the heels of other big, crowd-sourced space titles, did so without a drop of originality, and handled it with the grace of a wild boar figure skating while being fucked in the ass by a mute donkey. How’s that for imagery?

After a little more than two weeks, Piranha Games had only managed to fund about $12,000 of their intended $500,000 initial goal. Meanwhile, Star Citizen was just recognized by Guinness as the most crowd-funded thing ever. Time to go back to the drawing board, PGI.

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Of course, PGI emptied their forums in a predictably fascist move. No hilarious meltdowns to read. :(

Otherwise, I hope you guys are all having a good week and I’ll be posting regularly again by Monday!

/gameon

gofundyourself

Because South Park.

Something, Something Game News – Update: What I’ve been doing

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Well, I missed yesterday’s post, and today’s post is getting pushed later and later. So, I’ve decided tonight I will just give you a little summary. A lot went on in my little gaming world in two days, not to mention a certain amount of actual work and “real life” commitments (lame, I know). What this means: I have a lot to write about over the next few days! W00tpwnl33tsauce.

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Because South Park premieres tonight. :D

First off, I’ve been playing a whole lot of Gauntlet™, and Defense Grid 2, since I had both pre-ordered and both released on the same day. I’m actually quite impressed with both of them, so you’ll be hearing glowing reviews over the next day or two.

Second, Steam received a face-lift. It’s a breath of fresh air, albeit a little too blue. The new “curator” options are quite awesome, however, and added personalization for the types games you want to see, and the ability to hide the ones you don’t is more than welcome.

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Bluuuuuuuuuueeeee

Finally, there was plenty of tragic comedy as Blizzard shuts the doors on Titan, (a project taking 7 years and costing upwards of $50 million), and Transverse released another poorly received and obviously scripted YouTube video. One might ask why I’d even give it traffic, but it’s fun to watch as more people pass it off as the travesty it is.

So, I’ll leave you with those tidbits as I go back to preparing my full rants. Stay tuned!

/game

 

Something, Something Game News – QA: Who is to blame: Developers or Publishers?

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For a while, I’ve been trying to come up with an answer as to why games release in the state they do these days. It seems that lately, more often than not a game hits the market with a ton of bugs to be fixed “later.” If a developer or publisher follows through on fixing the bugs within a reasonable time, I suppose it’s acceptable, but there are many games across the industry, whether from “AAA” publishers or indie teams, which go unfixed or unfinished. Of course, the same seems to go for content as well. You buy a rather empty game for $50-60, then have to spend another $30 for “DLC” which should have been in the game in the first place.

This-Meal-Is-So-Unfinished-EA-Tried-To-Publish-It

"Bland" and "uninspired" are good adjectives, too.

I understand that much of it has to do with the nature of technology these days. With our always connected devices, software can be updated at any time to add more content or mend problems. The issue is that this has become a strategy rather than a convenience, resulting in poor on-site QA and relying on the community to discover the bugs after having paid for the game. It just seems unfathomable to me, coming from having grown up with a generation of games which couldn’t possibly have the number of bugs they ship with now. If Ocarina of Time wasn’t working out of the box, it would have ended up a relic on the Pre-Owned shelf, destined to collect dust as a failed title.

But when EA or Activision have a launch riddled with problems which go on for months, people still line up for the next game. C’mon people! If we want higher standards, we have to stop buying into the hype.

shortsightedgamers

DID SOMEONE SAY, "FREE?"

I know, it’s hard. There are big publishers who have control over franchises many of us have been playing for a decade or more.

One of my favourite games to come out last year was TMNT: Out of the Shadows. Well, I’d say more like would-be-favourite. It had some great fight mechanics and truly felt like a Turtles game worthy of the franchise, but it shipped with an uncanny amount of bugs which were never fixed even with frequent requests to Activision’s customer support. Of course, there were absolutely NO official lines of communication for that specific game, so it became clear rather quickly that Activision didn’t give a single fuck that online multiplayer would go unfixed to this day. Not to mention the fact that the Playstation 3 version which was promised within a few weeks after the 360 and PC launch, wasn’t launched until 7 months later… and of course, the 360 and PC would still receive no patches or attention.

activision-blizzard

Exactly.

But this isn’t entirely the status-quo, either.

A little game known as PAYDAY 2 is a great example of a game whose developer is concerned with keeping their audience. The game has frequent content updates (some paid, but even the paid ones tend to throw in a few pieces of free loot) and bug fixes with constant communication with the community. Every patch is lead with notes and hints of what’s coming next. Every patch is treated like an event in which to participate, rather than a wave of hope and/or dread that perhaps they fixed that thing you were hoping they’d fix, and didn’t break something else in the process. It may not be the greatest game ever made and it’s not without bugs, but it’s obvious that the developers care. They’re directly active in the community, rather than putting up complicated and convoluted “customer support” lines of communication which only put up more barriers between the developer and the user.

Nintendo seems to still understand how to make games without bugs as well. Most of the recent games I have, even with online features tend to receive one, maybe two updates in their lifespan. Game breaking bugs are rarely, if ever an issue, and there’s never any complicated DRM procedures to muck up the process of actually playing.

twogens

It's almost like they've been doing this for 30+ years...

I know I asked the question, but I feel like my answer is coming quickly. I know there are plenty of indie developers with a massive disconnect to their audience, but they are often run off the road like the infamous Fez developer, Phil Fish or given hell for vanishing like the developer of The Stomping Land. Meanwhile, it’s just business as usual for the big corporate publishers like EA, Activision and more recently, Ubisoft with their intentionally crippled PC port fiasco. Why do they get to stay in business while indie devs get slammed?

I’m actually sure the developers working on some of the big publishers’ titles would probably like some direct contact with the gaming community, but they aren’t allowed to — so we end up with idiot PR dept amateurs who know nothing about game development, because they never even end up talking to the developers, either.

pcwhocares

 

"I recall replying saying that the game was not downgraded, i still stick to that yes." - Ubisoft PR

So I guess the real question is, do the big publishers still deserve our money after consistently releasing disappointing products? Should we not expect more? Is it really worth it to spend $60 on a game you know in your very soul will be terrible, but happens to have a fully rendered Kevin Spacey? I’m not necessarily calling for a boycott, but perhaps people shouldn’t line up for the midnight release when it’s becoming more likely that the game will end up in the bargain bin for $10 after 6 months. If you don’t want a repeat of Ghosts, or the BF4 launch, don’t rush out the door to line the big publishers’ wallets. That’s exactly what they’re expecting you to do.

/gameon

halrrod

Hardware is not exempt, either.

Something Something, Game News – Next-Gen Consoles: Where is the “Next-Gen?”

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It recently occurred to me that the so-called “next-gen” consoles (PS4 and XBONE, specifically) will have been released for a whole year in two months. Now, I don’t have much experience with either console as I don’t own them, so I don’t pretend to be an expert on their daily operative functionality. However, I will be spending the entirety of this entry explaining why I have no interest in them at all, and will likely never own one. Aren’t you excited?

Instead of my typically cheeky image, let’s start with a short video from ReviewTechUSA:

If you like general gaming industry banter, this guy often makes some pretty good points.

Since I know some of you didn’t bother to watch (I know, 7 minutes seems like a long time on the internet), the general point of his message is that the XB1 and PS4 are woefully antiquated for their generation. His main argument is that they aren’t at all prepared for 4K picture quality as “4K is here.” I’m a little hesitant to agree with that particular assessment as nothing else is ready for 4K either, aside from PC towers for which the average person would need a loan. BluRays aren’t in 4K, TV isn’t in 4K, YouTube and Netflix certainly aren’t either, so I’m not jumping on the 4K bandwagon just yet. I give it at least another 2-4 years before we really start seeing those kinds of resolutions from general media sources.

However, I completely agree with his overall sentiment.

consolespower

I know, graphs of GFLOPS get the ladies wet.

Remember the difference between SNES and N64? Or even the difference between N64 and Gamecube? Hell, the difference between PS2 and PS3. It was always easy to be blown away by the new generation because it was always mind blowing how much better the graphics were. The first time I saw a PS4 demo at my local game shop, my first reaction was “meh.” While I was never a big playstation fan myself, I couldn’t deny the difference in graphics between the PS2 and PS3 was impressive. Yet, I’ve been playing games on my tower that look better than games on the PS4 since before it even came out. Not only that, but they have to keep showing us side-by-side comparisons of 360/XB1 and PS3/PS4 versions of the same games just to convince us of how much different they look.

sonextgen

Well I'm convinced.

Yet, that’s still not really the point I’m trying to make here. I could go on and on about how underpowered the technology is, and talk about bytes and hertz and screen resolutions, and blah blah blah… but this is a tired argument and frankly, the biggest reason why people hate the PC gamer community. It’s also not the main reason why I am avoiding the “next-gen” consoles.

Where am I going with this?

Games.

The new consoles have no games. It’s been a year, and neither one has any exclusive games worth upgrading for. All of the most anticipated titles are cross-platform (i.e. Destiny, Titanfall, etc), and no-brainer re-releases like The Last of Us HD should have been a launch title rather than an after-thought.

noplansforlastofus

"No plans" apparently means, "We didn't realize how much money it would make."

Meanwhile, the Wii U, having been the wet blanket of the console industry until two months ago is now dominating the XBONE in sales. Mario 3D World is also an impressive release, as is nearly every Nintendo first-party title. Throw in the hot items for 3DS such as Link Between Worlds, Fire Emblem: Awakening, Pokemon X/Y, etc, and suddenly Nintendo doesn’t look like such a chump. While they have the weakest hardware technology, they have the best list of exclusive games. You don’t need a PS4 to play the latest Call of Duty or Assassin’s Creed.

globalhardware

 

"But Nintendo is for babies!" - Super serious adults trying to justify $400 on a Netflix machine.

All the while, the PC market is flooding with incredible indie titles foregoing the idea that you need a big franchise and a big publisher to make a good game that makes good money. Analysts suggest the PC market is already overtaking the console market.

Now, I’m not crying doom and gloom for the console market. I don’t think the PS4 and XBONE are going to die, and I don’t think the PC market is going to make a huge surge and suddenly become the main box in everyone’s living room. What I’m saying is that Sony and Microsoft seriously need to rethink their product strategy. The PS2 was the highest selling console ever because it also had the most diversity in games, and particularly exclusive games. The big companies aren’t infallible due to their legacy in the market.

All you have to remember is that Sonic now lives in Nintendo’s eStore.

/gameon

hdminintendo

 

$50 saved.

Something, Something Game News – Microjang: The day Minecraft outgrew Notch

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I was going to do another game review, but “news” reared its ugly head and has forced me to expunge the opinions from my head to be displayed for all of the internets to misinterpret. Prepare yourself!

wastetime

I'm not gonna lie, I've spent more than a few hours stacking cubes.

Since it’s been trending all over Facebook and Twitter for the last day or so, it should be no shock to even the casual gamer that Microsoft has indeed purchased Minecraft developer, Mojang for $2.5bn. As I write this, I have a few different opinions on the matter.

I could do a big rant about how Microsoft is likely to ruin the franchise, since they’ve been dropping old IPs all over the place and replacing them with very few first-party properties. Other than Halo, I can’t really think of much else that Microsoft clings to as truly their own. Which would explain why both Nintendo and Sony are beating them in console sales. Plus, with the nearly defunct Games for Windows Live, there hasn’t been much love for Microsoft from the gaming community as of late.

But I won’t, because I have plans for a Microsoft rant at a later date. I already have plenty of beef with them, and I know I’m not alone.

Even a certain developer named “Notch” had this to say just 2 years ago:

notchwin8

 

This man deserves a medal for heroically standing up against Microsoft's tyranny.

I could also tear apart Notch’s character, and say that it really is about the money. How could he sell to a company he readily bashed less than 24 months ago? If Minecraft was never meant to be “big,” why did he enter the console market in the first place? Why not just stick to the PC platform if he is so concerned for its well-being?

But I’m not going to do that, either.

I don’t know the guy, and I can’t possibly imagine what it’s like to be thrust into the spotlight of not only the industry in which I am employed, but also that which is related to business and economics as well. The average person can’t even count to 2.5 billion. So for all intents and purposes, I will give him the benefit of the doubt, and direct my reply to the letter he wrote yesterday:

notchleaving

Please, don't let Phil Fish be the catalyst for self-destruction. I couldn't handle the irony.

Dear Notch,

How you see yourself at this point is irrelevant in regards to Minecraft. You are responsible for one of the highest selling games of all time. You didn’t have to try to change the world, you just did. Own it. You can run far, far away from Mojang and you will be forever known as “the guy who created Minecraft.” It’s bigger than you as a human being. You’re right, you’ve become a symbol. But that symbol doesn’t define you, it defines what you represent to the gaming community, as a founder to an era of gaming we never knew was coming. Its your avatar, so to speak. It’s how you’ve been projected to the world. Once it’s out there, there’s no putting it back. Let us keep the symbol.

At the same time, there’s nothing stopping you from being the man you want to be. As an individual, you are capable of anything. Literally anything. You have the resources and the money. Want to build a spaceship? Go ahead. Live in a subterranean complex like Mole Man? Why not? You can do ANYTHING. Look at Bill Gates. Look at Elon Musk. Look at Gabe Newell for fuck sakes, and tell me an opinionated basement geek can’t do whatever the fuck he wants once he’s made it big.

gabe

In Gaben we trust.

Just remember, while you may define yourself as a quiet, introverted, “not real” game developer… Minecraft will always be your legacy. You have indeed changed the world of gaming forever. There’s no going back. You can run from it, but you can’t hide from it. Legitimate governments have reconstructed countries with your achievement. Microsoft may own the paperwork, but it’s already been made regardless of whose name is on the door. It’s yours forever. Your own name has become a brand. While it may have evolved outside of your desires and expectations, never forget that it’s an achievement beyond the hopes and dreams of many others. Never be ashamed or afraid of that. You’ll be fine, and your memory will be a significant mark on the timeline of gaming history for the better.

What happens to Minecraft now is up to Microsoft, but what happens to Notch is up to you. If you don’t want the spotlight on you anymore, there is absolutely nothing wrong with that. Like I said, you have the freedom to do anything you can imagine. Just remember: always look back at Minecraft as a victory and not a hill you couldn’t conquer. Even if I never play another minute of it again (which I may not, because well… Microsoft), I will look back fondly at the origins of Minecraft as a boon to the ever evolving art form of which I am proud to offer my comparatively meager contribution.

/gameon

creepers

Because, creepers.