Author: Trey Sterling

  • Xbox One: First Week Impressions

    Photo courtesy geektyrant.com
    Photo courtesy geektyrant.com

    I’ve had my first full week with Microsoft’s entry into this “Next-Gen” fracas, and I thought it worthwhile to follow Scott’s example and give you fine folks and idea of what to expect if you’re picking an Xbox One up this holiday season.

    Hardware

    xboxhardware3_1020_verge_super_wide

    The Xbox One is a BIG system. It’s larger and heavier than the 360; you could closely compare it to the original Xbox and not be far off. The surfaces are sleek, but I don’t know if I would call the system “visually appealing.” There is a VERY large vent on the top of the console, and Microsoft has already been very clear that the system is not designed to stand upright. There isn’t a disc tray, but a slot that you feed games and movies into, much like the PlayStation 3.

    The console still requires a large “power brick,” which facilitates additional cooling and acts as an extra surge-protector. Anyone who has a 360 is familiar with this setup, and will need to find a place for the brick where there’s plenty of air-flow. In my case, I found that the cord that runs from the socket into the power brick doesn’t stay seated very well, and it repeatedly came disconnected as I tried to arrange everything.

    Photo courtesy mp1st.com
    Photo courtesy mp1st.com

    The Kinect 2.0 is also larger than its predecessor, but is also more stable, and I don’t think I’ll need a mount like I did last time. The front of the Kinect contains multiple sensors in addition to the camera, and the packaging makes it clear that you should NOT place your hands on that service. The USB connection has been changed to a proprietary plug, and this has removed the need for a separate Kinect power cord.

    The controller feels very familiar for anyone who has been an Xbox / 360 gamer, though there are a few minor tweaks to the buttons and triggers. The battery section no longer bulges out, and wired play can be achieved via a standard micro-USB cable, but I was disappointed to find that on is not included. The headset now has a more secure connection, and the Mute / Volume buttons are now on the connection port instead of the wire. My friends and I have found that the mic sounds oddly hollow, but it picks up speech well.

    Photo courtesy theverge.com
    Photo courtesy theverge.com

     

    The biggest addition in terms of input / output is an HDMI in which is designed with the TV app in mind. Assuming you have a compatible cable box with HDMI output, you can run it directly into the Xbox One, and then run the One into your television. The One includes a moderate-quality HDMI cable, so if you’re already using HDMI for your cable box, you won’t have to purchase an additional cord.

    I’d estimate my physical set-up time at around twenty minutes, all told.

    Interface

    Xbox One Home Fake

    When you first boot the system up, it has to be connected to the internet and download a rather hefty update; Microsoft has already admitted that the system is non-functional without these files. You’re then prompted to sign in to Live, or create a Live profile, at either the Silver or Gold level.

    On a quick side note, I have yet to discover a way to create a profile that is not Live enabled; the very first thing it asks for when you go to create a new profile is an e-mail address. I found this frustrating, as it eliminates the ease of having profiles for friends or family who only occasionally use the system.

    Once you are signed in, the Kinect camera will ask you to identify yourself. The Kinect 2.0’s camera is wide-angle, and picks up people more readily than the original, with fewer requirements for area and lighting. From that point forward, the idea is that the Kinect will recognize and sign-in anyone it has information for; so far, it has recognized me every time, and can pick me out with other people around.

    The system then has you do a sound-levels check for use of the voice commands; considering how heavily Microsoft has pushed this feature, I wasn’t surprised. I was surprised, though, when my initial levels – already set higher than I usually use – were deemed “too quiet” for an accurate test. I cranked it up to 11, so to speak, and the system played a brief series of notes. So far, the levels seem to be set correctly, as the device easily recognizes my voice even while watching and playing.

    The biggest drawback to the voice commands is that the system likes to replace menu choices / file names / app titles with “Item 1,” etc. I understand that this simplifies what commands the Kinect has to recognize, but the end result is that I often cannot tell what “Item 4” corresponds to, forcing me to abandon the voice commands. There is also a forced delay between certain commands; for instance, I can’t just say “Xbox, fast-forward,” but have to say “Xbox, pause” and then wait for the fast-forward and rewind prompts to appear.

    Interestingly enough, my biggest complaint about the new Kinect is the motion controls – at least in the menus – which are the entire reason the sensor was created. I have to consciously reach forward to get it to recognize my hands, except for random times it decides me taking a drink is reason enough to rewind a movie, or skip tracks on an album. I haven’t found a way to disable motion controls while leaving voice commands, but I would happily implement such options.

    The One’s dashboard isn’t too different from that of the 360, though it is currently rather sparse, all things considered. The only “pages” you can select are Home in the center, Pins to the left, and Store to the right. Home shows your profile, current app, and recent activity; Pins is all apps you have asked the system to put there under your profile; Store takes you to the entire Marketplace, with games, apps, video, music, et al kind of jammed in there. That image at the top of this section – which shows the interface as it’s been advertised – is essentially a big lie. This image below is an accurate portrayal.

    Xbox One Home

    I have found it somewhat complicated to navigate the various menu, options, settings, etc. A lot of things are now accessed by using the buttons that replaced “Start” and “Back,” but the console doesn’t give you any real indication of that. Once you do get deep enough into the nested menus, you may find some of the options a bit lacking. For instance, there is now no breakdown of how your memory is being used, or how much life your controller’s battery has left, or what the exact A/V settings being used are.

    Xbox Live

    As previously stated, all profiles are now expected to be Live profiles, which is probably because you can’t do jack shit without being signed in. Apps, pins, and even some of the more basic settings are tied to whatever profile is currently active. The system tries to make up for this with the Kinect recognition software, which I’ve admittedly not had issue with, though I have to use a controller still. This is because I’ve once again opted to have the console require a series of button presses – six this time, as opposed to four on the 360 – before my profile can be signed in on any console.

    I was anticipating a portion of setup time dedicated to signing back into Netflix, Hulu Plus, Skype, and the like, but my One automatically pulled up my user info for the first two. I assume it had that info from the 360 version of the accounts, since my e-mail on those is different from my Live ID; with Skype, it asked me if I wanted to use my Live ID’s address, then prompted for the password, which I had forgotten. I then clicked the “Forgot Password” link, and was taken into the Internet Explorer app to reset it. All-in-all, it was a relatively painless process.

    Xbox One Skype

    Of course, no matter what Microsoft says, the main focus of Xbox Live is connecting with friends to chat and play games. To that end, the Xbox One kind of sucks, and sucks a good deal more than its predecessor. The Profile/ Friends app on the Home screen takes you to your “News Feed” and “Favorites,” the second of which allows you to see if select friends are online. Because otherwise, you still have to click another tab labeled “Friends” to see who is actually online. See the issue here?

    Even better, though, was when I saw that a friend in my favorites was online playing Dead Rising 3, so I shot him a party invite. By that, I mean I opened up the Friends tab, then his profile, the selected the invite option. Because having “Invite to Party” assigned to a single button for the past five years was apparently too difficult to emulate.

    It turned out to be useless, since the One does a terrible job of letting you know that you have a party invite, and an even worse job of tracking it down to accept it. Then once you’re in a party, you actually have to stop what you’re doing, and go through nested menus to tell the system to put you in party chat. That’s right, party chat is not the default, and must be manually enabled, even if you’re the player who started the party.

    Xbox One Friends

    The best part? After waiting a few minutes and figuring he just hadn’t gotten the notification, I called him to see if he wanted to play. He didn’t, mainly because he had been asleep for two hours, with his console powered down. You see, it turns out that your favorites section isn’t exactly up-to-the-minute about who is and isn’t online. In fact, the only way to currently be 100% sure of who is and isn’t online is to select the second “Friends” tab and let it think for a second before it gives you an answer. I’m not kidding; the other day, the Home page said I had seven friends online, and so did the Profile / Friends app when I opened it; when I opened the second tab, though, I watched as over the course of about thirty seconds it realized there were only two friends present.

    As far as playing games online, we have found both Dead Rising 3 and Need for Speed: Rivals to have exceptional online play, hidden beneath several layers of absolutely awful interface. The biggest issue on hand is a doozy if you’re a long-time Live user: Currently, there is no way to send or receive invites outside of a game. This means you have to rely upon the games’ internal systems, and neither title mentioned is exceptional in this regard.

    In Rivals, we found a way for one person to host and another to join, but no way for the host to invite the other players directly. Dead Rising, meanwhile, will only let you send invites if you are in a party; this invite is the automatically accepted, regardless of what the second player might be doing in their game, although it now seems that they have to be waiting in the main menu for it to work.

    I will say that these issues only arise when trying to play with a specific friend (DR3) or group of friends (NFS), while general matchmaking seems to work better. Need for Speed simply drops you into an open server with up to five other active players if you want, and the game experience is identical, just with more people. Dead Rising asks you what kind of play-style you’re looking for, and then either lets you host or join accordingly.

    Software

    Dead_Rising_3_013_bmp

    First things first: Dead Rising 3 and Need for Speed: Rivals are fun, if you like Dead Rising and Need for Speed games. I was always frustrated by the first DR, and never even played the second one, but positive reviews – some of which mentioned vast improvements over the previous titles – and the promise of co-op paired lured me in. It still has some flaws, and retains a few nuances that might put some people off, but it lets me duct-tape a car battery to a sledgehammer and hit zombies with it. Need for Speed involves driving cars very, very fast; the cars aren’t as pretty as in Forza 5, but one of the “pursuit tech” upgrades lets your car send out a 360◦ shockwave.

    If you don’t like these things, you may want to try some of the other titles on hand. I hear Assassin’s Creed IV is “hot shit” on “next-gen,” but I won’t know for a few months yet. Ryse: Son of Rome has been described as visually-perfect “Roman Murder Porn,” so there’s that. I was exceptionally excited for both LocoCycle and Crimson Dragon, but in the face of poor reviews, $20 price tags, and the noticeable lack of trial versions, I opted for NFS instead. Killer Instinct is there, too, and if I still lived with the people required to enjoy fighting games, I might have been swayed by it. All current titles are available for download, albeit at full retail price, and provided you don’t mind installing them.

    Ryse_59169

    Of course, even disc-based titles have to install before you play them, though you can start playing to varying degrees of success once they’ve reached a certain point; any available updates are also automatically downloaded when you put the disc in, without signing you out of Live anymore. As mentioned before, the system doesn’t really tell you how memory is being allocated, and so I can’t report on exactly how much space is needed for each install. Suffice to say that the installs were not exactly quick affairs, even by the standards I expect after manually installing games onto the 360.

    The final thing I’ll note about games on the One is that the system seems almost designed for digital content, and I think anyone who has spent some time with it will agree. For instance, recently played games appear on the Home menu, inviting you to launch them at will. If you’ve got the disc versions, however, you’ll then of course be prompted to insert the disc; this system was clearly designed with the intention of letting you dive right in without this pause.

    Between this snag and the games having to install before they can be played, I can’t help but wonder why I even bothered getting physical copies. If I had gone a different route, I could effortlessly move between the titles I own, on any system I signed in on, without ever needing a disc. The only thing physical copies currently have going for them is that I can lend / borrow a disc at will, which is important for things like Assassin’s Creed, Watch Dogs, and Thief.

    thief-preview-gd-2

    On the non-gaming side of things, I’ve already mentioned Netflix, Hulu Plus, and Skype; they do exactly what you would expect them to, though the ability to “snap” a Skype session into the frame – something they are freely showing in their ads – is still conspicuously absent from the product. With those apps taken into account, all that’s really left is TV and SkyDrive.

    I decided to run my cable box through my One, and so far that has been a decision I will probably never regret. The console runs a series of tests to make sure that the signal is being received clearly, then helps you configure “One Guide,” which is supposed to link your provider info with your system so that everything can play nice. In my case, the One Guide couldn’t figure out my correct location for listings, so I still use my cable box remote to navigate, but the experience is still fluid and worthwhile. I have no doubt that the future holds many a television broadcast during which a Live party is enabled for our enjoyment.

    Xbox One SkyDrive

    I’ve saved SkyDrive for last for two reasons: I have used my One for it more than anything else so far, and it best embodies Microsoft’s talk of “cloud integration” and “multimedia function.” At its core, SkyDrive is just another cloud-storage system, and maybe not even the best on out there. For me, however, it has meant that a number of files – 7.0 gigs, to be precise – from my PC are instantly accessible from my One. I’ve tested it successfully with AVI, MPEG, and MP4 for video, though MKV is unfortunately not supported. As of this writing, I have watched several hours of American television, several more hours of anime, and the RiffTrax for Star Wars: Episode I using the app, and have yet to experience anything but the slightest lag while streaming.

    Verdict

    I picked up an Xbox One launch day thanks to Amazon’s ability to get more in stock and my family’s generosity at the holidays; before that, I had one pre-ordered, and certainly expected to get it within the New Year window, but it wasn’t a pressing issue. I knew there would be games within the next year that I wanted to play, knew my core gaming group would be getting the One, and knew Christmas was my best shot at getting help buying one until my birthday.

    I bought Dead Rising 3 and Need for Speed: Rivals because, out of the launch titles available, they were the ones that interested me the most. If there were no new console this year, and they had been 360 titles, I wouldn’t have paid more than $30 for either of them during a holiday sale. That’s not an indictment of the games, but rather the reality of the situation when it comes to being an early adopter; I knew going in that I was buying potential enjoyment at a premium.

    During the weeks leading up to launch, I put upwards of 50 hours into Fallout 3 on my PC, and I’ve also recently put over 20 into Saints Row IV on the 360. I even said at one point that I “wasn’t sure” why I was getting it so early. As soon as Amazon confirmed me for Day One, I was bouncing off the walls with excitement; while that has abated a fraction, I’m still very happy with the product Microsoft delivered. Over the next year, my One will become my primary mainstream gaming and multimedia device, because that’s what I expect it to be; the PlayStation 4 I eventually purchase will see a significant spike in play whenever an exclusive comes out for it, in that I’ll actually be playing it; and my PC will continue to operate at a level far beyond what either console can dream of, while simultaneously lacking the player base to win me away permanently.

    A Wii U that I willingly purchase at full price will continue to be the only thing quantum physicists can agree does not exist, has never existed, and will never exist, in all realities across all time and space.

  • Vault-Tec Verified: Is The Survivor 2299 a Fallout 4 Tease?

    Fallout 4 Vault-Tec

     

    Last week, the site http://thesurvivor2299.com/ made gaming news when after curious fans decoded the Morse code audio signal into a date: 12-22-13. This data has been further corroborated by a countdown timer that came up later in the week, which was of this writing still has just over 22 days, 18 hours left to go.

    Further investigation revealed that the site’s code contains references to Fallout 4, the long-anticipated “true” follow-up to 2008’s Fallout 3, which won numerous Game of the Year awards. Over the course of today, more evidence has come to light regarding the domain registration, which bears the markers of being owned by ZeniMax Media. Finally, the Vault-Tec logo has appeared on the site under the timer.

    The next entry in the franchise was Fallout: New Vegas, which most “vault dwellers” either loved or loathed for its changes in formula. That title’s biggest legacy is probably the controversy after news broke that development studio Obsidian Entertainment was denied bonuses and additional funding, which eventually led to layoffs and apparently affected the development of the game’s disappointing dlc. Apparently the game fell within tenths of a point short of the aggregate review scores – on sites such as Metacritic and GameRankings – that parent company ZeniMax had expected.

    Bethesda Softworks, the developer responsible for Fallout 3, spent the intervening years working on The Elder Scrolls V: Skyrim, and its subsequent DLC; when the company announced that they were done with new content for that title, the general assumption was that their attention would turn to Fallout. In fact, earlier today sources confirmed that the studio has just filed for trademark of “Fallout 4” in Europe.

    The last significant Fallout mention came in the form of a tweet from Erik Todd Dellums on January 8: “To all my #Fallout3 and #ThreeDog fans: There may be more of the Dog coming! Fingers crossed!” Three Dog was the radio host of Galaxy News Radio in Fallout 3, and remains a fan-favorite from the series.

    As to the site’s authenticity, many of us were cruelly mislead this time last year by a fan-made site with similar implications to Prey 2. It’s worth mentioning that the trademark filing would be a stretch to call coincidence; Fallout 3 takes place in 2277, putting this in the correct time-frame; and finally “The Survivor” has the ring of the pseudonyms given to each numerical Fallout’s main character: the Vault Dweller, Chosen One, and Lone Wanderer, respectively.

    Here’s everything the Fallout wiki The Vault has collected on the site: http://fallout.gamepedia.com/Blog:News/The_Survivor_2299.

  • Wii U: People Nintendon’t Want It

    Photo courtesy stevivor.com
    Photo courtesy stevivor.com

    As of last week, the original Wii is no longer in production. The absolute madness of the system’s launch – and the holiday seasons for five years afterward – has become part of gaming history, even amongst waves of criticism that the system was a “gimmick,” its overall dismissal by “hardcore” gamers, and Nintendo’s famous inability to attract third-party development. Now Nintendo’s entire home gaming hope rests on the Wii U, a system that has failed to deliver sales within its first year, due to a combination of the same issues as before, and a price point that many see as grossly inflated. At this juncture, I thought it might be worthwhile to briefly examine the difficulties facing “The Company Mario Built” and discuss possible solutions.

    Nintendo has a first-party line up that would make any other company envious. Mario, Zelda, Metroid, and Pokémon are franchises embedded not just in gaming consciousness, but in global popular culture. I personally know people who have purchased Nintendo consoles – and handhelds – specifically because an exclusive was coming out. Nintendo isn’t clueless on this front, either. When I worked at GameStop, our Nintendo rep was great, but Miyamoto save you if the Wii demo unit wasn’t playing the most recent first-party title. The company also has a habit of keeping the prices on those titles high, new and used, months and years after their launch.

    New Super Mario Bros. U
    New Super Mario Bros. U

    As lucrative as that cap-wearing plumber and his pals are, though, they can only fill so much space on a calendar. That would be fine, except that Nintendo has a notoriously awful history with third-party titles. This creates massive gaps in the line-up for any customers looking to make a Nintendo console their primary system. I rarely played my PlayStation 3 outside of exclusives; Resistance, Uncharted, Infamous, and Ratchet & Clank populate my shelf. That was a personal choice, however, made because I prefer my 360. There were other games, great and small, available during regular release windows.

    That’s simply wasn’t the case with the Wii, and things actually appear to be worse for the Wii U, if such a thing is possible. When Nintendo’s “HD” console launched last year, there were a plethora of third-party titles that jumped on board, some with exclusive content: Arkham City, Assassin’s Creed 3, Mass Effect 3, etc. Yet only a year down the road on the system, Arkham Origins won’t support multiplayer, Assassin’s Creed IV won’t get any new content, and EA has been back and forth on whether they even have any current titles in development for the Wii U. Battlefield 4 didn’t see a Wii U release, for example.

    Batman: Arkham City Armored Edition
    Batman: Arkham City Armored Edition

    I can’t really blame any of those companies, because those initial launch games didn’t see a huge return on investment, and supporting a console so far removed in hardware from its contemporaries can’t be easy. Probably the biggest third-party success so far has been Zombie U, which I would love to play, but only on my 360 or PC. Probably my PC. Zombie U is a great example of another of Nintendo’s tactics, which is to almost force developers to utilize whatever their latest gimmick is.

    Now, let me quickly differentiate a “mechanic” from a “gimmick.” In Zombie U, you check your inventory by looking into you backpack via the Gamepad while the game continues to run on the main screen. It creates a sense of urgency, as you can easily be ambushed while rifling through you belongings. The system of keeping the game running while the inventory is open is a mechanic, and one that games have utilized to effect before. The gimmick is having the inventory appear on the Gamepad screen, something which only the Wii U currently has, although Microsoft is apparently looking to marry the Surface tablets to the Xbox One in a similar way.

    While I have heard that this gimmick adds a bit of style to the game, the truth is most developers do not seek out this functionality. Nintendo certainly isn’t alone in this field; Sony and Microsoft have both been known to require inclusion of functionality for the Move, Sixaxis, Kinect, or what-have-you. The Wii is certainly the worst offender in recent years, though, and companies like EA were quite vocal about discontinuing support for that system based on Nintendo’s insistence that every game include some amount of arm-waving.

    Photo courtesy polygon.com
    Photo courtesy polygon.com

    Nintendo also loves to shove their own creations in everyone’s face, at the expense of other titles that they supposedly wanted on their console. Going back to my ‘Stop days and our Nintendo rep, the closest I’ve ever seen him to upset was when we had Tatsunoko vs. Capcom: Ultimate All-Stars in the demo system instead of a first-party title. According to him, the whole reason Nintendo provided demo units was to showcase their own games, and failure to do so could result in us losing our Wii. The game at that time was supposed to be New Super Mario Bros. Wii, which had been out for months, and had already come down from its holiday sales.

    Our Wii had a tendency to freak out and lock on the title screen of a game if it had been in too long, and our copy of Mario literally wouldn’t boot without freezing. We tried to explain that showcasing the fighting game – a Wii exclusive, to this day – had led to increased sales of the game, accessories, and even a few systems. Most people didn’t seem to have any idea the title existed, and watching others play it seemed to draw customers to that corner of the store. Apparently that didn’t matter, though, and our rep was all smiles as he bought a new copy of Mario with his company card, opened it, and popped it back into the system.

    In the months since launch, the flagging Wii U has not been able to rake in the sales of its predecessor, let alone keep up with the competition. Many have pointed to the system’s retail price as the issue; the Wii U can run anywhere from $300-$400 dollars, depending on what bundles are on offer. There has also been confusion about what exactly constitutes a “Wii U.” My friends still in retail report almost daily instances of customers thinking all they need is the Gamepad accessory, and that linking it to their existing Wii will do the trick. People also seem to be having a harder time than usual differentiating between titles for the new console and the old one, leading to lots of frustrated returns.

    WiiU-1-580-100

    The end result this year is a console with limited promise, selling at a high price point, up against two brand-new systems, in a market where the potential buyers aren’t even sure what they are buying. I feel like the executives at Nintendo got together and said “Ok, folks, the Wii was a bit too successful and accessible; we need to get back to being the scrappy under-dogs with controllers designed by modern art majors.” That may sound a bit harsh, and to a point, it’s almost the exact opposite of what I think is really going on.

    Here’s my two cents: Nintendo is currently struggling precisely because of the success of the Wii and their focus on first-party titles.

    Everyone bought a Wii. Seriously. I bet you’d be hard-pressed to find many people within the available markets who haven’t spent at least a few hours waving their arms about in front of that little sensor bar. Nintendo seized upon this, and ran very successful ad campaigns featuring grandparents and toddlers alike. Careful management of production led to a feeding frenzy on the console every holiday for five years running. People with no real interest in gaming as a whole were seized with the need for this little box and its wavy-arm sticks.

    The inclusion of Wii Sports was a gold mine, as were Wii Fit and Wii Sports Resort; anecdotal evidence suggests that many households purchased a system, four Wii remotes and nunchuks, a Wii Fit kit, and almost nothing else. When I say “nothing else,” I am genuinely talking about Wii owners who didn’t even purchase a Mario title, because they were not gamers in any true sense. The Wii provided them with entertainment in a raw form generally only found in arcades.

    nintendo_wii_1

    These were Nintendo’s prime targets for the Wii, and while they kept the company in the black for years, this strategy began to alienate the core fans. People who wanted to play more expansive games – first-party and third-party alike – had to either deal with motion controls, or shell out more money for traditional controllers. In the case of The Legend of Zelda: Twilight Princess, the GameCube version was actually considered the better choice because of these issues. In addition, the third-party situation wasn’t any better than before; the titles consisted of either older games re-worked with motion controls, or newer ones forced to deal with the motion controls and limited processor capabilities.

    Over the course of this generation, the industry also became hooked on the idea of “HD” re-launches of classic titles, and just releasing older games as downloads at a reduced price point. Nintendo didn’t miss their chance, with quite a few HD remakes and the creation of the Wii Virtual Console and Nintendo Store. Hell, people had been accusing them of just releasing the same five games on a cycle for years anyway. This allowed them to enjoy the success of every Mario and Zelda game ad-infinitum.

    Now, fast-forward to late 2012. Nintendo has been trying since E3 to get people interested in the Wii U. It’s got everything the Wii had, but now it also has the Gamepad, which has a touch screen, and lets you play games on it instead of you TV. It can still play Wii games, still has the Virtual Console, and uses other controllers and accessories that are essentially identical to the ones for the Wii.

    wiiuprocontroller

    That was confusing to get through, and I’m the one writing this shit.

    The bottom line is that millions of consumers who already own a Wii – or, to be more precise, owned a Wii at some point – looked at the Wii U and collectively shrugged. Nintendo then turned to their fans, but for once in two decades looked at the promise of new adventures with Samus and Link didn’t do the trick. The first-party titles had been rarer than usual as the Wii wound down, and it didn’t look like that trend was changing anytime soon. Even an HD remake of LoZ: Windwaker couldn’t hide the fact that the Wii U’s schedule was a barren place, with only hints of promise months, even years down the line. With the PlayStation 4 and Xbox One launching alongside existing franchises and big exclusives within the next six months, things certainly look grim.

    Oddly enough, none of these issues seems to affect the company’s handheld market, which has seen one massive success after another. The most recent hiccough was the 3DS launch, but Nintendo fixed that quickly: They dropped the price. Quite a bit. I’m not going to lie, I may pick up a 2DS; stupid name aside, the price point is appealing, and I care not a lick for the 3D function. I’m interested in buying one because – gasp! – the system offers titles I’m interested in, both from Nintendo and third-parties. Even more than that, titles like Resident Evil: Revelations have proven so lucrative that they have been ported to home consoles with positive results.

    And therein, for my money, lies the best shot Nintendo has outside of the handheld market. Brace yourselves, because this will sound a little crazy: For the living room crowd, Nintendo needs to consider opening up their exclusives to the other companies. Especially with regards to some of their “classic” titles, this could mean massive sales via Xbox Live Arcade and the PlayStation Store.

    I want you to close your eyes and imagine that you have sixty dollars. Now, imagine that you log into you system of choice to see that Super Mario 64, Goldeneye 64, and LoZ: Ocarina of Time are available for $20. As you open your eyes, can you honestly say that you would still have all $60? Because I’d be down to $20 and triple-jumping Mario’s happy ass all over my 360 while I stuffed my face with pizza and pretended Star Wars: Episode I could still turn out to be good. The N64 is hardly the limit, either, as the current consoles could handle everything Nintendo has ever released or currently has in development.

    The Wii U isn’t a failure yet, but without a price drop and some genuinely compelling titles – or even the ok titles that fill out other systems – Nintendo will be shutting down production of the console by the end of 2016 at the latest. By that point, I cannot honestly say whether or not mobile gaming will have finally eliminated the desire for a dedicated handheld, as has been the prediction for several years running now. That could have Nintendo going the way of Sega, only without the rapport that Sega had built up within the industry over the years. They can either come to grips with that now, and try and shift their focus, or it will hit them in the face within the next five years.

    I love Nintendo. My grandparents on one side had a NES with Mario and Duck Hunt for all of us to play; my first consoles, ever, were a Game Boy and then a Super NES; I experienced the renaissance of the N64 in full joy; I even defended the GameCube, though my love for it was born of mature, third-party titles like Eternal Darkness, MGS: The Twin Snakes, and Resident Evil 4. My family owned a Wii like everyone else, though I can honestly say we never had more than five games for it, and I have never beaten a game to completion by waving my arms around.

    Beth and I have talked more than once about splitting the cost of a Wii U, but the end result is always that the total cost of the system could easily pay for six or more titles on consoles we already own. We’ve both got Xbox Ones pre-ordered, and then announcement of a potentially solid release date for Metal Gear Solid V means I’ll own a PlayStation 4 by my birthday in July at the latest. I finally created a next-gen list on Amazon, and it hit a dozen games through 2014 without me even trying.

    I’m sorry, Mario, but my interest is in another castle.

  • Surviving Horror

    Wretch_ManPig

    In honor of Halloween, I thought I’d take the opportunity to weigh in on the state of horror in the gaming industry.

    I’ll also take a second to weigh in on Halloween: It’s the best. Period. Do not, under any circumstances, try and overrun my day with your Christmas bullshit. I like Christmas, a lot, as a reason to give gifts, a wonderful time to be with loved ones, and a celebration of my personal belief system. All Hallow’s Eve kicks its ass, though, and don’t you forget it.

    http://www.youtube.com/watch?v=xpvdAJYvofI

    Last night, I was thrilled to open up Steam – like I do every night – and see that they are celebrating this best of times with a sale on “spooky” games, which is Valve-speak for “almost all of the games, really.” I perused the selection, and came out of the process with Outlast, Amnesia: A Machine for Pigs, and Condemned: Criminal Origins. The first two are relatively new, but have been highly praised, while Condemned is one of the few big horror titles I’ve ever missed out on.

    I’ve never been what most people would call a “scaredy-cat” when it comes to life… Unless there’s heights, deep water, or darkness involved. Or horses. So long as I’m not being dropped into a horse-filled lake at night, though, I can keep my shit together fairly well. My mom loves all things horror, so being a wuss about Nightmare on Elm Street wasn’t an option. I saw Aliens at a very young, very impressionable age, and repeated viewings of the chestburster scene taught me that fear can be controlled.

    I’m not talking about “controlled” in some grand sense, or even in a way that works in a situation that involves a genuine threat to my well-being; the Kwisatz Haderach I am most assuredly not. The Bene Gesserit mantra – “I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me.” – still rings in my mind at times, though. While I certainly lack the qualifications to discuss why people in general seek out thrills-and-chills, I know my own reasons: I like conquering those moments.

    I don’t play scary games or watch scary movies during the day; I’ve tried, and it just doesn’t work. The reason it doesn’t work is because fear generated by media is something disingenuous by nature, and is best when you provide it as much fuel as possible; it helps the process when you can open yourself to the possibility that you might be in danger, no matter how safe you actually are. I can’t tell you the number of times I have shifted plans toward enjoying something scary just because a storm has blown up outside. My copy of Alan Wake was purchased under precisely such conditions, and I literally raced home so I could play it as much as possible while the weather was bad.

    Horror movies are experiencing a spike in popularity that started with the first Scream, and has been fueled by franchises like Final Destination, Saw, and Paranormal Activity. I’m a bit pickier when it comes to crawling over the back of an auditorium seat; I love a good slasher flick, don’t mind some psychological horror, need to see everyone get theirs in the end, and rarely bother with anything PG-13. The Strangers, Funny Games, and Cabin in the Woods all fit the bill in recent years, and I’ll probably see Insidious at some point.

    Saw and Paranormal Activity took Hollywood by storm because the ratio of expenditures to profit was mind-boggling, and such was the case with a little game called Amnesia: The Dark Descent. Amnesia isn’t the prettiest game in the world, and the mechanics leave room for improvement, but the overall experience is perfectly targeted to one goal: Goddamn nightmares. I’ve tried to really dive into it, but I’m lucky to get through a half hour each time before going “Nope” and shutting it down.

    http://www.youtube.com/watch?v=M627-obxNzg

    The horror renaissance has come to gaming in this way, with the apparent death of the big publisher old-guard giving way to indie titles, some of which begin their development cycles as free browser games. While I certainly enjoyed Dead Space 3, and still find necromorphs terrifying, I would never go so far as to suggest that it’s anywhere near as scary as the original. While careful inventory management was essential in Dead Space, my careful hoarding in DS 3 was merely force of habit, resulting in literally hundreds of health packs and thousand of rounds of ammo.

    If we’re going to talk about massive failures of pedigreed horror franchises, the rotten core has to be Resident Evil 6. I’ve owned all five previous numbered entries; I loved RE 4, and felt that the new control scheme was less a “travesty” and more “not broken and terrible.” Resident Evil 5 got me in with co-op, but the core gameplay was starting to show signs of mutation. I’ve only played a few chapters of Resident Evil 6, but they might as well have come straight out of a Michael Bay film that happens to involve zombies.

    If I’m being honest, the most harrowing game I’ve played to completion so far this year is The Swapper. An indie puzzle / platformer set on an abandoned space station, it perfectly captures the feeling of being afraid precisely because you are completely alone. In space. On a facility that used to be filled with people. Each new piece of information you receive only makes the situation worse, and the end of the game is as chilling as anything I’ve ever experienced.

    The Swapper wasn’t a horror game at heart, though, at least not in the traditional sense of building tension and sending dangerous enemies to hound you. In games like Amnesia or Outlast, the entire design is geared toward getting you wound-up, and then sending you screaming for safety. They achieve maximum impact by stripping you of any means to defend yourself, turning them from standard “survival horror” to “hide under something and cry silently” horror. Even when Isaac Clarke was completely out of ammo, you could fall back on desperate melee attacks.

    Weapons aren’t the only things you’ll be without, though, as the days of never-ending light from ephemeral sources are no more. Outlast, for example, puts you in the shoes of a reporter investigating a metal asylum. Your only means of illumination is the night-vision mode on your handheld camcorder, and it eats batteries like a Sega Game Gear. Amnesia employs a similar mechanic via a lantern with limited oil and environmental lighting sources that must be ignited via tinderboxes. The Dark Descent took things one step further by employing an Eternal Darkness style sanity system; stay in the dark too long, and your perception of things warps, hindering your ability to move, interact, and escape.

    You’re probably asking yourself why I would pick up other games of this ilk if this one already stymies me so badly? The answer is simple: I like conquering those moments. I’ve mostly reached the point where I have to consciously allow myself to be scared by a film, but games can still take hold. The main difference I can come up with is interactivity; a game asks you to invest in the idea that the line between you and your character is blurred. If they’re in danger, you’re in danger, essentially. In order for that to work, a good horror game has to walk the line between fear and frustration; keeping the character / player in a constant state of danger and near-death, without actually killing them so many times that dying loses its bite.

    Using this formula, the titles mentioned above have raked in impressive numbers – impressive, that is, considering that they’re indie horror games. Even the big-name titles like the upcoming The Evil Within from Bethesda won’t have the numbers of something like Skyrim, Call of Duty, or Madden. Video games are already less accessible than going to see the movies, and while watching Amnesia reaction videos on YouTube is entertaining, it still doesn’t approach the social connection achieved by watching a scary flick in an auditorium full of other people.

    At their core, horror games have to succeed on the existence of a very specific group: Individuals with a semi-disposable income, the desire to play games by themselves, and the skill necessary for the generally steep difficulty involved. Even within my group of friends, there are only a handful of us that fit this criteria; even I haven’t ever purchased these kind of games at their standard $20 price point. When you consider what a horror game would have to offer to get me to shell out $60, I begin to have a little more sympathy for publishers and developers to be more cautious about investing in them.

    http://www.youtube.com/watch?v=Zc-jvqJV4SI

    Unfortunately, this can lead to wasted potential on certain titles, such as the recently announced Alien: Isolation. Sega has a lot riding on this title, as further mishandling of the franchise after Colonial Marines could destroy what profitability is left. The report is that you will be playing as Ellen Ripley’s daughter in an environment that contains a single xenomorph, in homage to the first film. Sounds fantastic, right? Except that the report also talks about “clone soldiers” and other nonsense that makes it clear the bulk of gameplay will probably consist of generic sci-fi shooting.

    http://www.youtube.com/watch?v=ypHORmiLe3I

    I feel this paradox – the seeming inability of games in traditional horror franchises to stay focused on horror – highlights the challenges facing the industry that have led to the current state of affairs. The more popular a franchise becomes, the more likely the call will be made to tweak it into something more marketable. I haven’t played A Machine for Pigs yet, but word on the web seems to be that it isn’t the terrifying tour-de-force delivered by its predecessor. Have we really reached the point were a new IP can’t even make it to the second entry without having to worry about “accessibility?”

    For the answer to that question, you only have to look as far as the second paragraph on this post: Whatever sells, wins. Halloween isn’t much more than cheap candy and Instagram pics of girls in costume as “slutty sluts.” Christmas gets people spending money, and so has been allowed outside the confines of December. Hell, there are department stores opening up at 8 PM on November 28th, right in the middle of what should be post-dinner Thanksgiving naps and football.

    In two months or so, there will be millions of people unwrapping copies of sports titles, action platformers and shooters, with some racing titles and JRPGs thrown in for good measure. These are the kind of games that show off new consoles with flash, or keep kids huddled around the TV, or let older gamers chat with friends while enjoying a round or two. You won’t find a whole of people whose first hope Christmas morning is “Oh man, I hope I get a hyper-terrifying game that will keep me alone in the dark of my room!”

    For this weekend, though, I’m going to allow myself to become absorbed in the darker side of things; let my imagination run rampant, to the point where I triple-check the locks and keep my flashlight under my pillow. Come Monday morning, I want to exult in the rising of the sun, clawing my way up from a place of fear. I want to conquer those moments. Plus, it looks like Dead Rising 3 will probably be my holiday launch title that gets played while we gather around the tree, and at least it has zombies. My mom loves zombies.

  • *UPDATED* Assassin’s Creed IV “Online” Pass

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    Update: Thanks to the hard work of nose-to-the-ground game journalists – and MASSIVE consumer outcry – Ubisoft is discontinuing the Uplay Passport system in its entirety. Assassin’s Creed IV will be the last title to utilize it, and the company is changing the price for the item to “free” on all applicable marketplaces. Enjoy this one, folks. Cheers, Ubisoft.

    Assassin’s Creed IV: Black Flag launched yesterday to moderate reviews; this particular gamer won’t get to play it until I actually have an Xbox One and Beth has finished it and possibly all of the extra content. Once it does roll around to me, however, it turns out I’ll have to shell out a little more than expected.

    As most of you are aware, online passes are a “thing” now, and Ubisoft’s particular version is the Uplay Passport, which was first introduced to this series with Assassin’s Creed 3. I’m not actually against passes in most situations; I tend to buy games new, and games that have a multiplayer component that my group is interested in require that we all have copies anyway. I’m also on board with “pre-order bonuses;” again, I tend to buy games new, on release day, and Amazon doesn’t charge you for having a game reserved until it actually ships.

    Yesterday, however, it came to light that Ubisoft has crossed a line into new territory: Within Black Flag, there is a mechanic that involves you taking over enemy ships and adding them to your fleet. It’s essentially this game’s version of Ezio’s brotherhood and Conner’s homestead; your fleet earns you money and items, and can be sent on missions from a map in your cabin.

    If you don’t have an active Uplay Passport, this mechanic is disabled. This single player mechanic.

    Ubisoft’s excuse for this is that your can link your fleet with those of your friends, and even send each other assistance across missions. According to their logic, this constitutes a “multiplayer component” and falls under the guidelines for their online pass system. In my opinion, this is a pathetic attempt to spin the truth: They have decided to spearhead the push to block content for solo players who have bought the game used, or are borrowing it from a friend.

    Why does bother me? Because, with wholly single-player experiences, Beth and I have begun only purchasing a single copy and splitting the cost. Dishonored, Sleeping Dogs, Remember Me, Assassin’s Creed 3; one copy between us in each instance. I’ve barely played AC 3, but what I have played was not hindered at all by my lack of the Uplay Passport, because I will never play that game online. There are also a few instances where only one of us could get the pre-order items, but again, those don’t tend to be big losses; whoever was more interested in the game took the bonus, and the other one just didn’t worry about it.

    When I eventually get to play AC IV, however, I won’t be able to access the fleet meta-game at all unless I pay Ubisoft another $10. Oh, and I’ll probably get to do it again when Watchdogs eventually comes out, because unless we see definitive proof that its multiplayer component is worthwhile, only one copy of that will be purchased as well.

    Congratulations, Ubisoft. I have been a die-hard fan of yours since Prince of Persia: The Sands of Time. I genuinely liked the first Assassin’s Creed, repetitive missions and all. I know this trend won’t stop with you; hell, Capcom and EA have been charging people for access to content on the disc under the guise of “DLC” for years. I can’t it explain it, but this feels different, and I’m disappointed in you for it.

    At what point did the $60+ we pay for games not become enough? I’m not a GameStop kind of guy; I don’t buy into their “Reserve / Trade-In / Used” system, and it bothered me so much when I worked there that they fired me over it. I pre-ordered the collector’s edition of Black Flag the day it went up on Amazon, along with the hardbound strategy guide. Doesn’t matter! $10 more or else!

    I guess maybe Ubisoft is just reacting to a changing marketplace, same as the rest of the industry? I’ve got no problem railing against used games, either… But this isn’t a used game! I’m buying it new! It infuriates me that just because my girlfriend and I both want to play it…

    I’m rambling now. I apologize. I’m angry, and by damn, I hope you are too.

     

  • Titanfall Confirmed as 100% Microsoft Exclusive *Updated*

    titanfall-gamescom

    Exclusives are nothing new to the game industry, but recent years have seen developers and publishers opting for time-limited exclusivity contracts: A title – or even extra content – starts out on only one system, but eventually moves to all platforms. When Titanfall showed up with only Xbox 360, Xbox One and PC versions announce, everyone assumed the PlayStation 4 version would show up in time.

    According to recent press, however, the first game from Respawn Entertainment – made up largely of veteran Call of Duty developers from Infinity Ward – will bring it’s high-octane mech-driven action to Microsoft platforms only, forever and always. The developer cites Microsoft’s cloud and dedicated server support as essential to having the game run correctly.

    According to Jon Shiring, an engineer for the developer, ““Microsoft realized that player-hosted servers are actually holding back online gaming and that this is something that they could help solve, and ran full-speed with this idea. So they built this powerful system to let us create all sorts of tasks that they will run for us, and it can scale up and down automatically as players come and go.”

    This news is a potential game-changer as we approach the launch of each new console, considering the pedigree that Respawn carries. The gameplay footage for Titanfall is arguably the most unique thing to emerge from the ever-growing sea of first-person shooters in recent years. I’ll readily admit that Titanfall holds my interest considerably more than even Bungie’s Destiny, based on what we’ve seen so far.

    Personally, I think there was probably also a substantial amount of money involved, techno-babble aside. I agree that Microsoft offers the better option as far as online multiplayer support; “free” games help ease the cost of PlayStation Plus, but they don’t counter Xbox Live’s superiority in letting people play together. While we’ve already seen the footage of “Halo 5,” I think Microsoft understands that they need a franchise that is decidedly Next-Gen; Xbox One needed its Halo: Combat Evolved or Gears of War to set the stage.

    Here’s hoping Titanfall delivers come March 14.

    UPDATE: Both Respawn and EA have attempted to clarify statements from yesterday, and have possibly succeeded in making it all more convoluted. The main point that seems to keep coming up is that the exclusivity does NOT apply to all future Titanfall titles, as was widely reported; it is only the current title that is guaranteed to Microsoft. This definitely changes things down the line, but doesn’t influence the fact that Microsoft has secured a key piece in swaying people about what console to buy over the next six months.

  • Battlefield 4 Beta Impressions: The Good, The Bad, and the Ugly Textures

    BF4 Logo

    The other night, my brother Tillman and I dove into the Battlefield 4 beta for the first time since it launched. To give you a little background, he has been playing the series since the first Bad Company, and I jumped in – or was pushed, really, by Beth – with Bad Co 2. We played the single-map beta for BC2 almost every night from the time it went up to when they closed the servers; our total time logged in the full game is measured in weeks. When BF3 came along, I took the steps to actually get in the PC alpha, though it didn’t run all that well; the 360 beta saw a fair amount of play from the entire group, and we were very excited for the full launch.

    That game ended up letting us all down, in one way or another, and Tillman was the only one who continued playing it consistently, though even he skipped out on the last few expansions. Tillman makes a habit of buying me a game for Christmas every year that we can enjoy together, and shooters tend to be the trend. We tried Medal of Honor: Warfighter last year, and were suitably impressed with it, but again found that the spark just wasn’t enough to keep us engaged. The BF4 beta offered us an opportunity to test out the assumed front-runner for this year’s holiday brothers-in-arms game.

    The beta front-end system wasn’t great – there seemed to be no way to join each other before actually getting into a game – but we don’t play this kind of demo for the menus. Once we were in-game, the first thing we noticed were the textures; more specifically, the lack thereof. From the guns to the buildings to random bits of road, any sort of detail seemed to be either bland or missing completely. Now, I know that this is a beta, not the finished product, but the video shown at E3 was supposedly of people playing this very demo; you know, the one that looked shit-hot and featured a skyscraper falling down in majestic Frostbite glory. For more on the graphics, I’ll let the guys over at video gamer talk in their wonderful accents:

    http://www.youtube.com/watch?v=pfid4FhL654

    To that end, I have personally witnessed that building falling, and while it isn’t quite the spectacle from that E3 video, it was really cool to experience. Tillman and I were on a separate part of the map, and the entire area shakes and fills with an exceptionally robust sound of destruction; it was fun to watch every player stop in their tracks and sprint for the nearest viewpoint to watch. After the smoke clears, that entire area of the map is different, something which a few FPSs have tried over the years, but none have every solidly pulled off as more than a gimmick. The last few Battlefields have at least offered some cool manipulation via building destruction, so I guess it remains to be seen if this large-scale demolition will be part of every map.

    The absolute best part of the game, for me, was a series of little events that fell into the category of “Battlefield Moments,” as DICE and EA have dubbed them. Tillman was sniping from the top of a skyscraper, and I spawned in on him and another squad mate. To our back was another, smaller building housing one of the Conquest capture points. We started losing it, so I ran and jumped off our building; about halfway down I popped my parachute, cooked a frag, and tossed it through the skylight above the objective. I was lucky, and it caught the attacker in the blast right as I hopped down into the area.

    As this happened, Tillman let me know that there was at least a full squad heading my way from the street; I stuck my head out from a side stairwell in time to see a few drop from his sniper fire, but I was still overrun. I fired for suppression and fell back, but found myself out of SMG ammo. As the radar indicators entered the stairwell, I hit the roof with an RPG; the resulting wall collapse took out another opponent. I was desperately watching my soldier reload the tube when my screen spun to face an enemy player; I was getting knifed. At the last moment, a prompt appeared for me to hit the melee button myself, and suddenly I kicked the other guy’s feet out from under him and turned the blade back on its owner! This was, of course, met with jubilant swearing as I attempted to describe the events to Tillman. He calmed me down enough to let me know a tank had rolled up, and we took it out with a mixture of RPGs and airborne C4.

    That entire five minutes was great, and reminded me exactly why we fell in love with the series in the first place. Unfortunately, it was the only five minutes out of the half hour or so we played that captured the “Battlefield Moment” magic. The rest of the match was dull, and that ended up being the biggest issue. There were a few other complaints that I genuinely don’t feel were because the game is “in beta” as well: Several buttons have been remapped with no explanation as to why; the level of small-scale destruction seems to have been greatly reduced; and the few small touches like deployed bridge pylons to stop vehicles, or water shooting up from destroyed hydrants, couldn’t stave off the feeling that the map was… Empty.

    I think the combination of those two feelings – “dull” and “empty” – is what I ultimately took away from the experience. I know the larger maps in BC2 and BF3 could generate that feeling when there weren’t enough players, but we were playing on a full server, so it a lack of something for those players to do; other than the previously described moment, I never got the feeling that I was contributing, a feeling which Tillman echoed. Regardless of how many capture points I help take, or the kills I scored doing so, there was never a sense of urgency; I never got the simulation of being on a battle field.

    The end result was a strange one, but one that has already paid off over the last few nights: Instead of getting us Battlefield 4, Tillman purchased us each a Battlefield 3 Premium package, which grants us access to all of the existing content. Our thought process was that we did enjoy BF3 for a time, and mostly stopped playing because of the attitude of other players and the exhaustion of what content was available at the time. We were also hoping that the upcoming releases of BF4 and Call of Duty: Ghosts would eliminate certain… unsavory elements from the BF3 playing field.

    The plan has worked great so far, with us having a bunch of new maps to explore, and encountering only minimal spawn-camping douchebags with handles like xXn00bzlickerzXx. The Endgame maps especially have caught our interest; the new dirt bikes are the most fun, ever, period, for eternity. I spend most conquest matches performing “patrols” around to each capture point just to ride them. Also, last night I shot down a helicopter, which isn’t unusual in these games, but it is my favorite thing in the entire game. One of these days I’m going to shoot down a helicopter from the bike of a dirt bike, and immediately my spirit will arrive at the Pearly Gates, having accomplished the work it was sent down here to complete.

    So there you have it, I guess: I played the Battlefield 4 open beta, and the end result was that I spent less money to buy expansion packs for a game I already own, instead of spending more money on a game that’s not out for 2 ½ weeks. On a side note, the campaign was in no way a draw for me, as I despised the story mode in BF3, and the story trailers for BF4 have either offended or bored me in equal measure. I guess there’s a part where a ship sinks, and Bonnie Tyler is there giving orders, or something? Anyways, I have to go see if I can headshot someone on an approaching dirt bike just right and hop on it as their corpse falls off at full speed.

    [amazon_link id=”B0098QPPL6″ target=”_blank” container=”” container_class=”” ]Battlefield 3 Premium Edition is currently available on multiple platforms.[/amazon_link]

    [amazon_link id=”B00BXE4KYE” target=”_blank” container=”” container_class=”” ]Battlefield 4 will be available on October 29 on slightly more platforms.[/amazon_link]

    …does this count as our Battlefield 4 review?

  • Saints Row IV Review by Guest Writer Erich Wildgrube

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    This review? I didn’t write it. Hell, I haven’t ever played more than a few hours of any Saints Row game. Luckily enough, our friend Mr. Erich Wildgrube has played them all, and was gracious enough to provide us with this freelance review. Not for money, or even a whole lot of thanks, really. In fact, he’s buying me a copy of Saints Row IV just to prove to me how awesome it is in co-op.

    Hey! Who wants to write our Diablo 3 review? You’ll need someone to play it with, obviously…

    This is the Way the World Ends; Not with a Bang, but a Wub-Wub : A Saints Row IV Review

    First off, let me just say that I love the Saints Row games, but SRIV sets a new bar. A lot of people have complained that this game feels disjointed, that it feels like DLC for SR3; Others griped the superhuman abilities within the simulation world are (forgive my internet-speak) OP, while paradoxically complaining the real-world sections are too hard.

    I would argue the way certain reviewers have been playing this game makes it disjointed.  This game is designed to go back and forth between the simulation and the real world; if you exhaust all the free roam content and then do all the structured missions, there is no payoff to getting “super homies,” extra weapons, and new powers that are then available to you.

    I am aware that this title’s core concept came about as an April Fools’ joke, that then transitioned into DLC for SR3, that then became a full game; but after playing it, I am fine with its release as a standalone title. If we are all honest here, we could admit that this game would have been a nightmare as downloadable content. If nothing else, it would have required several patches for balance and bug fixes, and I don’t even know if that would have been enough to deliver a truly finished product.

    The first two Saints Row games are dark, serious tales of criminal life interspersed with bits of whimsy; in contrast, The Third and IV have much more of a campy vibe – I am looking at you, dub-step gun. At the same time, this game has a few genuinely touching moments. There are character missions you do with your crew in order to progress their stories and unlock new abilities; the ones with Johnny Gat help solidify him as the “heart” of the series, while the ones with Shaundi reveal far more depth than her buxom figure and foul mouth would outwardly indicate. Fans of the series will get even more from these moments, as many of them are direct throwbacks to previous games.

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    The Saints Row games are known for some clunky controls, SR1 being the worst offender, and SRIV does not go unscathed. The best way to describe it is “Tom Clancy Syndrome,” where you have so much you can do that you forget which button does what, when.  For instance, I never really got taunt or compliment to work right, and only figured out the radio 75% of the way through the game.  Now as far as major mechanics go, I love me a ring menu, but the D-pad works well this time around.

    Shooting is tight, and the new weapons feel very good.  Still, nothing beats the feel of jumping a hundred feet in the air, aiming where you want to land, equipping lightning as your buff, slamming into the ground as hard as you can and wiping out an enemy base without a shot fired. By the end of this game, you are nothing less than a dark god unleashing your powers on the world around you; but if you are following the flow of the game, this is a goal reached after segments where you are outnumbered and outgunned by the enemy, most of which are as intense as they are rewarding.

    Photo courtesy gametrailers.com
    Photo courtesy gametrailers.com

    This is the only Saints Row that does not look significantly better than the one before, but it is also the only Saints Row that I did not notice any lag or freezing during gameplay.  I have never seen more customization options in a game, and your guns look awesome. The dialogue in this game is utter perfection; whether you are listening to Shaundi arguing with… Shaundi, or talking to Keith David about his favorite video game.

    When SR1 came out all those years ago people accused it of being another GTA clone… it was probably the truth, plain and simple. SR2 was a step in the right direction, but SR3 was the jump that set these two franchises apart.  SRIV simply continues that next step.  Is it silly? Yes. Can it be unbalanced at times? &@^$ yes. Does it ever stop being Saints Row? Not even for a second.  This does not feel like a “new” game so much as it feels like coming home to Third Street to find your crew ready and waiting to hit the streets once more.

    [amazon_link id=”B00BRQN2EM” target=”_blank” container=”” container_class=”” ]Saints Row IV was reviewed on Xbox 360. It is also available on PlayStation 3 and PC.[/amazon_link]

    Like Erich’s style? Follow him on Twitter! https://twitter.com/JSWolfwood

  • Capcom Tries to Plug Leaky Profits with More Ryu Costumes

    Photo courtesy lightnarcissus.wordpress.com
    Photo courtesy lightnarcissus.wordpress.com

    Capcom suffered massive financial blows in 2012-13. Franchises such as Resident Evil continued to lag, the Mega Man series was allowed to lapse into oblivion, all while new IPs such as Dragon’s Dogma and Remember Me couldn’t make up the difference. Their strategy going forward? “COO Haruhiro Tsujimoto has announced a strategy of increased focus on compelling DLC and mobile games.”

    Considering that one of the biggest complaints from Capcom fans in recent years has been the sheer amount of DLC generated by the company – including content already present on the disk that you have to pay to unlock – I’m not sure how this plan is supposed to turn it all around. The “mobile games” bit hardly generates more excitement; I love Mega Man as much as the next guy, but I don’t really want to guide the Blue Bomber around a 5-inch screen with my finger. Those games are unforgiving enough with controls that work.

    Capcom was once an undeniable powerhouse: Street Fighter, Mega Man, Resident Evil, Devil May Cry ruled the field in their time, while unique risks like Viewtiful Joe and Okami became critical darlings. We can’t help but wonder if this isn’t the final nail in the coffin for the company that once dominated multiple genres, and flat-out created survival horror and stylish action as we know them today.

  • Five Reasons: Grand Theft Auto V

    Grand-Theft-Auto-V

    When GTA IV released in 2008, it was impossible not to get swept up in the hype. IGN posted a ten-page review that I considered “masturbatory.” I personally hadn’t enjoyed a GTA since the conversion to 3D; for some reason, I didn’t seem to be able to play them for more than about half an hour without getting a massive headache. Everyone was excited about the open-world multiplayer, including my brother, who went so far as to give me $60 to go pick it up, and I’d be lying if I said the trailers didn’t have me excited. A week later, however, a friend owned that copy, I owned Burnout Paradise, and I owed my brother $60.

    Now the kicker: When Grand Theft Auto V releases next week, I’m buying FOUR copies of it, as an early Christmas gift to that brother, my girlfriend, and my best friend. It would make sense then that if anyone was going to spread the GTA V hype to you nerds, it would be yours truly. Below are my five biggest reasons why this next installment will hopefully not equal a net loss of $240 on my end.

    The Characters

    Rockstar Games has put the story front-and-center this time, with almost every trailer focusing on Michael, Franklin, and Trevor. Apparently, good storytelling is nothing new to the series, or at least that’s what people tell me. I played enough of IV to see the potential, and have heard that the two expansion packs tell great tales. I think Rockstar has a particularly great thing going with the three-character approach, though, as it gives them the chance to look at the city from separate, albeit connected angles.

    Photo courtesy news.softmedia.com
    Photo courtesy news.softmedia.com

    The Skills

    Ask any devoted GTA player what the best game in the series is, and they’re likely to say “San Andreas,” despite it being nearly a decade old. Dig a little deeper, and their reasoning is nearly always the procedural skill trees for different stats. The more you drove, ran, shot, fought, and lived in GTA: SA, the more that was reflected in your character. I have a few friends who discount IV almost entirely due this feature’s removal. Thankfully, skills make a return in V, with several base attributes and several special traits and abilities unique to each of the three characters.

    The Music

    Hand me an open-world, city-based game where I don’t have access to multiple radio stations playing hours worth of content, and I’m going to hand it right back. For instance, I love Forza Horizon, but there are only three in-game radio stations, and I swear each station can’t have a track list of more than ten songs. GTA V tackles the issue with fifteen stations and 240 licensed tracks. To top it off, this installment is the first to feature an original score, which will coincide with certain story and mission developments.

    Red Dead Redemption

    Over the past two weeks, our posse has rediscovered the joys of roaming the wilds from Tall Trees to Perdido, clearing out gang strongholds, hunting legendary bears, and occasionally stopping to pick a wild herb or two. When Red Dead was initially released, you heard a lot about “Grand Theft Horse;” in my group, we now talk about next week’s release as “Red Dead Auto.” Rockstar themselves have continually pointed to RDR as a source of inspiration for changes in GTA V; here’s hoping they’re not just spitting into the wind.

    RDR Horse

    GTA Online

    Seriously, just look at this shit.