#egmr » Azhar http://egmr.net Let's Talk Games — Videogame News, Reviews & Opinions Sun, 23 Nov 2014 19:08:58 +0000 en-US hourly 1 http://wordpress.org/?v=4.0.1 The Reasons For Unity’s Poor Framerate Are Probably Not What You Thought http://egmr.net/2014/11/reasons-unitys-poor-framerate-probably-thought/ http://egmr.net/2014/11/reasons-unitys-poor-framerate-probably-thought/#comments Fri, 21 Nov 2014 07:00:50 +0000 http://egmr.net/?p=163467 I’m currently playing Assassin’s Creed Unity, and I’m more or less on the same wavelength as our recently published review. I’ve largely been exposed to the game’s annoyingly inconsistent and […]

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I’m currently playing Assassin’s Creed Unity, and I’m more or less on the same wavelength as our recently published review. I’ve largely been exposed to the game’s annoyingly inconsistent and distracting frame rate and I, like many other gamers out there, reasonably suspected that the unnecessarily large crowds were a reason for the drop in performance. Especially since Unity typically performs worst in those heavily populated and large open areas, whereas the frame rate appears more solid in smaller areas. That’s not to say that it never drops in those areas, or that it always drops in heavily populated environments, but that’s what the whole hellishly inconsistent part is all about.

The bottom line is that it’s unacceptable, but as we know Ubisoft is currently working on finding a solution to the frame rate gripes. Presently the only temporary fix offered is to go offline, although I’d like to put it out there that doing so did nothing to alleviate my frame rate drops on Xbox One, which is evidently the better performing version of the game. While there is no official patch or fix yet, Ubisoft has been posting updates on its blog to inform customers of exactly what’s fucked with Assassin’s Creed Unity and the progress, or lack thereof, that is being made to fix such fuckery. The latest blog post has been in response to the feedback regarding the game’s performance on all platforms.

“We’ve received a lot of feedback on the performance of ACU over the past week and we’re taking it very seriously,” reads the post. “We know this is a very important issue to you and we want to see it resolved as much as you do.”

Well that’s some stupid PR, specifically referring to “we know that this is a very important issue to you.” It’s a very important issue to you Ubisoft, and your remarkable attempts to stifle your reputation while at the same time do good with it, if critic scores for Far Cry 4 are anything to go on. Or maybe the release of a new Far Cry should just be an indicator that the Assassin’s Creed game released in the same year will be severely underwhelming or polarised at the very least, as was the case with Far Cry 3 and Assassin’s Creed 3. That’s a thing now. I’m making it a thing.

Anyway as mentioned earlier, the reasonable assumption was that the number of NPCs visible on screen were the reason for the frame rate dips, but Ubisoft has stated that it has made progress with its investigations into identifying the causes, and crowds aren’t actually one of them.

“We have just finished a new round of tests on crowd size but have found it is not linked to this problem and does not improve frame rate, so we will be leaving crowds as they are,” commented Ubisoft.

“It’s taken us some time to make progress on this front, but we’ve got some promising findings to share.

“We can tell you that we have detected a distinct discrepancy between what we observed in the pre-launch versus post-launch environment. In spite of our testing, it looks like the instruction queue is becoming overloaded and impacting performance.”

Ubisoft has said that several fixes are currently being explored, and promised an update on progress in the weeks ahead. Gee thanks, Ubisoft. I’ll wait. I have all the time in the world. I also worship you in my spare time, so you can do this to me with every game you ever release and I will continue to wuvvles you unconditionally. Pinky swear?

Weirdness aside the publisher helpfully listed three main causes for the framerate drops:

  • Streamlining some technical aspects of navigation: We’ve fixed a number of edge cases with our detection system to smooth certain behaviours during parkour. We’ve fixed a few objects which were improperly tagged to smooth navigation
  • Improving task scheduling: We’ve tuned the way the computing tasks are prioritized and parallelized by the processor cores to improve framerate in certain edge cases
  • Tweaking performance for Reach High Points: We’ve optimized the reach high points, during the camera swooping sequence to improve framerate a little bit

There you have it, folks. It’s not actually the crowd size that is negatively impacting performance. It’s weird technical stuff. Nevertheless I think we can all agree that maybe Ubisoft should consider releasing their next Assassin’s Creed when it works as it damn well should, and not become anything like EA. Then we may have to kick start the apocalypse early.

You’re not bad guys, Ubisoft, and no one is in conflict that you do make some pretty great if not slightly homogeneous games, but you had a rocky year. And as much as I enjoy taking shots at you, I would sincerely hope that you don’t pull a Capcom and implode when you should be in the prime of your life, or sell your souls to Satan and become what EA is notoriously known to be but are now less like. You know, if we ignore The Sims 4 and all.

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Take-Two CEO Delivers Great Response To The ‘Use And Abuse’ Of GTA V’s Prostitutes http://egmr.net/2014/11/take-two-ceo-delivers-great-response-use-abuse-gta-vs-prostitutes/ http://egmr.net/2014/11/take-two-ceo-delivers-great-response-use-abuse-gta-vs-prostitutes/#comments Thu, 20 Nov 2014 07:00:42 +0000 http://egmr.net/?p=163419 As a liberated individual who knows anything about video games or pop culture references, Grand Theft Auto and hookers go hand in hand. I mean, half the ‘beat up hookers’ […]

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As a liberated individual who knows anything about video games or pop culture references, Grand Theft Auto and hookers go hand in hand. I mean, half the ‘beat up hookers’ jokes probably came from this worldly famous series, as it’s only included such content for well over a decade. Using prostitutes and then beating them up or killing them has pretty much always been a pastime for GTA players, or at least an option for those who so desire such an outlet of release. Too much? Well, as we know GTA V is introducing a first person camera for the first time, and for some debatable reasons that’s making a lot of people suddenly uncomfortable with the game’s content.

Here at EGMR we’re pro-discussion, and as such we opened up the topic a couple of days ago regarding whether the first person camera will cause some upsets. Through some chatter with our delightful readers (all three of them, because we’re such assholes) we arrived at a very good explanation. That would be that the first person perspective offers a more intimate experience than the traditional third person camera, as it feels less like you’re controlling a proxy (i.e as though Trevor or Michael are performing the acts) and more like you’re doing it. Nevertheless I think we can all agree that parents should actually do their damn jobs, and adults have the freedom to experience adult content and none of this is new, it’s just a camera change, and so on and so forth. But since we enjoy conversation here, I’d like to revisit the topic in light of new developments.

As you would expect, ever since this first person perspective became a thing, and especially since videos like the above began to surface, which depicted first person sex with prostitutes (with their clothes on, mind you), the internet has had some uproars. The absolutely wonderful source of comedy that is Daily Mail, in this case, offered a rather hyperbolic breakdown of how players can control their ‘avatars’ having ‘first person graphic sex’ (in other words humping with clothes on) with a prostitute. Oh, and I quote: “Even more shocking? Players also get to brutally murder their escorts in order to take back the money they paid for sexual services.” Of course we’re pretending as though this content hasn’t existed for a decade, am I right? A fact that Daily Mail acknowledges, but because of the first person camera and because soccer moms and because reasons, this must be a controversial thing.

It was only a matter of time until Rockstar or publisher Take-Two was approached on the matter, and it came about via a report from Gamezone. Recently, during Bloomberg Television’s “Market Makers,” Take-Two Interactive CEO Strauss Zelnick was asked rather profoundly (please detect sarcasm here) by show host Stephanie Ruhle “We’ve got to talk about what’s in Grand Theft Auto. Players have the right to have sex with a prostitute and then kill her. Is this true?”

Oh dear Stephanie, allow me the pleasure of ‘mansplaining’ that this has been true for ten years. We’ve all known this. Don’t sit there and act like this is some horrific new thing in video games. You see when I began typing up this article I wanted to put forward the idea that we should maybe be more understanding towards the ignorant, and seek to educate people who don’t know video games rather than mock them, but you know what? There’s no fucking excuse for ignorance in the year 2014. There’s certainly no excuse for not knowing what Grand Theft Auto is. Some perspective, yeah? My dad couldn’t tell you the difference between a PlayStation and an Xbox, but even he knows exactly what GTA is and is about. In fact it horrifies me that some people don’t know the contents of Grand Theft Auto. That’s a billion times more disturbing than banging a fully clothed prostitute and then slaying her because you’re a cheap bastard.

If you don’t know something as bloody basic about video games as the fact that Grand Theft Auto is that game where you get to live a life of crime and beat up hookers, then you shouldn’t have the right to talk about video games. Especially as a TV show host, who you’d expect to hit up Google at least and take a few notes. Nevertheless, I’m sort of glad that Ruhle asked the question, because it led to a rather classy comment from Take-Two CEO Zelnick, who said in response to Ruhle’s question above:

Well, I don’t look at it that way at all. Look, this is a criminal setting. It’s a gritty underworld. It is art. And I — I embrace that art, and it’s beautiful art, but it is gritty. And let’s not make — you know, let’s not make no bones about the environment in which we operate. And we stand shoulder to shoulder with other major motion picture releases and major television shows that explore a similar universe. So yeah, this is a tough universe because it’s a criminal universe. However, there’s hundreds of hours of gameplay. People have been engaged with Grand Theft Auto Online for over a year and there are plenty of things to do, and it’s an incredibly exciting environment. But can it be rough? Absolutely.

Take that, ignorant demonspawns!

Although, if you hit the Gamezone link, you can watch the video, and apart from that moment of idiocy regarding the game’s content there’s actually some decent discussion about market trends and Grand Theft Auto. Well, decent if you care about economical talk, company etiquette, mobile and even some virtual reality speak for Take-Two, and whether games are ready for it. The publisher’s CEO Zelnick actually seems like a pretty decent and down to earth gentlemen, so it makes for a ‘watchable’ interview. Please shoot me for calling a video watchable.

What do you think about the man’s response to the using and abusing of hookers in GTA V?

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[UPDATE] Dragon Age Inquisition Won’t Be Sold In India Because Of Gay Sex Scenes http://egmr.net/2014/11/dragon-age-inquisition-wont-sold-india-gay-sex-scene-seriously/ http://egmr.net/2014/11/dragon-age-inquisition-wont-sold-india-gay-sex-scene-seriously/#comments Tue, 18 Nov 2014 14:00:26 +0000 http://egmr.net/?p=163298 Prepare yourselves for a substantial dose of bullshit, if you didn’t get enough of it already with Ubisoft proclaiming to be changing their review policies and that sad, pathetic story of Sonic […]

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Prepare yourselves for a substantial dose of bullshit, if you didn’t get enough of it already with Ubisoft proclaiming to be changing their review policies and that sad, pathetic story of Sonic Boom. It would appear that Dragon Age Inquisition has been withdrawn from sale in India “[i]n order to avoid a breach of local content laws.”

The game has been removed from the Indian Origin service and customers have been issued refunds and some generated apology. Milestone Interactive, EA’s local distributor, has also confirmed that Dragon Age Inquisition will not be sold at retail, according to a report from IGN India.

“In order to avoid a breach of local content laws, Electronic Arts has withdrawn Dragon Age: Inquisition from sale in India,” EA said in a statement. “Unfortunately, that means we’re unable to fulfill your Origin order.”

“All affected purchases for Dragon Age: Inquisition will be refunded. This applies regardless of payment method or date of purchase.

“Dragon Age: Inquisition may still temporarily appear in your Origin library, but it will be removed before its launch date.”

This is where it gets fucked up though. Milestone Interactive told NDTV Gadgets that the decision related to the game’s homosexual sex scenes, yet Dragon Age Origins, Dragon Age 2, the Mass Effect trilogy and multiple The Sims games are still available via Origin in India despite the fact that they contain same-sex romance options. EA has confirmed to IGN that it’s only Dragon Age Inquisition that won’t be going on sale.

How illogical and downright pathetic is that? Although, the law is a funny thing, and it probably has something to do with the fact that in December 2013 the Indian Supreme Court restored an 1861 law that criminalises homosexual intercourse. The law had previously been taken down by a lower court for being unconstitutional. That’s when the law becomes a bit silly, isn’t it?

So, it would appear that all the aforementioned games are safe because they released before the law was reinstated, but tough luck BioWare, trying to be inclusive with Dragon Age Inquisition has got you excluded. From India.

I’m just not entirely sure what being this vehemently against the inclusion of homosexual content will get you, generally speaking and moving away from the whole law business. It’s optional, denying the sale of the game won’t stop anyone from accessing homosexual content or, well, being homosexual, and ultimately it achieves nothing useful. Except it does breed resentment and anger towards not only being denied a popular and critically successful game, but by still being excluded.

Perhaps importing then? Or smuggling via a friend. Those are viable options.

 

Update

According to new information via Gamer Headlines, EA has cleared the air surrounding Dragon Age Inquisition being pulled from the market in India. A statement from an EA representative reads that the company has removed the game from sale in India because of “local obscenity laws,” and not necessarily due to the homosexual relationships and content the player can have and experience.

“The decision here is in relation to local obscenity laws, but not specific to same-gender romance,” said the EA representative.

“In order to avoid a breach of local content laws, EA has withdrawn Dragon Age: Inquisition from sale in India and the game is no longer available for preorder. Customers who preordered the game will be contacted directly and will be fully refunded.”

The EA rep also offered some final clarification in saying that the game’s allowance for same-sex relationships and gay characters is “irrelevant” to EA’s decision to remove the game from purchase in the region.

What exactly are those obscenity laws that EA is referring to? Well, the EA rep referenced India’s penal code, which is seemingly quite ambiguous on this matter.

Additionally the EA rep specifically referred to Dragon Age Inquisition‘s ESRB rating and description (below) to point out what laws EA might be breaking if it released Inquisition in India.

“This is a role-playing game in which players assume the role of a warrior battling evil forces in different dimensions. Characters use swords, axes, hammers, and magic attacks to kill fantastical creatures (e.g., demons, monsters, dwarfs) and humans in melee-style combat.

Cutscenes sometimes depict characters impaled or getting their throats slit. Violent sequences are often highlighted by cries of pain, gurgling/gushing sounds, and large blood-splatter effects; blood remains on the ground in several environments.

The game includes some sexual material: a female character briefly depicted in front of a man’s torso (fellatio is implied); characters depicted topless or with exposed buttocks while lying in bed or after sex; some dialogue referencing sex/sexuality (e.g., “’I will bring myself sexual pleasure later, while thinking about this with great respect’” and “The way your t*ts bounce when I pin your arms and take you on the side of the bed…”). The words “f**k,” “sh*t,” and “a*shole” appear in dialogue.”

This could just be EA offering some conflict-avoiding PR, or it could just be that much of a legal annoyance. Either way, if it isn’t specifically about the homosexual content, I’m still left baffled as to what exactly is so bad about Dragon Age Inqusition that other games don’t contain, especially previous BioWare games. Not to mention the December 2013 law change in India makes things a little more suspicious.

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Will Grand Theft Auto V’s First Person Violence Cause An Upset? http://egmr.net/2014/11/will-grand-theft-auto-vs-first-person-violence-cause-upset/ http://egmr.net/2014/11/will-grand-theft-auto-vs-first-person-violence-cause-upset/#comments Tue, 18 Nov 2014 07:00:47 +0000 http://egmr.net/?p=163223 Anyone who knows Rockstars’ track record would know that they’re over achievers, and we can pretty much state that categorically without hesitation. The latest example of this would be their […]

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Anyone who knows Rockstars’ track record would know that they’re over achievers, and we can pretty much state that categorically without hesitation. The latest example of this would be their decision to port Grand Theft Auto V to PS4 and Xbox One complete with an entirely new first person mode, in addition to the incredible graphical enhancements. It offers an entirely new way to play the game, one that excites me tremendously. However, it seems that not everyone will find it as exciting as me, because the new perspective appears to give the game’s violence a less lighthearted tone, and makes it appear a teeny tiny bit more sinister. At least, according to some currently in debate about it.

Now, I’d just like to put it out there that I’m the last person to talk about video game violence being “too much”, because I’m usually the guy mutilating corpses and laughing about it or, well, modding the PC version of Skyrim to allow me to behead children. Alright I never said I was perfect. I love violence in games. Sue me. However, a discussion has already got going on NeoGAF about this very issue, and some GIFs have been posted which show Grand Theft Auto V’s first person violence and how it can, out of context, appear quite different to the usual fun. My kind of fun.

Take a quick peek above and below at how the violence in the game appears from a first person perspective, particularly how you can make it look to the non-gamer, or media vulture waiting to pounce on video games to use as a scapegoat for the next real life massacre.

I’m sure you can see that it doesn’t look particularly comical, as you would expect from GTA. It’s appropriate timing to again reiterate that I’m super excited to try the game out in first person, and it’s actually the main reason I want to get my hands on GTA V again. I’m merely making conversation here, largely in response to a well-justified prediction from Crave Online that the first person perspective of Grand Theft Auto V will lead to new controversy from the aforementioned vultures.

Obviously we’re all sick to death of any conversations that revolve around video games and their potential to cause violence, because numerous studies have shown that they do not. There has been evidence of some kind of relation, but as we know from basic research, correlation doesn’t necessarily imply causation, or make a case for it. Like any violent media and violent person, there can definitely be relations and influences but most of the time, in the cases media have had a field day with, the individual has had severe mental issues. Am I not allowed to say that, because people are sensitive? Well, how about ‘cognitive challenges’, you politically correct hacks.

This is simply, as I said, a conversation about whether the first person perspective does indeed add a more sinister look to the violence than the traditional third person camera, and whether or not you believe that this will lead to more controversy for Rockstar and Grand Theft Auto V, both of which have had more than their fair share. I’d love to hear your opinions on the matter.

Personally I feel that controversy is inevitable, more so in games that get closer and closer to home, as in reality. Funnily enough I actually wrote about it two years ago with regards to Syndicate and Call of Duty: Modern Warfare 2, where a huge deal was made about the infamous ‘No Russian’ mission in the latter, but hardly anyone seemed to care about the former, where civilian death, including a nonchalant train massacre, was a thing. The reasonable argument in that case was that Modern Warfare 2’s conflict was one you could relate to, and it was realistic, whereas Syndicate was too fictitious. Similarly, Grand Theft Auto V is very close to home, which makes it worse for some.

I’m not entirely an advocate for that argument because it sort of implies that if the setting isn’t realistic, you can pretty much go wild and do whatever you want. So, how about recreating Grand Theft Auto in a futuristic setting and then kill some babies? But I digress, I’m straying a little from the point.

I’m certain that many gamers out there are tremendously excited for the first person mode in Grand Theft Auto V on PC, PS4 and Xbox One, but what say you regarding its depiction of the violence? Does it seem less chilled out to you? Do you care? Do you just want to kill everything? Drop a comment, and let’s talk about it.

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Sonic Boom Rise Of Lyric Was So Broken Staff Fled The Studio To Avoid It http://egmr.net/2014/11/sonic-boom-rise-lyric-broken-staff-fled-studio-avoid/ http://egmr.net/2014/11/sonic-boom-rise-lyric-broken-staff-fled-studio-avoid/#comments Mon, 17 Nov 2014 07:00:22 +0000 http://egmr.net/?p=163080 Sonic Boom Rise of Lyric was released just last week on Nintendo Wii U, but it didn’t take long for a huge variety of game breaking and disastrous bugs to […]

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Sonic Boom Rise of Lyric was released just last week on Nintendo Wii U, but it didn’t take long for a huge variety of game breaking and disastrous bugs to be discovered which destroyed any possibility of there having been quality assurance for the game.

These aren’t your ordinary game breaking bugs. I mean, there’s a bloody broken cutscene in the game, where the characters jump around constantly. What the fuck is that even? Another wonderful bug occurs if you die in a certain early battle in the game, which results in you possibly becoming permanently stuck and having to restart your game. There’s also the possibility of jumping through walls and falling forever.

I know this sounds like a nightmare from over a decade ago. Except it’s not. It gets worse. Twitch user Parax0 discovered an absolutely demented bug that somehow found its way into the game. When playing as Knuckles, pausing the game refreshes your double jump, so you can basically just jump, pause, jump and repeat until you evade nearly all areas, including the final boss. Don’t believe me? Take a peek at the video embedded up above, where you can see this very glitch in action.

The game’s utterly atrocious state of release has earned it a Metacritic score of 39 thus far, making it one of the worst rated games of the entire year, potentially the worst. It certainly has dealt some terrible blows in Sega’s direction, and I can’t imagine how the Sonic fans out there must be feeling.

But that isn’t the end of the story. At least, not according to a report by Pixel Dynamo.

It seems that many members of the team at Big Red Button Entertainment, Sonic Boom: Rise of the Lyric’s developer, actually knew or anticipated how bad the final product would end up being, since most of them opted to leave the company before the game was actually released. This exodus actually occurred six months before Sonic Boom landed on the market.

Obviously this absurd story begged to be investigated, and much of it was put together by Tristan Oliver from Tssznews. Through the examination of LinkedIn profiles for members of the development team, Oliver discovered that a huge number of Big Red Button Entertainment staff left the company at the aforementioned time. Among those who left included the likes of Justin Leader, the producer and project manager for Sonic Boom, so that’s quite telling of how the game fell apart. Other designers and artists also were among the nope squad who left.

If there’s any silver lining out there, it would be that the staff departures were voluntary, so these people had the dignity to leave the project. There doesn’t appear to be any bad blood between the ex-staff members and company, although I can’t say that anyone would be happy with how this apparent piece of slime turned out. It should be pointed out that it’s not 100% definite fact that these staff members left because of the state of Sonic Boom, but it’s quite a fair deduction and logical assumption given that so many decided to leave at the same time, as the disgusting game was coming to life.

Personally I find it despicable that this game can even be released, and that consumers actually paid money for it. Although should we really be surprised? As much as Sega tried to redeem itself with Alien Isolation, which was an awesome experience, these are the clowns who published Aliens: Colonial Marines and actually watched people pay money for it. So I hardly am surprised that Sega would sit by and actually release this garbage, although that doesn’t make it any less cancerous.

No one likes seeing a development studio collapse or people lose their jobs, but bullshit like this cannot be sold, and that makes it impossible to feel sorry for Sega or the people who worked on the game. Still, at least the game breaking bugs are worth a laugh. You know, if you weren’t one of those unfortunate enough to buy the game.

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Review: The Evil Within Is Horrible http://egmr.net/2014/11/review-evil-within-horrible/ http://egmr.net/2014/11/review-evil-within-horrible/#comments Thu, 13 Nov 2014 15:00:34 +0000 http://egmr.net/?p=162747 Visit review on site for scoring. I’ll admit to having been excited for The Evil Within, because for the longest time the triple A scene has been devoid of any […]

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Visit review on site for scoring.

The Evil Within Review - 5

I’ll admit to having been excited for The Evil Within, because for the longest time the triple A scene has been devoid of any attempts at genuine horror, and it’s largely rested on the shoulders of indie developers to bring out the best of the genre. I’m a massive fan of horror, it’s the genre of untapped potential in gaming, and once you truly get into it, you’ll find it difficult to ever get frightened by other media. Yet as The Evil Within drew closer to release, it started to look less and less like the basket of goodies we’d been waiting ages for, and more like another mistake. However earlier in October the wonderful surprise Alien Isolation released, and that piled the pressure on The Evil Within to deliver. Unfortunately, the game did the exact opposite of that, in every single respect.

It starts to go terribly wrong with the story pretty early on. Trust me I’m all for ambiguity, especially in horror, because mysteries lose their appeal once they’re solved, and horror movie remakes like Halloween and A Nightmare On Elm Street blatantly prove how trying to explain the reasons behind everything in this genre ultimately destroys the fear of the unknown and suspense. However The Evil Within takes the idea of ambiguity to ludicrous extremes, to the point that the game has absolutely nothing coherent about it, and makes less than zero sense. It’s near impossible to follow or ground yourself in any way into the world, and pretty soon you’ll just sit back and spectate as the circus that is The Evil Within adventure takes you wherever it pleases and does whatever it wants. It’s strange then how quickly the game spirals out of sense considering it has a downright awesome intro sequence loaded with suspense, atmosphere and tension, but it’s quick to throw all manners of subtlety and story out of the window to become, well, like a C-grade anime that leaves you completely in the dark. There are no rules, there is no logic and there is no fear of what you’re up against.

The consequence of ‘anything goes’ is that suspense is completely killed. One moment you’ll be escaping a giant chainsaw wielding brute, the next you’ll be avoiding actual bombs and traps, then you’ll pick up a crossbow that can fire shock arrows, and then you’ll be fighting legions of gun-wielding zombies before a full on boss battle with, well, a giant dog. The game is literally so random that it just becomes comical, and it doesn’t help that the characters are some of the worst I’ve seen this entire year. Their dialogue is terrible and only comes about when the game remembers that people need to say things to give context, the voice acting is cringe-inducing and the protagonist Sebastian makes Watch Dogs’ Aiden Pierce look like the gold standard of character development. Characters largely don’t seem the least bit concerned by anything going on, to the point that hours into the game the protagonist can’t decide whether he wants to make witty jokes or still keep up the whole “what the hell is going on?” thing. I passed the game onto a fellow writer and it took all of three chapters into the game before he expressed frustration that there is not a semblance of coherence to be found.

The Evil Within Review - 6

The gameplay is not shy to be as bizarrely random as the story, and it tries as hard as possible to appeal to every sort of horror genre fan remotely possible. The game will start out encouraging stealth and hiding, like something out of Outlast, but soon enough it will become about surviving against few zombies and lethal traps while carefully managing your resources, before it just becomes full on about boss battles and explosive arrows and cinematic chase sequences. I can’t tell whether The Evil Within wants to be a shooter, a survival horror or a cinematic action game like Uncharted, or all three at once, but I can say that there is no focus here. But despite that the gameplay could have easily worked as is, if it wasn’t for how terrible it is mechanically. That’s because the game is largely a throwback to the old school days of horror, and is reminiscent of Resident Evil in some ways, and it feels extremely ‘gamey’ in this respect. Honestly speaking if it had come together it could have been pretty damn fantastic, but the reality is that it’s just a mess, and so aggravating to play the way it expects you to.

Let’s put it into perspective. The camera is frustrating, never letting you feel like you can see enough and never being responsive to the point that you can deal cleanly with enemies or hazards around you. Melee combat is like something that went out of fashion a decade ago, as it’s a single button push that causes your character to flail uselessly in a single direction, so you can easily miss your enemies and give the air what it deserves most of the time. Sneaking is decent, but there’s very little opportunity for stealth and hiding for some reason requires you to let go of sneak and press it again (since it’s tied to the same button), which is weird. Your character controls like a sack of bloated meat, and you’ll never feel like there’s fluidity or responsiveness at any point. Shooting does the job, but not well enough for this to be a solid action title. Sprinting is a luxury you’re afforded for a couple of seconds only, so you have to end up exploiting it by holding it for a little bit each time. And if your health gets into the red zone, you’ll be limping around in slow motion unable to make any attempts at dodging.

But what does the above translate to? I mean, it all may sound like understandable handicaps to put on the player in a survival horror title. Except for the way The Evil Within demands you to play, it frequently comes together to invite little more than sheer frustration. You don’t have the mobility or responsiveness to tackle multiple mini bosses at once in a tiny confined space while simultaneously avoiding death traps, the camera control isn’t competent enough to deal with an immortal enemy who kills you in one hit if it catches you yet you have to be precise in your aiming to hit little levers spread around, and the mechanics as a whole certainly aren’t built well enough for a giant boss who requires all of your limited ammo only to get to its second phase where it can instantly kill you if it gets close yet it can eliminate all possible hiding spots. These are tiny illustrations of where the game just doesn’t give you the capacity to succeed, and frequently the experience can degrade into repeated trial, error and luck without you feeling like your skill factored in at all, or like you can learn from mistakes.

The Evil Within Review - 3

I know exactly what some of you are thinking now. Surely I dislike The Evil Within because I’m bad at games, right? Or I must hate difficult games and want everything to be easy? Here’s the thing though. I love a good challenge. I played Alien Isolation on hard, and it was riveting. I often play my FPS games without crosshairs because it adds immersion. I don’t shy away from a challenge, except I love a challenge that my skill can overcome. Not where I have to battle a game that is just mechanically ancient and flawed, and that’s what often makes it so difficult. I’m also someone who is fond of nostalgia, and often wishes games wouldn’t have abandoned certain things from the past, such as great boss fights. But I’m not fond of dealing with faulty mechanics we evolved from, like restrictive cameras and shoddy controls. A challenge loses relevance and descends into frustration when the game has mechanical or technical failings that unfairly and unnecessarily make things more difficult. That’s just bad design, and little else. And sadly the game is absolutely full of bad design.

However I can definitely praise The Evil Within for a few things. When it wants to be, it can certainly be deliciously creative, especially with its boss fights. There are actually some genuinely brilliant moments of horror. Like the first encounter with the multiple armed spider-woman, or the Boxman with a bloody tentacled safe for a head. Often the game will resort to a trial and error or rather die and retry formula for these encounters, and there’s nothing fundamentally wrong with that. It’s just the unfortunate reality that when you beat them you aren’t met with a rewarding sense of accomplishment or that great feeling of relief typical to overcoming something nasty in a horror title, because of the frustration involved with wrestling with the camera and clunky mechanics present throughout the entire ordeal. Most of the time you’ll just feel like you can move on to something hopefully less painful. But when it actually works for a consistent amount of time, The Evil Within can at least offer some sadistic surprises and disturbing imagery, even if it can’t offer any compelling content.

Fundamentally that’s one of the largest problems with the game. There just isn’t any genuine engagement or suspense. It’s not intense, it’s not atmospheric, it’s rarely ever intimidating and it’s unfocused. And in the rare, actually fantastic moments of the game, you’re left barely able to appreciate any of it because you’re too busy battling frustrating mechanics, sloppy controls, an awkward camera and dealing with lengthy loading screens if you die, which ultimately destroys any intensity the game may build up to. Even so, for the most part there just isn’t much standout about the game. Excluding the few good horror moments, nothing is memorable unless it caused you to throw your controller through your TV in agitation. There are tons of horror cliches we’ve seen dozens of times, such as the chainsaw wielding brute, the Dead Space trick of corpses not really being dead and the use of an unkillable entity that randomly appears once in a while, and by that I mean like twice in ten hours. The Evil Within just never challenges your mind or your senses, only your endurance.

The Evil Within Review - 2

In the middle of this entire rant I can simply say without The Evil Within having competent mechanics, subtlety, coherency, atmosphere, effective pacing and even some context, there just isn’t any horror to be had. You can ease the pain I suppose, by turning down the difficulty or scouring the lands for green gel to upgrade Sebastian’s effectiveness in combat and survival skills. You can improve many aspects of your character like damage dealt with certain weapons, the amount of ammo you can carry, your life bar and various other nuances. Yet, no matter how much you upgrade, it doesn’t really improve combat or your experience with the game, it largely just serves to make it slightly less antagonizing to play. The system itself isn’t necessary to the game as a result, and you’ll kind of just take a ‘why not’ approach to the whole thing. Its absence certainly wouldn’t be noticed.

It doesn’t help The Evil Within’s cause either that it’s graphically underwhelming, and riddled with little glitches and bugs, whether visual or gameplay related. The game makes use of black bars at the top and bottom of the screen to have a more cinematic feel, and while it doesn’t hurt the game I don’t quite see how it improves it either, given the camera issues. I can notably praise some of the creativity behind the visuals though, as when the game isn’t being bland it certainly knows how to give you all the disturbing imagery you need, to fantastic effect. Horribly grotesque monsters, insects crawling out of faces, whatever tickles your fancy, The Evil Within has its rare moments in spite of its visuals.

Although anyone can deal with underwhelming visuals, and what actually disappoints the most is the audio of the game. When I see games like Alien Isolation pay obsessive attention to detail with every little sound, and the sheer presence of the atmosphere that emerges as a result, I have to say that The Evil Within is one of the most disappointing horror titles I’ve played in ages in this regard. I never felt unnerved by sound, whether it came from monsters or the environment, and I don’t recall any single detail that ever caused me to break a sweat. The aforementioned absence of subtlety and suspense is compounded by The Evil Within making no effort to craft an atmosphere, and no matter how much you crank the volume of your headphones up or how dark you make the room, it just isn’t frightening.

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Seriously, Can We Drop The “30FPS Is More Cinematic” Nonsense Now? http://egmr.net/2014/11/seriously-can-drop-30fps-cinematic-nonsense-now/ http://egmr.net/2014/11/seriously-can-drop-30fps-cinematic-nonsense-now/#comments Thu, 13 Nov 2014 07:00:22 +0000 http://egmr.net/?p=162859 If you were sober this week you would have seen the troubled launch of Assassin’s Creed Unity, which was basked in controversy as the embargo only dropped some dozen hours after the game […]

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If you were sober this week you would have seen the troubled launch of Assassin’s Creed Unity, which was basked in controversy as the embargo only dropped some dozen hours after the game went on sale, leading us to discuss the issues of such frustrating practice in detail. Ubisoft has been no stranger to controversy with this game, I mean, surely you remember the whole business over the female characters and all, but if there’s one area where we can move away from simple opinions and get closer to some fact it’s frame rate. As we know Assassin’s Creed Unity runs at 30fps, (and also 900p, if you care), but the game has released as a technical mess, unable to hold a stable frame rate, which is a big part of the reason the game has got ire from the community and mixed critical reception.

However, I’m not here to discuss the review embargo or the frustrations involved in a game releasing in such a state. I’m here to tell you why Ubisoft actually dug itself a hole with Assassin’s Creed Unity, and made quite a substantial joke of itself. It starts and ends with them talking big, and waking up with a foot in their mouths. Do any of you remember that time early last month where Ubisoft explained why they did not aim for 60fps with Assassin’s Creed Unity? Do any of you remember the bullshit being spouted about how you “don’t gain that much from 60fps and it doesn’t look like the real thing” and how “30 was our goal, it feels more cinematic”, and best of all how 30fps “lets us push the limits of everything to the maximum.” Do those quotes not seem familiar? Let me jog your memory.

At the time I did my usual and called them out on their nonsense in saying that 60fps, whether you care to admit it or not, is better for the actual playing experience. That’s also why I’ve always argued that frame rate matters far more than resolution, because it affects your gameplay and responsiveness, whereas resolution has no gameplay implications, even if it is nice to have. Yet now, in the wake of Assassin’s Creed Unity’s launch, I actually want Ubisoft to stand accountable for their nonsense, because frankly I find it quite unacceptable (in addition to the review embargo drama) that the developers who dismissed 60fps and boasted about 30fps being better actually can’t maintain 30fps in their massive budget game. It’s pretty sad considering that 30fps is last generation’s standard, and the push for 60fps is currently one of the dreams.

Let’s be honest though and say that 1080p and 60fps are fantastic to have, but if you don’t have them in your game it’s not the end of the world. I say that as someone who plays on PC, Xbox and PS4. There’s nothing at all wrong with 30fps. But don’t for one moment try and argue that 30fps is better than 60fps, because then you’re going to end up a royal fool. Perhaps you’re used to 30fps more, but if you’ve ever gamed seriously on a PC or, well, if you’ve ever actually seen them side by side, you’d be living in denial if you were to argue to the contrary. Honestly, I don’t even mind a developer actively aiming for 30fps, because they prefer it or want to or because of technical limitations. As long as they deliver it and the rest of their promises and objectives.

What I am not alright with, is Ubisoft who not only try to sell you the “30fps is better and more cinematic” shovel-ware, and as a result shunned 60fps for 30fps, but also completely fail to even deliver on the bare minimum. So what is my point, aside from having a go at Ubisoft? My point, or one of them, is to stop accepting this degree of nonsense from developers or publishers. It’s pretty obvious that Assassin’s Creed Unity couldn’t make it at 60fps, surely if it can’t even deal with 30fps, and that’s not great when the developers are off running their mouths prior to release. And once again, if it couldn’t make it at 60fps, there’s absolutely nothing wrong with that. No one died playing a game in 30fps, and no one lost any significant enjoyment. But there certainly is something wrong with asking people to digest a welcome serving of nonsense steak, and then ending up with a major foot in your mouth when said nonsense steak gives the consumer an epic stomach ache.

Will these technical issues be fixed anytime soon, following on with the current popular mentality of “release now, fix later”? Who knows. But if there’s one thing that’s clear it’s that Ubisoft needs to be held accountable for this, not just for the review embargo frustrations or for releasing the game in such a miserable state, but also for trying to feed us a dose of PR garbage and think we wouldn’t notice when it blows up in their faces. Maybe Assassin’s Creed Unity isn’t actually such a bad game, but it’s by time developers and publishers owned up to mistakes or their BS, and it’s time we stopped leaping to their defense and call them out on their wrongs so that they can be responsible for it and aim to be better next time around. Otherwise, we may as well stand back and wait for the next inevitable incident.

Now please, for the love of all that is holy or unholy, can we drop the “30fps is more cinematic and better” trash? Clearly it’s used by people in denial, or in Ubisoft’s case when you need a trending excuse for why you can’t actually hit that magic number sixty.

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The VGAs Are Gone — Meet The Game Awards 2014 http://egmr.net/2014/11/vgas-gone-meet-game-awards-2014/ http://egmr.net/2014/11/vgas-gone-meet-game-awards-2014/#comments Tue, 11 Nov 2014 07:00:33 +0000 http://egmr.net/?p=162802 The Spike Video Game Awards, or VGAs (VGX too), were always taken seriously by some of those within the industry, as the show never really lacked for appearances from famous […]

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The Spike Video Game Awards, or VGAs (VGX too), were always taken seriously by some of those within the industry, as the show never really lacked for appearances from famous video game people. However, after the absolutely awkward disaster that was last year’s VGX awards, where games were essentially made a mockery of and Pewdiepie randomly appeared for no other reason than because he’s famous, I’m sure show host and producer Geoff Keighley had quite a lot to think about. At least we hope we did, because if there ever was an appropriate time to do the walk of shame, it was last year at the night of the VGX awards.

Fast forward to today and Keighley has announced a new video game awards ceremony coming in December, totally rebranded.

Gone are the Video Game Awards or the Video Game…X? They’re nothing but relics.

Behold The Game Awards 2014.

Yeah, take that ‘video’, you’re not needed anymore.

The Game Awards 2014 will debut on December 5 in Last Vegas, Nevada at the AXIS Theater in Planet Hollywood. It has an advisory board made up of prominent gaming figures, such as Nintendo of America president Reggie Fils-Aime, Ubisoft CEO Yves Guillemot, Metal Gear creator Hideo Kojima, SCEA boss Shawn Layden and Xbox head Phil Spencer.

“Built to honor every aspect of the world’s most dynamic form of entertainment, The Game Awards 2014 will highlight the cultural significance of the $100B a year gaming industry with awards, world premieres, musical performances, and appearances by game developers, eSports players and online content creators,” the PR statement reads.

“The Game Awards 2014 is a new show created specifically to acknowledge the place of videogames at the center of modern entertainment and culture.”

The event will be live streamed via PSN, Steam and Xbox services. Public tickets will be available from TicketMaster starting today.

While the name change may not be drastic, I would certainly hope that it signifies a significant rebranding attempt to make the Game Awards about actually honouring gaming, the industry and the culture behind it. Clearly from the PR statement the intention is there, but if the Game Awards wants to actually be taken seriously as any kind of authority on gaming, by anyone who is totally into gaming, and not just an awkward sideshow, then it really has to step it up this year.

Give us a reason to tune in or pay attention. Whether it’s in the form of awards that actually matter, or opportunities to learn more about our industry or even just fun ways to bring gaming to a larger audience, here’s your chance to make The Game Awards relevant. I would strongly advise, however, getting a guest star who doesn’t spend the entirety of the show making bad jokes, cockblocking any attempt at honouring gaming and insulting gamers with quips from the 90s.

That will be all.

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Your PC Probably Can Handle Far Cry 4 http://egmr.net/2014/11/pc-probably-can-handle-far-cry-4/ http://egmr.net/2014/11/pc-probably-can-handle-far-cry-4/#comments Mon, 10 Nov 2014 07:00:28 +0000 http://egmr.net/?p=162698 Far Cry 3 released towards the end of 2012, deep into the twilight years of the previous generation of consoles. It was as clear as day to see that those […]

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Far Cry 3 released towards the end of 2012, deep into the twilight years of the previous generation of consoles. It was as clear as day to see that those consoles were chugging at that point, because the PC version of Far Cry 3 was vastly superior to its console counterparts, to the point that if you saw or played the game on the master race of platforms, you couldn’t even look at it on consoles. At least that’s if you’re kind of a graphics whore, like I am when it comes to FPS games on pretty islands.

Bring on Far Cry 4, and we’re already a year into the new generation of consoles. However, just like Ubisoft’s Watch Dogs, Far Cry 4 is also releasing on the previous generation, which naturally means that it will be somewhat held back. This is partly because the developers want some kind of parity, in that they don’t want the game to look ten thousand times better on current hardware than its previous gen counterparts, and also partly because valuable resources are spent on multiple platforms, and some focus is lost. Now, the PC requirements have been officially released for the game, and I’m not sure whether it’s the aforementioned reasons or just that Ubisoft are pretty good at optimisation, but Far Cry 4 doesn’t actually seem to be that scary in its demands.

Below you can take a gander at the PC minimum and optimal system requirements.

Minimum

  • Supported OS – Windows 7 SP1, Windows 8/8.1 (64bit versions only)
  • Processor – Intel Core i5-750 @ 2.6 GHz or AMD Phenom II X4 955 @ 3.2 GHz
  • Memory – 4GB
  • Video Card – NVIDIA GeForce GTX 460 or AMD Radeon HD5850 (1GB VRAM)
  • Direct X – Version 11
  • Hard Drive – 30 GB available space
  • Sound Card – DirectX 9.0c compatible sound card with latest drivers

Optimal

  • Supported OS – MS Windows 7 SP1, MS Windows 8/8.1 (64bit versions only)
  • Processor – Intel Core i5-2400S @ 2.5 GHz or AMD FX-8350 @ 4.0 GHz or better
  • Memory – 8GB
  • Video Card – NVIDIA GeForce GTX 680 or AMD Radeon R9 290X or better (2GB VRAM)
  • Direct X – Version 11
  • Hard Drive – 30 GB available space
  • Sound Card – DirectX 9.0c compatible sound card with latest drivers

While the optimal specifications may start entering nope territory for your average PC gamer, the minimum requirements don’t actually invite any sort of real fear. And Far Cry on PC is the kind of game that will look good even if you’re just rising slightly above the minimal requirements, so it looks like it’s possible that the master race will get to enjoy getting the best out of their rigs as well as having not-so-high barriers to entry.

However if you’re determined to make your rig wheeze and break a sweat, take a look at the video above, which was released by Ubisoft to show off the fruits of its partnership with Nvidia. The video details some unique visual enhancements enjoyed by the PC version, such as the super realistic fur on animals, better godrays (to do with realistic lighting) and highly improved shadows. The video will give you a good look at how things are with the effects on and off, so if you’re a graphics whore or you just want to validate your PC investment, you should definitely drop your pants, grab your popcorn and enjoy highly detailed tigers.

Let’s be honest now though. Far Cry 4 isn’t likely to scare you, since we all know the true terror will come when The Witcher 3’s official requirements are revealed, am I right?

Now that I’ve made you feel bad, be on the lookout for Far Cry 4 when it releases on November 20, and of course our review as well which should go live shortly after.

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Advanced Warfare Blocks PS4 Share Play, Is This The Start Of Excuses? http://egmr.net/2014/11/advanced-warfare-blocks-ps4-share-play-start-excuses/ http://egmr.net/2014/11/advanced-warfare-blocks-ps4-share-play-start-excuses/#comments Fri, 07 Nov 2014 07:00:15 +0000 http://egmr.net/?p=162560 The PS4 finally got one of its long-awaited and much-hyped offerings in the recent 2.0 firmware update, that being the exciting Share Play feature. Unfortunately while the rest of the world […]

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The PS4 finally got one of its long-awaited and much-hyped offerings in the recent 2.0 firmware update, that being the exciting Share Play feature. Unfortunately while the rest of the world out there is probably out right now having a field day with the feature, which lets you hand over your controller to someone to play your game or engage in local co-op sessions no matter where you are in the world, we here in South Africa sadly aren’t able to enjoy it thanks to our very unimpressive internet and upload speeds.

I suppose it’s no surprise that the feature, as fantastic as it sounds, would not come without its fair share of restrictions, one of them being that developers would largely be in control of Share Play and whether they’d like their games to make complete use of it. One of the ways in which developers can control the feature is by implementing the ‘blocked scene’ option, which is intended to avoid spoilers by limiting access to certain scenes in the game, but of course there’s no limit for the developer on how many scenes they’d like to exclude. So it would appear that, using this feature, Call of Duty: Advanced Warfare is the first title to basically not support PS4’s Share Play functionality, and both Sony and Activision have offered statements as to why that is.

Reddit users report that Activision has made special use of Share Play’s ‘blocked scene’ option by extending it across the entire game, effectively putting the option for the feature to bed. When attempting Share Play, Advanced Warfare PS4 players are given a system message, “The host’s game screen is not displayed because the current scene is a blocked scene for Share Play. Wait until the blocked scene is finished.”

Sony has told CVG that developers can choose to disable Share Play at their discretion: “Share Play is a system level feature enabled by System Software Update 2.0 making it available for all PS4 titles, however the option is available to developers to disable the feature according to what they feel will best benefit the consumer experience.”

Alright then. But why did Advanced Warfare disable the feature? Let’s see.

Activision offered the following explanation: “Delivering a great gaming experience for fans is our top priority. We’re focused on launching Advanced Warfare and ensuring that people have a great time playing it, which our fans seem to be.

“Share Play is a new feature that was introduced as part of the recent PS4 firmware 2.00 update. Our engineers didn’t have access to it before it launched, so we haven’t had a chance to evaluate it to see how it will impact the experience across all modes of play.

“Of course we wouldn’t include a feature in our game without having the chance to test it. Once we’ve fully analysed its performance, we’ll determine how to support it going forward.”

Granted, this seems like a legitimately good reason for opting out of Share Play. Why offer something you’ve not tested and run the risk of problems you didn’t foresee? To that end perhaps Advanced Warfare may be except from criticism in this regard, especially if there is some plan to support it at a later stage.

However, could this be a start of some pretty bad excuses for opting out of Share Play? It’s entirely at the discretion of the developer, and it’s highly possible that not all of them will be on board with the feature. Whether it’s the somewhat melodramatic fear of lost sales because people will play entire games off their friends without even leaving the house (instead of, you know, just borrowing the game from friends) or whatever reason, some will choose to opt out. I would just hope that we don’t start getting a ton of crappy excuses like “it was for the optimal experience” or “we excluded Share Play because it’s more cinematic”.

Share Play for me is largely a good thing, because if you can try out your friends’ games the moment they get them, it could just as easily encourage interest as it could lead to any disinterest or bumming off, but we already know this happens with people throwing their copies around like hot potatoes, so I don’t see the great harm it could cause.

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To Be Ignorant Of #GamerGate Is To Be Part Of The Problem http://egmr.net/2014/11/gamergate/ http://egmr.net/2014/11/gamergate/#comments Thu, 06 Nov 2014 15:00:49 +0000 http://egmr.net/?p=162494 We’ve largely refrained from taking any sides or pushing any particular position on the #gamergate saga, because it’s generally been pretty extreme and we didn’t want to repeat any damage done […]

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We’ve largely refrained from taking any sides or pushing any particular position on the #gamergate saga, because it’s generally been pretty extreme and we didn’t want to repeat any damage done by other media or individuals in getting the wrong message out there. We’ve discussed it here and there from various angles, but we haven’t pushed any agendas. Earlier today Sledgehammer Games added something to the whole misogyny in gaming debate, which is still a pretty hot topic in the industry right now, so clearly the matter of #gamergate, its apparent misrepresentation in mainstream media and its effects on our gaming is still a very serious and very relevant issue. To that end I felt that when I eventually got down to discussing #gamergate, I wanted to do so with as much fairness as possible and without perpetuating any wrongful messaging or contributing to the harm caused to what many say are the original and true intentions of the banner.

In order to do this I reached out to Gaming Anarchist, a YouTuber whom I greatly respect and have a good relationship with (a platonic one I assure you), who happens to be pro-GamerGate, so that I could talk to him about varying issues relating to this saga. My position has largely been that because of how misunderstood and misrepresented #gamergate has been in media, and the sheer hostility that it has created among gamers and their attitude towards said media, perhaps it’s then my responsibility as a writer and lover of gaming to try to work together with gamers, which is what should be happening, in order to get a more positive and better message out there. I mean, surely there is a way that gamers and media can cooperate for the betterment of the industry, right?

I presented an opportunity to Gaming Anarchist to speak his mind in its entirety regarding #gamergate, and I feel his responses to my open-ended questions may provide great insight into the issue for anyone who doesn’t completely understand it or is upset at how its been represented by media and individuals against it. I genuinely believe that when presented with extremes there must be merit on both sides, and perhaps even a middle ground to be found, so on that note I would also consider speaking to someone against #gamergate, and maybe getting that side of the story as well. For now, however, I encourage you to read what Gaming Anarchist has to say, because it’s imperative that we understand #gamergate, with it being such a big part of our industry right now, and not jump to stand against it or even support it without at least knowing what it truly is and being aware of the issues surrounding it. In that way we can all make a positive contribution, or go about with our lives without caring any further. As long as we’re not destructive, I suppose.

The first question I asked was naturally what exactly #gamergate is, and how it came to be, so that we can have a foundation to work with. Gaming Anarchist responded:

GamerGate is a consumer revolt of individuals within and without the gaming industry that collectively use the hashtag #gamergate, coined by actor Adam Baldwin. It is not caused by any one thing but by a long building feeling of mistrust and alienation between many gamers and developers and some members of the gaming press.

However to summarise briefly the spark that lit the fire was the media’s response to information being made public about indie developer Zoe Quinn’s personal life, alleging that she had had multiple affairs with people including her boss and members of the press, this was written by an ex boyfriend and was titled the Zoe Post. The discussion of this was responded to with heavy censorship of Reddit and 4Chan as well as a video by YouTube creator Mundane Matt on the subject was issued with a DMCA copyright claim in order to quell discussion. It was too late, the Streisand Effect was in full force and this level of censorship was what fuelled the first wave backlash. The exposure of this information as well as evidence of Reddit Moderators cooperating with Zoe to silence people talking about her exposed personal life led to accusations of ethical impropriety and collusion within the press and aspects of the indie development scene. This went unanswered by the publications in question (i.e. Kotaku and Polygon) and by the press at large.

This was followed by some days of heated online arguments and culminated with after Ms Quinn and Fez developer Phil Fish claimed to have been hacked, their personal information exposed and threats received. What followed was more than 10 articles published within 48 hours declaring gamers to be white neck bearded heterosexual sexist dudebros and that the gamer identity was dead. This caused the anger of those who did and did not fit this stereotype for different reasons, straight white men for being stereotyped and insulted and women, LGBT people and those of different ethnicities taking offence on the grounds that they were being marginalised within what they see as an inclusive community.  In essence the levels to which it appeared some people in the gaming industry and websites were willing to go to protect the public embarrassment of someone with close links to key industry people and many different accusations of examples of corruption and collusion surrounding the topic was the perfect storm to be the last straw which broke the gamer’s back and led many to demand industry reform.

It is hard to define what GamerGate means to each individual, for myself it is focused on the questions of non-disclosure, nepotism, collusion with competitors and the financial funding of developers by certain journalists. This goes alongside the long standing questions regarding the way some AAA developers heavily attempt to influence critics with financial incentives, insider information and promotional events. There are also members of the press who go out of their way to claim gamers are entitled babies who act like children when they don’t get their way. For others this also encapsulates a push back against a perceived agenda in the industry (see the Assassin’s Creed no female online avatar, the Tomb Raider “rape scene”, the art style of Dragon’s Crown, characterisation of Bayonetta controversies etc).

We know that #gamergate has often been misrepresented in mainstream media, but attempts have been made to clear the air, such as with this down to earth video from American Enterprise Institute.

We also know that the banner hasn’t led to all good things, for a variety of reasons, so naturally my next question was regarding what the banner has done right, and what it has ultimately done wrong.

I feel the #notyourshield hashtag has been a highly useful way for people to show support for the consumer revolt while debunking the idea that women, LGBT people or individuals of ethnicities other than caucasian are not part of the gaming community. There has been over $70,000 raised for a number of charities from supporters of #gamergate, from supporting The Fine Young Capitalists (a project to help women get into the video game industry), suicide prevention and anti bullying to name but a few. In general I also believe that the way that the supporters of #gamergate actively report and if possible track down people sending threats and doxxing is a highly laudable endeavour. In the short term the method of contacting the advertisers of sites that have for example mockingly encouraged the idea of bullying, spoken out against their readership in a way that gamergate supporters see as a vitriolic etc has proven highly effective in ensuring that there are negative consequences for those who had taken great pains to undermine and marginalise them.

The biggest issue I would say is the earnestness of the gamers involved, as they are among the most passionate of the gaming community. They have, in large numbers, taken it upon themselves to discuss/debate/argue with people who speak against those who support the hashtag and that can inadvertently reinforce the image of an angry mob by them doing so. Due to the number and variety of people speaking out on either side as well as the raw emotions involved the debate can become unfocused. I would say that the PR went wrong but when you are revolting against people who have a hand in controlling the media of the industry you were always going to be labelled exactly how those opposing it will choose.

As far as the first paragraph above is concerned I can actually back this up with personal experience. For reasons I never quite found out I was recently doxxed (which means my private contact information such as home address and phone number was publicly exposed on the internet) on Twitter by someone claiming to be acting under the #gamergate banner. Probably because of some controversial opinion I wrote on this website, right? But before I could even notice this let alone report it the account had been removed from existence along with the tweet. Perhaps it was some distant friend of mine out there, but I feel it was more likely someone wanting to protect the integrity of #gamergate and I do appreciate that action was taken, regardless of who instigated it.

I also was not aware of the money and support provided to charity groups from those affiliated with #gamergate, and from that end I can understand possible feelings of frustration from the good folk there who wish that this information was not ignored by media and those against the banner. I think whether you like or care for #gamergate or not, to be against something does not mean to oppose everything related to it, and if you want to be more fair and objective then it is possible to praise and criticise something accordingly. With that said, let’s acknowledge the good.

But despite that good, what part did media and/or gamers ultimately play in harming the #gamergate message, in its original form? Let’s find out, shall we?

As mentioned before I think the earnestness of many of the gamers involved was ultimately unhelpful in having the debate. If someone has been told that #gamergate is a bunch of hateful harassers and they then comment on the hashtag and get a high number of responses almost immediately they will be inclined to agree with the assessment of #gamergate as an angry mob. Many of these debates take place on Twitter where the character limit and the difficulty in deciphering the tone of some messages can inevitably cause some misunderstandings. When it comes to the media I firmly believe that the intention of those within the media involved in this situation has been to destroy the core message of a call for ethical journalistic practices, first with silence, then with dismissal, then with scorn and now with articles and interviews that reinforce the narrative that #gamergate is a harassment group full of sexist monsters.

I then asked my good friend Gaming Anarchist what exactly the current situation is. Where do things stand now, weeks after the fact, with regards to #gamergate and those involved?

Currently we have a situation where two sides are deeply entrenched. Particularly the biggest impasse has come from the publicised threats received by Brianna Wu, Zoe Quinn and Anita Sarkeesian from anonymous accounts. Those involved in #gamergate that I interact with universally condemn these threats and make it a core part of their message, that they support ethics in journalism and are against threats and harassment. It appears, certainly to those who follow the hashtag closely, that these threats are always from anonymous, specially made accounts and rarely use the hashtag #gamergate. Many troll groups such as the GNAA have publicly displayed joy in causing chaos by stirring the pot from both sides. Many who oppose #gamergate claim that these threats come directly from people involved in the movement. Personally I find it hard to believe that a group of thousands of individuals would spontaneously congregate and create a cover story in order to specifically harass and threaten two outspoken small scale indie developers and a popular creator of YouTube videos with a contentious thesis.

Those in support of #gamergate are attempting to focus on what works, e-mailing the advertisers of those publications that offer nothing but scorn upon them (particularly those owned by Gawker media), combating harassment against their opposition where it occurs and asking for balanced reporting of the situation. It does appear that there is a core of people who are dedicating significant portions of their lives to undermine and stop people using the hashtag on the grounds that they feel it is fundamentally a hate movement full of misogynists, racists, extreme right wingers & homophobes. Many people who either have or could come out in favour of the principles of #gamergate have been threatened with professional ruin if they refuse to follow the prevailing media narrative. This includes TotalBiscuit who, whilst recovering from cancer surgery, has taken steps to bring the media to the table and attend interviews to show his support for the ethical concerns about a number of journalists and publications. This is ultimately in a very ugly place and without change things will only continue and the hard feelings get harder.

I would hope that putting this article out there would count as some small contribution into creating that necessary change and leading to more positive messaging. But is this all that can be done? What needs to happen in order for #gamergate to be heard?

What it needs is for impartial journalists to set aside the current narrative and independently research the topic, talk to people on both sides and formulate a balanced opinion. Focusing on the message of “trolls are harassing women, harassment is bad therefore one side is fundamentally stained” can’t work to resolve anything. Anyone who functions online knows that every trending topic or person has the hordes of trolls descend and the merits of any debate can’t be dictated according to their presence.

Wise words spoken there, with regards to not letting the bad apples destroy the contributions of the good or define the whole situation. My fellow friend and writer Caveshen has actually put out an opinion in the past concerning the actions of the bad invalidating that of the good, and why it shouldn’t happen.

Keeping in mind the desire to bring out more positive messaging, I asked Gaming Anarchist what good #gamergate has brought him and the community in general.

I believe that the #gamergate hashtag has succeeded in bringing together members of the gaming community of all backgrounds, ethnicity and genders in pursuit of a common goal. Indeed many that may have previously felt somewhat ostracised by the wider gaming community now feel like they are included and have discovered those of like mind within those that support the #gamergate hashtag. As I mentioned previously the supporters of #gamergate have donated a great deal of money to a wide range of charities and causes, including a project to help women that wish to make video games and work in the gaming industry. Concerning the call for ethics in video game journalism some publications such as The Escapist and Destructoid have updated their policies on ethics and disclosure as a direct result of the requests of those who support the #gamergate hashtag and other publications may follow suit.

As for what the #gamergate hashtag has done for me I would say that it has truly proved to me what a varied and inclusive group of people gamers really are and that they will happily welcome anyone with a love of video games.

If you honestly take a step back and read the words above, can you then legitimately say that #gamergate has brought nothing good? Surely if it has done this for people, then that is an achievement that should be celebrated? I am not saying that it validates all of #gamergate, including all the bad it has brought, but rather that it is deserving of some acknowledgement and admiration. Unity is a noble goal, and if #gamergate has contributed to that among gamers, we should encourage that part of it. It really is as simple as that, if we want to focus on the positives.

As mentioned earlier, however, #gamergate has not been all good. Naturally I then asked Gaming Anarchist whether the criticisms of #gamergate have legitimate grounds, and whether those part of the various anti-GG groups have some valid points to make as well.

I believe the misogynist label given to the vast majority that support the #gamergate hashtag to be a disingenuous assessment. The #gamergate supporters that I have interacted with are more than happy for women to be a part of the gaming industry, it’s media and also the gaming community itself. The dismissal of #gamergate supporters as a group of entitled white neck bearded man-children that don’t want anyone else to play with them has been thoroughly disproved by the #notyourshield hashtag which encompasses gamers from all walks of life. The continuing media narrative of #gamergate as a sexist angry mob has made some anti-GG protesters reluctant to take the concerns of #gamergate about journalistic ethics with any seriousness. However a number of examples of poor journalism ethics that took place before the #gamergate tag was coined can be found, such as the sacking of Jeff Gerstmann from the publication Gamespot after he gave the game Kane and Lynch a poor review and publisher Eidos threatened to pull advertising from Gamespot or Kotaku’s defending of Diablo 3’s always-online requirement while adverts for the game were all over the Kotaku site (a defence they later contradicted almost a year later). These are just some examples of unethical journalistic practices but there are many more.

As I have stated before the assertion that #gamergate supporters have made threats towards certain women involved in the gaming industry are somewhat suspect since the accounts that made the threats are usually specifically created to do so and rarely do threats use the #gamergate hashtag. Also certain groups have admitted to stirring up trouble against individuals on both sides. With that being said I believe that the passionate and earnest desire of #gamergate supporters to be heard has unintentionally given credence to the belief that #gamergate is a harassment group.

Perhaps you may be inclined to believe that there’s a certain degree of bias within someone who feels a strong positive connection to #gamergate, and it wouldn’t be outlandish to think that. But perhaps we can understand why the banner is being defended here, because for Gaming Anarchist as an individual, and for the community he interacts with, it has brought a lot of good. To these people #gamergate is genuinely about the good it has inspired and the original message of it, and not about what it has been negatively branded to be by media and those against it.

My final question to him was whether there was a way for gamers and media to work together to reform the #gamergate banner and get a better message out there.

In order for a better message to be created individuals on both sides would be required to lay aside differences and come together to discuss all the issues concerned with an open mind. Part of this would have to include abandonment of the current media narrative of #gamergate supporters as merely a bunch of white male sexists that are out to harass women and the recognition of actual concerns about video game journalism ethics. As for the supporters of #gamergate they would have to put aside the behaviour of the previous game media and work alongside journalists to create a better media with clear policies on disclosure and the ethical behaviour that will be expected of it’s employees. I believe that these conversations are already beginning to take place in the examples of The Escapist and Destructoid’s updating of ethical policies and the discussion between TotalBiscuit and Kotaku’s editor-in-chief Stephen Totilo. Whether or not the negativity between both sides concerned will continue will depend on the willingness of all parties to establish a meaningful and positive dialogue with a view to creating a video game media that is fit for purpose and represents the concerns of it’s customer base.

Ultimately I am sure most people can agree that a culture of fear and harassment (either real or concocted) is a terrible thing for the industry. It presents gaming in a bad light to the outside world as well as makes many women feel like they are hated by a vocal group gaming community. Either this assertion is true or it is not and can only be proven or debunked if influential members of the media address the real concerns, either through debating how they have been misinterpreted and providing assurances or by apologising and resolve them. If this does not, once the dust settles, end the revolt in time then we can know for sure if it is not about ethics. I, for one, will move on once the issues are openly addressed and we have real change, I have a feeling the overwhelming majority of #gamergate would do likewise.

There’s no doubt that this has been a momentous read for you, and I applaud you if you managed to get through all of it. Granted EGMR is relatively a very small fish in a massive ocean when compared to established publications such as Kotaku or IGN, but I feel our absolute freedom to be ourselves and be gamers first can positively contribute in situations such as these, and we can work together with the community for the betterment of the industry, even if it only helps in some small way or on an individual-level. To that end, whether you agree with everything that has been said by Gaming Anarchist or not, it stands to reason that you can appreciate it and express your opinion towards it honestly and constructively, because if you wish to grow and refrain from extremism, you’ve got to hear all fair sides to a story. This isn’t about squabbling, but about learning.

I would hope that this article has enhanced your understanding of #gamergate and contributed positively to your attitude and mindset regarding the banner. Perhaps in time we can chat to those against it and assess the other side of the story, if possible, but for now I’d strongly encourage reading this through and thinking about it if you are in some way connected to the #gamergate banner, whether that means supporting or opposing it. Let’s move on from here in a positive way, because at the end of the day we’re all gamers and no one can dispute that we collectively want the industry and its community to grow and be the best that it can be.

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Call Of Duty Dev Says Community Is Not Misogynistic – What Now #GamerGate Haters? http://egmr.net/2014/11/call-duty-dev-says-community-misogynistic-now-gamergate-haters/ http://egmr.net/2014/11/call-duty-dev-says-community-misogynistic-now-gamergate-haters/#comments Thu, 06 Nov 2014 07:00:53 +0000 http://egmr.net/?p=162455 Unfortunately the online realm of gaming is a strange animal that can give any particular person vastly different experiences. Some would argue that they mostly have a good time, while […]

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Unfortunately the online realm of gaming is a strange animal that can give any particular person vastly different experiences. Some would argue that they mostly have a good time, while others would complain about frequent abuse and disgusting behaviour. By and large though, I sincerely doubt that anyone expects to be treated with respect and decency online, even if that’s the dream. However, it’s common in our present day to debate whether the gaming community is actually toxic, or whether there’s just a very, very effective vocal minority at play here that largely smears the entire community. The good folk out there would believe that most people are pretty decent, as in not assholes, but they’re the quiet ones you don’t hear about or see. Quite a mess, ain’t it?

Now we could debate this for ages based on common sense knowledge or anecdotal experiences, but it will all mostly differ depending on the game and the person. Some would tell you to simply get thick skin and move on, but unfortunately not all people can be like you or me and shrug off or laugh at any vile abuse we receive. This abuse coupled together with many stereotypes and stigma against female gamers, and how many of them get treated online, often leads to conclusions that the gaming community is misogynistic. This itself is a hot topic in our industry right now, due to the #gamergate issue, which I assure you is something we’re going to be discussing soon enough as fairly as possible.

Anyway, I didn’t put that title up there for nothing, and in the wake of the launch of Call of Duty Advanced Warfare, Sledgehammer Games co-founder Michael Condrey has jumped to the defense of the gaming community, telling BBC Newsbeat that he and his team have a “pretty low tolerance for toxic behavior”, while also downplaying the severity of toxic behaviour online.

“I certainly wouldn’t characterize the community of fans I know and had the pleasure to engage with as toxic or misogynistic,” said the Call of Duty Advanced Warfare lead designer.

“The community as a whole is very healthy, engaged and thoughtful and probably like anything anywhere well outside of gaming,” Condrey continued. “In the fringes of a lot of areas of society there are examples of people behaving poorly.

“Toxic behaviors, abusive language, inappropriate emblems, I don’t want that around,” he said. “So for our community, Sledgehammer Games and Advanced Warfare we have pretty low tolerance for toxic behavior.”

Fair enough the man won’t go out slating the community of people who he wants to buy his game. That generally wouldn’t be too good for business. But despite the necessary PR, I don’t think his comments are that ludicrous. Alright sure, many of you may laugh now while you remember some immature brat teabagging you, threatening you, insulting your mother or asking you to kill yourself online, and I’m not here to deny the severity of online harassment. I mean for God’s sake my favourite online game is Dota 2, which I play more than any other game, so I’m well aware of the kind of vile creatures who lurk on the internet. I just want to say that the presence of harassment as an issue, a very real one at that, does not necessarily make it a dominant issue, in that it completely overshadows the amount of decent folk online. That’s from someone who has endured years of abuse, by the way.

It’s just I understand that often we’re just wired to remember the bad far more than the good, and when recounting your online experiences you’ll probably talk about the assholes rather than the nice chaps you had a great time with. To go back to the whole talk of misogyny, let me present a bit of evidence on the whole issue and online harassment towards women, given that people’s experiences will vastly differ, and many believe that it’s mostly women who get harassed endlessly. It’s fitting to present this article, which actually reveals a study that shows large degrees of harassment targeted at men as well online. It’s interesting to see the numbers and the various kinds of harassment dished out to both men and women, even if the sample size was 3000 gamers.

The problem though is that media and some gamers will often have you believe that the majority of gamers are misogynistic, womanizing creeps, while discounting the millions of gamers who just want to kick back, play games and not deal with all this bullshit. I have many people on my Steam friends list who I actively game online with, whether it’s Dota 2, Counter Strike Global Offensive or Payday 2, and none of them are the sort of toxic folk we always hear about. Obviously there are plenty of them, and man have I got stories to tell about such people, but the point is we base our perceptions of what we hear and observe, and often the bad sticks more than the good.

The reality is that, because we’re dealing with such large numbers and the bad often gets highlighted because it’s far easier to expose a loudmouth, we need to avoid extremes. It’s possible to acknowledge the presence of misogyny in the gaming industry without condemning all gamers, while it’s also possible to make an effort to address harassment online without stating that it only affects women. And it’s also possible to make a joke in the title of your article when you challenge #gamergate haters, without it leading to anyone taking it seriously and attacking you as a person. But if you feel you must attack me, well, whatever seasons your potato I suppose.

To make a long story short, the gaming community as a whole is most definitely not misogynistic, and perhaps sometimes we should take a moment to remember the decent folk we encounter on a daily basis, and not let the bad apples come to define our perspective on gamers entirely. We don’t have to resort to extremes or blanket statements of condemnation to try to make a difference.

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You’ll Soon Stop Caring About Destiny, Because Destiny 2 Is Already Being Made http://egmr.net/2014/11/youll-soon-stop-caring-destiny-destiny-2-already-made/ http://egmr.net/2014/11/youll-soon-stop-caring-destiny-destiny-2-already-made/#comments Wed, 05 Nov 2014 07:00:18 +0000 http://egmr.net/?p=162384 Before a PC version is even confirmed to boot – how messed up is that, right? We gamers are a funny bunch. Spoiled for choice with all these games releasing […]

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Before a PC version is even confirmed to boot – how messed up is that, right? We gamers are a funny bunch. Spoiled for choice with all these games releasing in any given year, and knowing our wallets are doomed before the holidays even begin, we’re somehow still always craving what’s coming next. As soon as we put down one game we’re planning when to pick up the next. Things get old pretty quick over in gamer town. By extension we often barely play any particular game or new IP before we’re already asking questions about a sequel, or preparing to throw money we no longer have at our screens, wondering why nothing is happening. Cue Destiny, and suddenly things are a little different.

Destiny was a game that proved many things, one of which was that gamers are willing to throw money at and leap to the defense of a game before even confirming whether it’s any good. It also proved, for the millionth time, that enormous, unrealistic hype doesn’t end well, which I thought we all knew already. But it also proved that some gamers are all too keen to take a developer at their word without asking questions, and in this case the questions would be relating to the future of Destiny, and what exactly all the investment is leading to, or what that enormous budget was all for. We heard lots of things about a supposed 10 year plan, but not many details have been given as to what exactly that entails, whether it’s multiple sequels, or just multiple expansions.

Most recently however we may have got our hands on some answers to these troublesome questions, via Activision publishing CEO Eric Hirshberg himself. During the firm’s earnings call on Tuesday, Hirshberg stated that Bungie has already begun work on the “next full game release” in the new Destiny IP, along with more DLC expansion content for the current game.

Let’s get this straight. Destiny released in September with barely enough content to last a weekend of playing before boredom and the endless repetition set in, failing to match the hype according to our review. It sold well, of course. It proceeded to get numerous free updates which largely tweaked and balanced the game as well as brought some new content here and there, such as the raids. But the fundamentals were still flawed, as indicated in our post-review update. Just recently we got one of the pretty damn expensive DLC expansions promised by the expansion pass, and before we even get the second one we’re already being told that Bungie’s attention is partially on Destiny 2?

Fair enough saying Bungie has “begun work” on Destiny 2 could mean like early pre-planning stages, but it troubles me that the game with the mighty 10 year plan already has talk of a sequel before it’s even got the two expansions promised before launch. But since we’re naturally going to talk about it, a sequel may introduce various issues such as splitting the current Destiny player base and potentially causing past investment in DLC and expansions in the first game to go to waste, and one would have to ask when the most effective time to introduce one would be, and whether it will carry over data from the first game. Two years from now? I read some people hoping Destiny would follow in World of Warcraft’s footsteps, where you have the base game and just buy all the expansions which release on top of it, but if Destiny 2 is being worked on then that idea seems to be out the window.

Thus far Destiny has been breaking records and doing well statistically and financially, although my one question that remains is whether anybody is going to be playing it come January. Is it going to succeed in being that game that people will always go back to when the release calender is dry? It sadly didn’t work out that way for me, but time will tell whether it does for others. Speaking of statistics, Activision did recently let us in on some, with regards to the number of registered players on Destiny. According to Activision, Destiny’s registered player base has surpassed 9.5 million.

“For the third quarter, Activision Publishing’s Destiny was the largest new franchise launch in videogame history and ranks among the top 10 largest videogame launches of all time in the US,” said Activision in that same earning’s call mentioned above.

“Our active players are playing the game an average of more than three hours per day,” it added, but of course declined to comment on Destiny’s global sales figures, because we all know you’ll never get that information in this industry.

It should be pointed out that registered users don’t necessarily equal sales because multiple users can of course use a single copy of the game on one system, or sell off their copy to someone else, like I did. My account will remain registered, but my game is with someone else to use to make their own account, which obviously means a single copy of the game can generate multiple registered accounts.

I’d like to know how many copies Destiny has sold to actual consumers. Wouldn’t that be nice, if the gaming industry would be willing to part with that information on more titles?

Granted we’ve been hard on Destiny before and after it launched, perhaps as a response to the budget and the enormous, ludicrous levels of hype it got and its subsequent failure to come close to being worthy of that hype, in our opinion. But there’s no doubt that whether you’re a fan or a hater or someone who doesn’t care, there are many uncertainties surrounding not only Destiny but how exactly its future will work out. Maybe one day we’ll know, but for now perhaps for fans it’s enough to know that Destiny 2 is being worked on, and if that makes you excited to hear before you’ve even got a completed Destiny, then I’m a bit worried.

Here’s a small, closing thought before we part ways. With Destiny’s story being so terribly non-existent and pointless, what exactly will a sequel do to inspire any interest in it?

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What The Heck Is Going On With Alone In The Dark: Illumination? http://egmr.net/2014/11/heck-going-alone-dark-illumination/ http://egmr.net/2014/11/heck-going-alone-dark-illumination/#comments Tue, 04 Nov 2014 07:00:47 +0000 http://egmr.net/?p=162133 Alone in the Dark is one of those old classics that never quite figured out how to modernise itself, and fell into oblivion as a result. There was a feeble […]

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Alone in the Dark is one of those old classics that never quite figured out how to modernise itself, and fell into oblivion as a result. There was a feeble attempt in 2008 on the previous generation of consoles to reboot the franchise with that game simply titled Alone in the Dark, but that ended quite badly and the series wasn’t heard from again. I would have liked to end the article there since I’m not exactly a fan of repeated attempts to bring back something from the dead, but sadly I’m not allowed that luxury, because we’ve now got something called Alone in the Dark: Illumination on our hands, and I’m not exactly sure what it’s trying to be. Maybe I’m a moron, so how about you make sense of this.

Perhaps you remember hearing the name Alone in the Dark: Illumination a couple of months ago, because it was first teased with a trailer at the end of August. That spooky trailer made it seem inspired by the indie horror scene, and it appeared to be a fresh start for the series. Well unless you did some reading at the time and started hearing the terrifying word “multiplayer” being thrown about. But if your only exposure was that trailer then Illumination probably would have inspired a tiny amount of confidence in you. That is until you get a look at the trailer that has only just been released for the game now, which you can watch above.

If you do watch it, I’m pretty sure you’ll be confused as all hell at what appears to be some pseudo-horror action multiplayer cooperative thing resembling Left 4 Dead and Resident Evil. I don’t know about you, but I don’t find the footage attractive at all. It’s just bizarre. That doesn’t mean the game can’t be good or entertaining, but it certainly doesn’t seem to have appeal as a horror title or resemble Alone in the Dark in any way. It seems to be some twisted spin-off of the whole thing, and that seems a little like just using, abusing and taking liberties with a franchise name, doesn’t it?

Anyway, I suppose if you’re still here at this point then you probably want to know something about the actual game, am I right?

Illumination, currently in development by Pure FPS, is set in the abandoned mining town of Lorwich, Virginia (if you even know where or what that is), which used to be booming until a giant flood destroyed everything and forced people to evacuate. The cause of the flood is a mystery, but years later no one wants to go near that town out of fear of what resides within.

What does lurk within? Well it’s certainly not something original. The primary evil force in Illumination is something called The Darkness (bet you didn’t see that one coming), which is an ever-present thing that can take the shape of creatures, fog or even apparitions and stuff. But don’t worry. You can kill The Darkness. With flamethrowers. And friends.

In the game you’ll take control of four different characters, just like Left 4 Dead as there’s even a token female character. There’s a Hunter, Witch, Priest and Engineer and funnily enough the first two on that list are actually descendants of the protagonists of the original games. To make the game even less about horror, you’ll be able to play online co-op with all four characters as you attempt to discover the cause of the accidental evil flood (was it The Darkness?) and investigate reports of strange creatures and a dark (pun unintended) brooding fog lurking in the town.

I’ve given you all the information, so it’s up to you now to go out there and watch that trailer above and try and see what exactly this game is trying to be. Or you can not do that, because you’ve already closed this article and I’m talking to myself.

Nevertheless, Alone in the Dark: Illumination is actually due for release in ‘Fall 2014′, which means it’s pretty close. It will only be released on PC, and you can start pre-ordering it now on Steam for $30, or thereabouts.

So, I wonder who thought the best way to make Alone in the Dark relevant again was to fuse it with Resident Evil and Left 4 Dead and remove all the horror out of it?

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Dota 2 Item Drop Exploiters Intentionally Ruining Games On SA Server http://egmr.net/2014/11/dota-2-item-drop-exploiters-intentionally-ruining-games-sa-server/ http://egmr.net/2014/11/dota-2-item-drop-exploiters-intentionally-ruining-games-sa-server/#comments Mon, 03 Nov 2014 07:00:22 +0000 http://egmr.net/?p=161948 As we know exams are on the verge of beginning for university students such as myself, and few things are better than taking a study break with the amazing game […]

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As we know exams are on the verge of beginning for university students such as myself, and few things are better than taking a study break with the amazing game that is Dota 2. However that was until yesterday where I experienced quite possibly one of the worst games I have ever had to sit through in a decade of Dota, and that’s saying an awful lot, because we all know how the community can be sometimes. So I am writing this not only to share my experience, but also to issue a warning to you if you plan to play Dota in the early mornings or afternoons, and happen to encounter foreign players as a result. Grab your popcorn, folks, because this is as messed up as you can get.

Valve recently made a few much-needed changes to the item drop system in Dota 2. Previously cosmetic item drops had a small chance to happen after a game for a number of players, but they were mostly commons or occasionally uncommons worth a couple of cents and these of course had no value. The new system is now ‘time-based’ instead of level-based, which can be interpreted as longer games having a higher chance for a reward, and the drop list now “includes full sets, treasures, bundles and Arcanas at a rare rate instead of frequently dropping common items.” This was enough to make me happy when I first heard about it, because I’d rather not drop those worthless commons which can be bought for 3c on the community market and instead have a chance at getting something great. But now it seems people want to exploit the system because of a fundamental misunderstanding to do with ‘time-based’, where players believe that a very long game will guarantee Arcana item drops, where instead it just increases the likelihood but it’s still a rare occurrence.

Yesterday I played against a group of foreign players who, at the beginning of the game, were talking about item abuse. Us SA players could barely understand them, so we didn’t think much of it. Eventually we saw that they had no intent on playing the game, and all they wanted to do was hit creeps and delay the game to 2-3 hours for “Arcana drops” and “item abuse”. When we refused to play ball, obviously, the five of them simply abandoned the game within the first ten minutes. Now I was alright with this because even though it sucked it was a free win and at least they didn’t waste too much of our time. I wasn’t too bothered by it because it seemed like a group of fools playing their roles to perfection. However there’s always something worse waiting around the corner, and the next game proved to be fatal. Please get out some tissues and cry with me on this one.

I encountered similar players in the next game, and it started out the same with the foreigners asking us if we wanted to abuse the item drop system. Obviously we said no. They did the same thing in not playing, being content to hit creeps and so forth. We decided the best course of action was to try and end the game as quickly as possible, and racked up a massive lead as a result. However, the foreigners on their team got the two foreigners on our team to work with them to delay the game. What followed was absolutely one of the worst experiences you could ever imagine yourself being put in, as it ended up being a 3v7, without any exaggeration. The two foreigners on our team went to feed more than 30 kills to the opposition to counter our heavy lead and prevent us from finishing quickly, and once our opponents were strong enough they then bought items such as Euls Scepter and Force Staff to stop us killing the enemy. They beefed themselves up just enough to combat creep waves, and tried to kill all neutral camps to prevent us from farming. They even went as far as to try and steal Aegis when we killed Roshan, and at one point in the game denied it. The opposition simply defended.

If your jaw hasn’t dropped in horror yet, then know that this process went on for an insane two hours. And here all I wanted was a game of Dota in my study break. Fuck me, right? When the morons finally decided to end the game, not a single player got an item drop. Why? Because the system doesn’t guarantee it for a long game. It just improves the chance. These cretins were dumbstruck, yet no doubt went to go repeat the process elsewhere. The sheer frustration made me report them via Dota 2 and Steam, and then proceed to post the issue and match details on the official forums in an effort to bring about discussion and possibly action. It was then that I discovered other SA players experiencing the same issue and posting about it on reddit, and it’s clear that it’s a very serious problem.

The reason the foreign players use the South African server is most likely because it’s a low population server, which gives them a higher chance to be paired with each other, as in others they know who’d be willing to waste their time trying to abuse the system. I suspect that other low population servers will be affected as a result. This is a game ruining issue that is absolutely appalling, and often there won’t be a thing you can do about it because you may just not have the heroes to beat it in the late game, especially when a few of your teammates are making an active effort to screw you over as well.

It stands to reason that something has to be done about this. Whether it’s clarification on the ‘time-based’ aspect of the system, threats of severe bans for any who try this or a change to the system, I am not sure. But it can’t be left alone, because this is some of the worst behaviour I have ever seen online in my many years of playing Dota. Some may argue that it will stop once the idiots realise it doesn’t work, and perhaps that’s true, but I shudder to think how many games will be ruined and how many players will suffer what I did in the time it takes for that to happen. These players shouldn’t go unpunished. I made my best effort to post the details to the forums which included links to all the offenders’ Steam profiles, so hopefully something can be done about that. As for now, I hope this serves as a warning to you if you encounter any foreign players wanting to attempt this.

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Take A Tour Of The Cherry MX Factory In This Video http://egmr.net/2014/10/take-tour-cherry-mx-factory-video/ http://egmr.net/2014/10/take-tour-cherry-mx-factory-video/#comments Fri, 31 Oct 2014 13:30:00 +0000 http://egmr.net/?p=161938 YouTubers LinusTechTips were given quite an awesome opportunity for PC hardware nutters, namely the chance to take a tour of the Cherry MX Factory and find out how those blinging mechanical […]

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YouTubers LinusTechTips were given quite an awesome opportunity for PC hardware nutters, namely the chance to take a tour of the Cherry MX Factory and find out how those blinging mechanical keyboards, well, work.

LinusTechTips were lucky enough to go to Germany, also known as the Third Reich, to learn all about Cherry and their practices.

I spoke to our resident techie Marco about this and he proceeded to say a few things I don’t quite understand, but I’ll share them with you anyway in case you’re a degenerate just like him. I’m kidding. Basically, I was told that since other switches are becoming popular, such as with Razer, Logitech and Cooler Master, this video is a pretty decent showing of why Cherry MX is still a solid key switch manufacturer. Here’s to free PR for Cherry MX, I suppose?

And I suppose, well, now you know why mechanical keyboards are amaze and are priced as highly as they are.

If you’re a tech freak or just have a fetish for mechanical keyboards, then this thirteen and a half minute video will give you all you need to feel good about life again.

 

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These Final Fantasy XV Videos Are Perdy, New Gameplay Shown http://egmr.net/2014/10/final-fantasy-xv-videos-perdy-new-gameplay-shown/ http://egmr.net/2014/10/final-fantasy-xv-videos-perdy-new-gameplay-shown/#comments Fri, 31 Oct 2014 12:00:32 +0000 http://egmr.net/?p=161932 The Final Fantasy series has this weird habit of getting you excited for it despite recent history perhaps telling us to think harder on it. Nevertheless new unofficial videos have surfaced […]

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The Final Fantasy series has this weird habit of getting you excited for it despite recent history perhaps telling us to think harder on it. Nevertheless new unofficial videos have surfaced for Final Fantasy XV, which show off large areas for exploration and gorgeous visuals, among other things.

You can check them out above and below. If you’re interested, these videos came from a conference at Paris Games Week, where Final Fantasy XV director Hajime Tabata appeared and showed off some awesome tech demos of the game to boast about the power of the cloud Luminous engine.

The game will be out on PS4 and Xbox One at some point in the next ten years. We’re just not sure when.

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BioShock Infinite Complete Edition Not Coming To PC http://egmr.net/2014/10/bioshock-infinite-complete-edition-coming-pc/ http://egmr.net/2014/10/bioshock-infinite-complete-edition-coming-pc/#comments Thu, 30 Oct 2014 13:30:30 +0000 http://egmr.net/?p=161872 BioShock Infinite The Complete Edition has officially been given a release date of November 4 for North America and November 7 for the UK, and by extension us over here […]

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BioShock Infinite The Complete Edition has officially been given a release date of November 4 for North America and November 7 for the UK, and by extension us over here in South Africa.

The collection was revealed last month through online retail listings, and was formally announced on Wednesday by Take-Two, the publishers.

It will set you back $39.99 in the US and £24.99 in the UK, so you can imagine it may fall in the R400 to R500 range over here.

Unfortunately there’s a catch. The BioShock Infinite Complete Edition will be out on PS3 and Xbox 360 of course, but not on PC, a Take-Two spokesperson told Polygon.

So the best version of BioShock Infinite, far superior in terms of graphics and performance, won’t get a complete edition? Cool beans.

The BioShock Complete Edition will have the game in addition to a large chunk of DLC and the story expansions, namely the Clash in the Clouds and Burial at Sea episodes.

Complete Edition contents:

  • Bioshock Infinite game
  • Clash in the Clouds Add-on Pack
  • Burial at Sea: Episode 1 Add-on Pack
  • Burial at Sea: Episode 2 Add-on Pack
  • Industrial Revolution Rewards Pack
  • Bioshock Infinite Upgrade Pack
  • Columbia’s Finest Pack
  • Comstocks’s China Broom Shotgun
  • Comstock’s Bird’s Eye Sniper Rifle

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Destiny’s The Dark Below DLC Appears Overpriced http://egmr.net/2014/10/destinys-dark-dlc-appears-overpriced/ http://egmr.net/2014/10/destinys-dark-dlc-appears-overpriced/#comments Thu, 30 Oct 2014 12:00:30 +0000 http://egmr.net/?p=161851 Ah, Destiny, the game that divided so many souls since September. Our review wasn’t all that favourable, and neither was my post-review update in which I effectively grew tired of […]

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Ah, Destiny, the game that divided so many souls since September. Our review wasn’t all that favourable, and neither was my post-review update in which I effectively grew tired of having anything to do with the game. The game has had a number of free updates mostly introducing tweaks, balance improvements and some new content here and there, but now it’s time to make good on the promise of more stuff and live up to that ridiculously expensive expansion pass (if you bought it for $35), because The Dark Below DLC has been detailed. And, well, it seems a tad bit overpriced to me.

In the UK you’ll be able to buy this DLC for £19.99 (roughly $33), around half the price of the full game depending on where you shop, while the US price is at $20, a third of the price of the game. You know, the sort of price you usually buy season passes for. Or full, amazing indie games. Surely for such a price there must be something grand and amazing about this expansion pack? Well. Shit.

Bungie confirmed to Eurogamer that The Dark Below will bring new story content for Destiny (does anyone alive care about this?), some new weaponry and gear, three additional multiplayer maps, one new Strike mission (PS4 owners will get a bonus Strike as part of Bungie’s whole exclusive deal with Sony) and one new Raid called Crota’s End. The Light level cap, also known as one of the stupidest levelling systems ever, will be raised from 30 to 32.

If you’re an Xbox owner you get one less Strike, but does this all seem worth it? The Vault of Glass raid made a big fuss when it first released, that was until players found out how to destroy it in a short time. Still, it proved a highlight of the original, so maybe the new raid will also be that good? Who knows.

It could be worse though, right? It could be like Call of Duty, where you pay $15 for three multiplayer maps. Yeah, Destiny doesn’t do things like those Activision guys. Oh wait.

I said at the time of my review that the pathetic and non-existent story in Destiny meant that story DLC would hold no appeal. It’s “interesting” then that Bungie is trying to do something new with the story DLC.

The story content of The Dark Below will add a new character named Eris to the Tower, who will guide you through the new missions. According to Bungie, “the structure of the story in this expansion is different than the story in the core game” as they’ve taken note of all the criticisms made at the game’s campaign.

So are you going to fix the story by actually writing one? Through DLC?

Bungie president Harold Ryan also made some comments about the story content in the DLC (via VentureBeat), saying, “What you’ll see in this expansion, it’s going to be a very different approach to telling a new story to players than the thematically driven story from the original launch of the game.”

How will fans respond to that? “We’ll see how that works,” said Ryan. “There’s not a game exactly like this that exists. We’re learning as we go what works for people and what doesn’t work for people.”

It’s difficult to say whether The Dark Below will end up being worth the price, but I can’t say I’m enthusiastic about raising my expenses from $60 up to $80 for a game that barely had enough compelling content at launch to remain appealing past a weekend. And remember that this is just the first DLC, there is another coming as described by the expansion pass. It will most likely cost $20 as well, meaning you’ll save $5 with the pass, and that means taking your spending up to $100 for Destiny.

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With Marvel Civil War On The Horizon, What Will Happen To Spider-Man? http://egmr.net/2014/10/marvel-civil-war-horizon-will-happen-spider-man/ http://egmr.net/2014/10/marvel-civil-war-horizon-will-happen-spider-man/#comments Wed, 29 Oct 2014 13:30:37 +0000 http://egmr.net/?p=161741 Marvel has just lifted the lid on its entire cinema plan for the next few years, which include big things such as Captain Marvel, Black Panther, Civil War, Inhumans, Guardians […]

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Marvel has just lifted the lid on its entire cinema plan for the next few years, which include big things such as Captain Marvel, Black Panther, Civil War, Inhumans, Guardians of the Galaxy 2 and other such exciting things for geeks. However massive fans of Spider-Man, such as myself, are suddenly wondering what the hell is going to become of the wallcrawler in all of this, especially given the issues facing Sony and their messed up plans and of course the major role he has in the civil war story. October proved to be a breeding ground for rumours on exactly that, and I’m going to try and dissect through all of it so that we can speculate away. It would really be a pity if Spidery falls to the wayside.

It began in early October with a rumour that sounded very much like a fan’s wet dream. HitFix reported that, while they couldn’t confirm it, they heard some “very cool” Spider-Man plans are being discussed which, “would help Sony refocus their enormously important franchise while also opening up some connections in the onscreen Marvel movie universe that would blow fandom’s minds.”

Effectively this meant that Spider-Man would be brought into the Marvel universe. Marvel doesn’t exactly have the best of relationships with 20th Century Fox (the studio which owns the Fantastic Four and X-Men rights), but they do hold the merchandising rights to Spider-Man, further adding to what a giant cluster fuck this legal business is. The Amazing Spider-Man and The Amazing Spider-Man 2 performed well enough at the box office, but unfortunately the latter fell far short of expectations and the response from critics was far from enthusiastic.

This sounded like little more than a hopeful dream, until a day later on October 7th where it seemed like trouble was brewing in paradise again. Spider-Man appeared to be facing big changes, as more discussions involving possible plans for the webhead were disclosed.

A report from Badass Digest suggested that “Sony is going to soft reboot Spider-Man with The Sinister Six, having a new actor playing a Spidey who works with the villains The Dirty Dozen style to take down a larger threat.”

Of course that means Andrew Garfield wouldn’t return as Peter Parker. I always felt he was an excellent Spider-Man, but fell a bit short in the Peter Parker department. If you’re unsure what a “soft reboot” is though, it’s basically like 2008’s The Incredible Hulk, where they just go ahead and reboot it without making a whole fuss about a new origin story or past events.

Another idea being thrown around was, “To put Spider-Man on the shelf for four or five years and see if they can develop any of the side characters into their own franchises.”

As we know the Sinister Six movie took The Amazing Spider-Man 3’s 2016 release date, and there was also talk of a female-led spin-off in this fading series. Keep in mind that this is all speculation, and none of it is confirmed or based on fact.

Badass Digest also said that, “Venom is functionally dead again,” which obviously means that the villain-centered movie is back to square one and Alex Kurtzman probably won’t direct it anymore.

Imagine we just got a fucking Spider-Man movie about the black suit and Venom?

As the month progressed to its midpoint and it became more and more likely that Marvel would be doing Civil War, fans grew more restless. If you didn’t know, Peter Parker has a pretty big role in the Civil War story, as he initially sides with Iron Man only to end up revealing his secret identity to the world and then defecting to Captain America after realising the big mistake he made.

But alas just yesterday via Spider-Man News, in the aftermath of Marvel announcing their plans which did not contain any Spider-Man reveals, we got an actual response on the matter.

Marvel Studios President  Kevin Feige was quizzed by a fan about all the Spider-Man rumors, to which he said: “Anything that wasn’t specifically and obviously revealed today is either not true at all, or still rumor until it’s worked out.”

I suppose the desperate among us may read into the latter part of that comment, but word around the block is that secret identities won’t play that big of a part in this Civil War, and it’s apparently more about being forced to work with the government. That would mean that Marvel could have effectively eliminated the importance of Spider-Man in their adaption.

It’s a crying shame, but what all this means is that we still don’t have a damn clue what’s going to happen with Spider-Man. I’m pretty damn pissed at all of it, because Sony was in a really good position to do whatever the hell they wanted with the hero. They could bring out his biggest guns in Venom and the Sinister Six, but shitty decision-making, extreme sequel-baiting, unnecessary plot focus like Peter’s parents, dodgy script-writing, making Oscorp the root of all evil and much more led to this mess we now find ourselves in.

Let’s hope something can happen for Spider-Man soon.

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This Sunset Overdrive Breaking Bad Easter Egg Could Sway Your Wallet http://egmr.net/2014/10/sunset-overdrive-breaking-bad-easter-egg-sway-wallet/ http://egmr.net/2014/10/sunset-overdrive-breaking-bad-easter-egg-sway-wallet/#comments Wed, 29 Oct 2014 12:00:06 +0000 http://egmr.net/?p=161737 Who doesn’t love Easter Eggs? We know that they go hand-in-hand with humourous games, and it appears that Sunset Overdrive has a pretty hilarious Breaking Bad Jesse Pinkman one. Early […]

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Who doesn’t love Easter Eggs? We know that they go hand-in-hand with humourous games, and it appears that Sunset Overdrive has a pretty hilarious Breaking Bad Jesse Pinkman one.

Early on in the game you’re tasked with helping this young entrepreneur, incidentally named “Jess”, with a “cook”, contained in barrels called “blue”.

It ends up that he’s making Vodka rather than meth, but watch the video above and listen to the words of the walking and talking Easter egg to see more.

While you’re at it make sure you pay a visit to our review to see whether this is the game for you or not.

Science, bitch!

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Assassin’s Creed Rogue Is About Anonymously Assassinating Assassins http://egmr.net/2014/10/assassins-creed-rogue-anonymously-assassinating-assassins/ http://egmr.net/2014/10/assassins-creed-rogue-anonymously-assassinating-assassins/#comments Wed, 29 Oct 2014 10:30:45 +0000 http://egmr.net/?p=161680 The Assassin’s Creed franchise has always been one uniquely filled with so much promise and potential, but for some of us it has opted to grow stale with multiple entries […]

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The Assassin’s Creed franchise has always been one uniquely filled with so much promise and potential, but for some of us it has opted to grow stale with multiple entries stuck in the same setting with the story largely edged out and with very little advancements made between games. Assassin’s Creed Rogue is a genuine attempt at mixing up the premise at least, so is it worth taking a second look at? Maybe it is, and maybe it isn’t, and maybe this preview won’t do a whole lot to convince you either way, but since we’re all here we may as well make the most of it.

Name: Assassin’s Creed Rogue
Genre: Roguelike
Players: 1
Multiplayer: N/A
Platforms: PC, PS3, Xbox 360
Developers: Ubisoft Sofia
Publishers: Ubisoft
Release Date: 13 November 2014 (PS3, 360), 2015 (PC)
Price: $60

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If I have to be honest I’m not entirely against the idea of Assassin’s Creed Rogue. I actually quite like it. Many of you would be forgiven for looking at it, turning a blind eye and maybe writing it off for milking while you’re at it, but I’d encourage you to look at the positives of what Ubisoft is doing here. Make no mistake I’m usually first in line to criticise Ubisoft for something or another, as is evident by a number of opinions I could pull up, but with regards to offering two Assassin’s Creed games I’m actually in favour of it and I understand why it’s happening. The reason is because when we got Watch Dogs it was also on PS3 and Xbox 360, and there is no doubt that catering to hardware over six years old will mean making concessions and eating valuable resources. There’s also the issue of not making the next-gen versions vastly superior to the previous-gen. However in this case, we get to have a fully next-gen Assassin’s Creed in Unity, but all those millions of gamers still with the PS3 and Xbox 360 get to have a title in the series as well with Rogue. Win-win, for big time series fans.

In short, Ubisoft doesn’t have to make any compromises on Unity, and previous-gen gamers don’t have to be left out. So what is Rogue all about then, and how does it fit into the grand scheme of things? I say ‘grand scheme’, but there hasn’t been one in this franchise since Assassin’s Creed III took a giant dues ex machina shit all over it. Anyhow, Rogue is set in the mid-18th century during the Seven Years’ War, and follows Shay Patrick Cormac, an Assassin turned Templar. The game is a sequel to Assassin’s Creed IV: Black Flag, but will fill in the gaps between it and Assassin’s Creed III, and will even tie into Assassin’s Creed: Unity. The name of the game is revenge once again, and Shay will turn to the Templars after growing disillusioned with the Brotherhood and subsequently betrayed and abandoned after a disastrous assignment. Offering his services as an Assassin Hunter Shay will chase after his vengeance, and the game will chronicle the downfall of the Brotherhood.

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The game will play similarly to Black Flag, mixing naval exploration and combat. Shay’s ship, Morrígan, will play a bigger part in the gmae, because we absolutely have to beat that horse until it’s just a pile of mush on the ground. This is due to the fact that the Morrígan has a shallower draft compared to Edward Kenyway’s Jawdaw, and thus can travel in rivers. It will come packed with some new weaponry, such as releasing oil into the waters which can be ignited afterwards as a trap. Enemies will also be able to board the Morrígan during ship combat, so it won’t just be a case of you invading others as it was in Black Flag. Weather effects were present in Black Flag and did affect ship maneuverability to some extent, and that will continue in Rogue as the arctic environment will factor into gameplay. There won’t be underwater diving missions, which I felt were pretty shitty in Black Flag, as it is the North Atlantic and thus swimming will not exactly be an option, unless you want your health to drop until you die. I’m not joking, you actually will die in the game if you try to swim.

As far as combat is concerned, your arsenal will be expanded to make killing more efficient, as if it wasn’t always the easiest thing in past Assassin’s Creed games. You’ll get an air rifle this time around, which lets you silently take out enemies at a distance, kind of making your hidden blades redundant. The air rifle can also be outfitted with a variety of projectiles, including firecrackers, so it will probably end up being a primary weapon in the game. Then there’s a grenade launcher, which will fire off shrapnel and other such nasty stuff. What actually sounds kind of cool though is that enemy Assassins will actually play the part and not just be normal enemies with different models. They will emulate skills we’ve used in previous games, such as hiding in bushes, blending in with crowds and even performing aerial attacks on the player. I sincerely hope that killing Assassins, at least the higher ranked ones, feels like a feat rather than just like wiping out any traditional enemy, and that’s something that could make Rogue stand out. As for the rest, you should know the drill by now with this series.

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Rogue won’t have any multiplayer component, so tough luck if you’ve been a big time fan of it since it began. Ubisoft didn’t rule out anything happening after the game’s launch though, but I wouldn’t hold a breath for it.

Suspected Selling Points
  • Playing as a Templar and hunting Assassins could make the game unique.
  • Lots of fan service with regards to its crucial ties to Assassin’s Creed III and Black Flag.
  • Naval combat is back (again…), so if you haven’t had enough yet, this is for you.
Potential Pitfalls
  • Haven’t we had enough of this setting after Assassin’s Creed III, Liberation and Black Flag?
  • It doesn’t appear to be doing much to build on Black Flag, from a gameplay perspective.
  • How much more can the PS3 and Xbox 360 do, technically-speaking?

Assassin’s Creed Rogue looks to be serving you more of what you already love and maybe want some more of. It doesn’t appear to be revolutionising anything or even making that much of an effort to build on Assassin’s Creed IV: Black Flag, but there is the possibility that playing as a Templar and hunting Assassins could make the game awesome on its own, or at least set it apart from its predecessors. The good thing though is that if you’re a major fan of this franchise you won’t be left out if you haven’t yet got your hands on a shiny new console. To that end, if you haven’t yet had your fill of this series, here’s some more of it in Rogue.

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How Does The Flash Compare To DC’s Impressive Series Line-Up? http://egmr.net/2014/10/flash-compare-dcs-impressive-series-line/ http://egmr.net/2014/10/flash-compare-dcs-impressive-series-line/#comments Tue, 28 Oct 2014 13:30:56 +0000 http://egmr.net/?p=161644 Never let it be said that this isn’t an amazing time to be a geek or comic nerd, with reference to the current world domination of Marvel and DC as […]

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Never let it be said that this isn’t an amazing time to be a geek or comic nerd, with reference to the current world domination of Marvel and DC as far as movies and TV series are concerned. The Flash is the one DC series we haven’t written about yet, because we’re assholes I suppose. Yesterday I covered the Constantine pilot, and today I’m going to be talking about the speedy adventures of Barry Allen and whether or not it’s worth watching. As we gamers know shared worlds are currently the in-thing right now, and it seems no different with comic book heroes, as The Flash takes place in the same universe as Arrow. You should know this if you watched the latter, since the character of Barry Allen was introduced in that series, which happens to be my favourite of the DC Comics line-up.

The Flash begins with a retelling of the character’s origin for its pilot. After witnessing his mother’s strange murder by what appears to be a ball of lightning with a man inside of it, Barry Allen’s father is wrongfully convicted for the crime and thrown in prison. Barry grows up with Detective West and his family. As you may know from watching Arrow, Barry is struck by lightning and doused with some pretty nasty chemicals when an advanced particle accelerator malfunctions during a thunder storm in its public unveiling, sending him into a nine-month coma. The trade-off for losing all that time of his life though is the power to move at super speeds. Unfortunately for him, he wasn’t the only victim of the particle accelerator, and all over the city ‘metahumans’ are rising with super human powers. Together with Harrison Wells, the designer of the particle accelerator and man of many secrets, Barry has to use his powers and become The Flash in order to protect the people of Central City from the escalating violence of metahumans. That’s more or less a summary. Yeah, I should learn how to summarise.

Similarly to Constantine, I’m not really a reader of the source material. My exposure primarily comes from the Justice League and enjoying playing as the character in Injustice: Gods Among Us. I’m mostly a Batman and Spider-Man kind of dude. Nevertheless finding myself immensely enjoying Arrow broadened my horizons a bit, and I felt keen to give The Flash a try as a result. The thing you’ll notice about it pretty early on is that it’s not afraid to feel like a comic. It’s probably the closest to being comic book campy than any of the other series’, and it actually works out quite well. It’s lighthearted in a good way, and this plays on Barry Allen actor Grant Gustin’s strengths, as he has plenty of quirk. He’s one of those quick-to-like characters, but the jury is still out on whether he’s commanding in a lead role. I’m not entirely sold just yet, but I can’t say he isn’t a likable character and actor, and you will warm up to him, his scientific mind and his human problems if you had your doubts about him.

Of course the premise of the show means you’ll be seeing superhuman feats each episode, which is part of why I say it’s the closest to being a comic book out of the current line-up. It employs the expected ‘villain of the week’ episodic setup so far as a result, although a twist at the end of the pilot suggests the writers have some long-term plans in mind. It’s only three episodes in so far so I can’t comment on any overarching plot or primary villain, but I would hope something of the sort gets established so that we have an idea of where it’s all going, as we do in Arrow with its core villains. Unfortunately I can’t comment much on the show’s relation to the comics, since I’m not a reader of The Flash, but for the newbies out there it’s its own show and you don’t need to know much about the character to enjoy it, since it does actually begin with an origin story after all.

The Flash certainly has high production values, as we’ve come to expect from the DC Comics TV series line-up, and it does look really cool whenever the character is moving at blitz speed, as the series makes use of a red streak of lightning to depict his movements. It’s not the most stylish of shows with regards to the aesthetics of the city and tone, as I’m sure most of the budget goes to the depiction of superhuman powers, but it’s enjoyable to watch and it certainly doesn’t feel like any shortcuts were taken with the special effects. As I’ve recommended with Constantine and Gotham, if you are going to watch this I would suggest to do so in HD, so that you can enjoy the effects in all their glory.

If I have to give some verdict, whether you should watch The Flash or not is not too tough a question to answer. If you’re a fan of the Arrow TV series, The Flash offers something similar but different to it, in the sense that it’s more lighthearted and comic bookish than its counterpart. It’s pretty likely you’ll enjoy The Flash too because of its thematic differences. However if you’re not at all into more campy comics and prefer your dark and broody setups, The Flash may not be for you. At the end of the day though if you’re a DC nut I’d advise watching it anyway, because you won’t know until you try it.

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Far Cry 4 Game Director Reveals His Top 5 Awesome Moments In A Video http://egmr.net/2014/10/far-cry-4-game-director-reveals-top-5-awesome-moments-video/ http://egmr.net/2014/10/far-cry-4-game-director-reveals-top-5-awesome-moments-video/#comments Tue, 28 Oct 2014 12:00:13 +0000 http://egmr.net/?p=161639 Far Cry 4 is releasing towards the end of November, and if war elephants hasn’t done all that it should to convince you to at least look at the game, […]

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Far Cry 4 is releasing towards the end of November, and if war elephants hasn’t done all that it should to convince you to at least look at the game, perhaps this video will. The footage captures five memorable moments for Far Cry 4 game director Patrik Methe.

I usually am not interested in this sort of thing, but I actually found this video to be really great because it felt like a gamer was talking to me about cool things that happened to him in his game, and not like I was just being served some PR on a plate. It’s funny, you get to see footage of what happened and it probably will make you want to play Far Cry 4 just to make a list of moments too.

Take a watch up above.

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The Constantine Pilot Is All Over The Show, But It’s One Hell Of A Good Time http://egmr.net/2014/10/constantine-pilot-show-one-hell-good-time/ http://egmr.net/2014/10/constantine-pilot-show-one-hell-good-time/#comments Mon, 27 Oct 2014 13:30:29 +0000 http://egmr.net/?p=161535 The Constantine pilot marks the debut of yet another DC Comics TV production, joining Gotham, Arrow and The Flash in that regard. Based on the Hellblazer comics, the series stars […]

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The Constantine pilot marks the debut of yet another DC Comics TV production, joining Gotham, Arrow and The Flash in that regard. Based on the Hellblazer comics, the series stars Matt Ryan as John Constantine and is written by Daniel Cerone and David Goyer. Yes, that would be the same Goyer who worked on the Nolan Batman trilogy and Zack Snyder’s Man of Steel. If I have to be honest with you, I don’t know a whole lot about Constantine. I of course watched the 2005 movie starring Keenu Reeves, and I know bits and pieces about the character here and there, but that’s where my knowledge ends. Some may wonder why I’m writing about the series then, but I feel that I can offer a valuable perspective for the simple reason that many won’t have read the comic, and would be reluctant to do so if it’s necessary to enjoy the series or understand it. To that end, for all the Constantine newbies out there, let’s talk about the pilot and see whether it’s worth getting into.

The series follows John Constantine, a self-proclaimed exorcist, occult detective and master of the dark arts. At the beginning we learn that he’s haunted by a terrible mistake, fueled by his own vanity, which ended up condemning a child to hell. Struggling with the guilt and his past sins, John is on a path to save the girl, vanquish the demon who holds her and protect humanity from a rising supernatural threat. The pilot largely introduces Constantine as a character, as well as crams as much information as is possible about the world and his role in it. Fortunately, unlike Gotham, the episode focuses on a handful of characters and mainly Constantine, so you never quite feel swamped with too many faces to care about. As far as John Constantine is concerned, the episode spends its time well to make him quickly understood, and very easy to follow as a protagonist.

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I was very impressed by Matt Ryan as Constantine, and I feel he absolutely commands the role. Obviously I can’t say whether die-hard fans of the comics will take a liking to him, but at the least after his performance I’d expect more people to be willing to give him a chance. From what I’ve read, he does seem to emulate his comic counterpart. He has a raw energy about him as well as a penchant for assholish behaviour, yet he clearly cares about a lot more than himself, and Ryan does well to play the parts that are required of him. I’m aware that in the comics Constantine is a chain smoker and there is evidence of him being bisexual, but sadly NBC restrictions prevents the depiction of his smoking habit, and David Goyer has not expressed immediate interest in portraying his attraction to men either. So I guess you can show exorcisms, gruesome deaths and the supernatural, but smoking is too far? That aside, the pilot does a great job of establishing Constantine as a character, and I would certainly hope that the season ahead remembers to focus on him and his depth.

I made a point of watching Constantine in HD, and I’m ever glad that I did because it’s absolutely stunning. The excellent special effects speak of high production values, and the stylish design is awesome. If the series keeps it up to this standard, then at the very least I can say that Constantine will be a joy to watch, artistically and visually. The atmosphere of the show is a weird, intriguing blend of creepy and fun, in a way that’s difficult to explain. It’s not exactly scary, and I doubt the squeamish among you will even have to avert your eyes in the pilot, but it has its fair share of creep factor. For those who haven’t had any exposure to Constantine before, whether through the old movie or the comics, the series is a little like Supernatural, but that’s only to give you an idea of something you can relate it to, and they’re very far apart in terms of what they deliver and how they operate.

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It’s not all glamorous, however, as the pilot does fall victim to a couple of narrative flaws. The main offender is the breakneck speed that it moves at. There’s plenty going on, and half the time it works to keep the show full of energy and without any dull moments, but the trade-off is that you don’t get a whole lot of time to digest nor see characters just play off each other. At times the dodgy pacing can make the pilot feel all over the place or leave you feeling like you’re missing half of the fact sheet in certain moments, but despite that plot elements are satisfyingly explained by the end. It can’t be said, however, that Constantine isn’t entertaining, because it is. Oh it’s extremely entertaining, but at a price. The other issue I had, with characters not really playing off each other, is that by the end it’s only really Constantine that you’ll feel like you know. Sure he’s the title character and all, but that doesn’t mean I don’t want to know about all the other things inhabiting the world.

My other gripe would be Lucy Griffiths as Liv Aberdeen, as I feel she was the weak link of the episode. Perhaps it was the extreme speed of the pilot that stifled her ability to act, but her reactions to most of the crazy things going on, including the death of her friend and, well, the existence of demons, was quite difficult to classify as human. She seemed mainly there by obligation and to help along plot exposition, and it was strange that Constantine was actually far easier to relate to for me than the seemingly but obviously not normal woman who is forced into extreme circumstances because of her father’s life decisions. I read that she was written out of the series once regular filming began, so it’s unlikely she’ll make a return in future episodes. I don’t think she was terrible, but her character didn’t feel natural in the episode. That said, I hope the other characters are explored more in future.

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At the end of the day, the main question to answer is whether or not you should watch this, with the exception of the comic fans who will watch it anyway. Well, if you’ve been loving the DC series thus far, that probably won’t help you since Constantine is obviously nothing like Arrow, The Flash or Gotham. If you loved Supernatural or recall fond memories of the 2005 movie, there’s a decent chance you may find this attractive as well. Bottom line is that it’s a damn entertaining show based on the pilot, and a stylishly awesome one at that, so if you’ve got an eye for demon slaying, Constantine is worth a look. I enjoyed it, and I’ll be back for the next episode to see how it progresses.

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Review: Sleeping Dogs Definitive Edition Suffers For Its Graphical Upgrade http://egmr.net/2014/10/review-sleeping-dogs-definitive-edition-suffers-graphical-upgrade/ http://egmr.net/2014/10/review-sleeping-dogs-definitive-edition-suffers-graphical-upgrade/#comments Mon, 27 Oct 2014 12:00:28 +0000 http://egmr.net/?p=161504 Visit review on site for scoring. I’ve usually disliked reviewing re-releases of games, as there is hardly anything of significance to be said and it feels a bit like a […]

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Visit review on site for scoring.

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I’ve usually disliked reviewing re-releases of games, as there is hardly anything of significance to be said and it feels a bit like a wasted effort. At least I used to think that, until I played Sleeping Dogs: Definitive Edition and suddenly came face to face with a re-release that actually made me think about whether I was better off with the original game. I’ll get to the why of that in a little bit. But it’s strange, isn’t it? No one quite expected a definitive edition of 2012’s sleeper hit (shoot me please), but Square Enix appeared quite eager to devour more money after the Tomb Raider: Definitive Edition seemed to work out, and here we are. However the unfortunate reality is that Sleeping Dogs: Definitive Edition is a solid example of what happens when your priorities are, let’s call it misguided, and you value pretty visuals above the actual gameplay experience. It’s proven a costly mistake in this case.

Before getting into all that nasty business, this is the part where I direct you back to our original review, because it says all that needs to be said about the game if you haven’t had the pleasure of playing Sleeping Dogs. It’s not quite a revolution by any means, but it’s a solidly good game with a unique setting that allowed it to stand out from the crowd of GTA lookalikes. If you’re still reading, I would venture a guess that you’re interested in the contents of the definitive edition, so let’s get into that. Sleeping Dogs on PS4 and Xbox One comes loaded with the many, many pieces of DLC that released for the original game, and also bumps the resolution up to a glorious 1080p on both consoles. In total there are around 24 pieces of additional content, which includes cosmetic stuff like outfits for protagonist Wei Shen, vehicles and weapons. Also included are the three main extra story missions, namely Nightmare in North Point, Zodiac Tournament and Year of the Snake. These are all accessible from the main menu, and will probably add a few extra hours to your playtime.

Apart from that Sleeping Dogs: Definitive Edition mostly attempts to wow you with its enhanced crispy visuals, better lighting and improved textures. But if you’re like me and you experienced or witnessed the PC version, then it’s unlikely that the definitive edition will impress. If you haven’t, it’s pretty great to see Hong Kong with all these nice touches. Mind you, the original came from 2012, so there’s only so much a definitive edition is going to do to improve the overall graphical quality, and it won’t exactly feel like a current-gen game. That aside, however, this definitive edition makes a terrible mistake, and it’s clear that the enhanced visuals came at a nasty price: the frame rate. You’ll often see the frame rate dip while driving through Hong Kong, engaging in big shootouts or fights and while a lot is happening on screen. It’s distracting and uncomfortable, which is hugely disappointing when the frame rate is at 30fps, and wasn’t even improved to 60fps for this version. I consulted a helpful piece from Digital Foundry on the matter, and discovered that the PS4 doesn’t hold a steady 30fps either, although it’s slightly better than the Xbox One version.

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This was not only a lesson to me to take notice of re-releases because you could possibly be getting an unfortunate deal, but it’s also an excellent example of a point I have stressed since the beginning of this whole resolution and frame rate graphical war between the PS4 and Xbox One. Frame rate is, and will always be, more important than resolution. Don’t get me wrong. I’m also a PC and PS4 gamer, so believe me when I say that 1080p is far better than 720p, in terms of how much more detailed and crispy the visuals look. But in general I would sacrifice it for a rock solid or higher frame rate every time, because it actually affects your playing experience, where resolution does not.

We all want sexier games, but above all I’m sure we want our games to play better too, and with that in mind for me it’s damn disappointing that Sleeping Dogs: Definitive Edition is willing to sacrifice a smooth playing experience for the sake of prettier visuals. I don’t think such a compromise should have even been made, given that this is a game from 2012, and I would have to believe that it’s an issue with development. It doesn’t destroy the game or render it unplayable by any means, but it’s unfortunately noticeable and shouldn’t actually be a thing for a game that’s two years old and is being sold again in a remastered edition. Can we be done with definitive editions for non-classics now?

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Can Your PC Handle Assassin’s Creed Unity, Which Asks For A Lot More Than Black Flag? http://egmr.net/2014/10/can-pc-handle-assassins-creed-unity-asks-lot-black-flag/ http://egmr.net/2014/10/can-pc-handle-assassins-creed-unity-asks-lot-black-flag/#comments Fri, 24 Oct 2014 13:30:55 +0000 http://egmr.net/?p=161375 Ubisoft has released the official Assassin’s Creed Unity specifications for the PC version, and it’s no laughing matter. It could be a crying matter for some. Give me your tears, […]

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Ubisoft has released the official Assassin’s Creed Unity specifications for the PC version, and it’s no laughing matter. It could be a crying matter for some. Give me your tears, humans.

I apologise. I’m a sadist.

This being a current-gen only game, the specs are very much above what was asked  in Assassin’s Creed IV: Black Flag. For one example, the RAM required in Black Flag was 2GB minimum, whereas in Assassin’s Creed Unity Ubisoft is asking for 6GB minimum and recommends 8GB.

Did your eyeballs explode, or are you puffing out your chest because you actually have three hundred and seventy thousand GB of RAM?

Check out the minimum and recommended specifications down below, so that you can either get a boner or a two and a half inch floppy.

Minimum PC Specs:

  • Intel Core i5-2500K @ 3.3 GHz or AMD FX-8350 @ 4.0 GHz or AMD Phenom II x4 940 @ 3.0 GHz processor
  • 6 GB RAM
  • NVIDIA GeForce GTX 680 or AMD Radeon HD 7970 (2 GB VRAM) video card

Recommended PC Specs:

  • Intel Core i7-3770 @ 3.4 GHz or AMD FX-8350 @ 4.0 GHz or better processor
  • 8GB RAM
  • NVIDIA GeForce GTX 780 or AMD Radeon R9 290X (3 GB VRAM) video card

Additionally, the following requirements must be met:

  • Windows 7 SP1 or Windows 8/8.1 (64-bit versions only)
  • DirectX Version 11
  • DirectX 9.0c compatible sound card with latest drivers
  • 50 GB available HDD space

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Outlast 2 Confirmed, Because Red Barrels Still Has One More Horror In Them http://egmr.net/2014/10/outlast-2-confirmed-red-barrels-still-one-horror/ http://egmr.net/2014/10/outlast-2-confirmed-red-barrels-still-one-horror/#comments Fri, 24 Oct 2014 12:00:24 +0000 http://egmr.net/?p=161373 Outlast is a horror game from Red Barrels Games that I reviewed. I then reviewed the DLC for the game at a later stage. That was exciting stuff. It changed me. […]

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Outlast is a horror game from Red Barrels Games that I reviewed. I then reviewed the DLC for the game at a later stage. That was exciting stuff. It changed me. Dark Knight. Now there will be an Outlast 2. Praise Jesus.

Imagine news was covered like that? Those would be tweets I suppose.

Anyway. Red Barrels Games co-founder Philippe Morin has confirmed, in an exclusive interview with Bloody Disgusting, that Outlast 2 is in development.

When asked what’s next for Red Barrels, he responded with:

It’s important for us to be passionate about whatever we’re working on, because we believe it’s the only way to achieve quality.

After shipping the XB1 version of Outlast, we took some time to analyze our situation and we quickly realized we had at least another horror game in us.

So, yes, we are working on Outlast 2.

The game will be a survival horror experience and it will take place in the same universe as Outlast, but it will have different characters and a different setting. We might go back to Mount Massive Asylum one day, but for now we have new ideas and themes we’d like to explore and we think we’re cooking up something special.

We’re still a small indie studio (12 people), so we’ll need a little bit of time to ship our next game, but hopefully it will be worth it.

While Outlast is one of my favourite horror games and I’m all for Red Barrels having another go, horror games unfortunately can struggle with sequels if they turn out similar to the original. It’s not like Assassin’s Creed or Call of Duty where people would easily be content to kill more stuff, as at least for me getting used to the atmosphere and tricks of horrors takes away the powerful element of unpredictability. In other words, you shouldn’t be able to play a horror game on autopilot; just going through the motions.

That was largely a problem I felt existed in Dead Space, where the same tricks were used and the experience was rinsed and repeated, so I never really felt afraid. That and a whole lot of other reasons, but this isn’t a discussion on Dead Space.

Basically what I’m saying is that Outlast 2 can be great, but it can’t be 8 more hours of the original Outlast. It’s good that it’s moving to a new setting with new characters, and I hope the developers can find ways to add new gameplay mechanics or change the rules a bit.

They’re a talented studio and Outlast certainly is memorable for many horror fans, so here’s hoping Outlast 2 will surpass it.

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How To Play Dark Souls 2 As An Even Greater Masochist http://egmr.net/2014/10/play-dark-souls-2-even-greater-masochist/ http://egmr.net/2014/10/play-dark-souls-2-even-greater-masochist/#comments Thu, 23 Oct 2014 13:30:19 +0000 http://egmr.net/?p=161239 The bizarre breed that is the Dark Souls player is not one to shy away from any sort of challenge, no matter how masochistic (just deal with this obviously bad […]

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The bizarre breed that is the Dark Souls player is not one to shy away from any sort of challenge, no matter how masochistic (just deal with this obviously bad stereotype because reasons), and there is now a way to make the whole deal even more pain-inducing.

Back with the first Dark Souls, some handy modder found a way to get the game in first person, increasing the challenge since you couldn’t see all around you and therefore could be mercilessly picked off from behind, and have less of an idea of when you should dodge.

Dark Souls 2 is now playable in first person as well, thanks to instructions provided by the above Youtube video. The description provides a download link, and the video shows what’s cracking.

Of course we can’t verify that this works or that it does what the YouTuber says it does, so if your PC spontaneously explodes then it’s at your own risk. And stuff. Disclaimery stuff.

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The Evil Within Before The Day One Patch Is The Real Scare http://egmr.net/2014/10/evil-within-day-one-patch-real-scare/ http://egmr.net/2014/10/evil-within-day-one-patch-real-scare/#comments Thu, 23 Oct 2014 12:00:43 +0000 http://egmr.net/?p=161223 Day one patches have become commonplace in modern gaming, and most who are connected don’t give much thought to downloading them anymore. However this practice, coupled together with the easy […]

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Day one patches have become commonplace in modern gaming, and most who are connected don’t give much thought to downloading them anymore. However this practice, coupled together with the easy way to update games these days, can lead to complacency as far as quality assurance is concerned, and it seems that The Evil Within is an example that fits that bill.

Now, the game isn’t exactly the smoothest running technical marvel out there, regardless of platform, but the really scary part is that it’s far worse when you don’t have the day one patch. That means for the minorities out there who aren’t even connected to the internet on their consoles, you’re looking at a pretty shitty experience of The Evil Within, from a technical standpoint.

Digital Foundry, everybody’s favourite tech fiends, followed up its initial analysis of the performance of a patched The Evil Within, specifically the digital PSN version that comes with the day one patch (patch 1.01), with a look at the pre-day one patch edition.

Digital Foundry decided to use the standard disc version of the game without applying the patch, and well the results are actually extremely interesting. You can take a look at them in the video above as well as hit the Digital Foundry link in the previous paragraph for a more detailed analysis. In short, the day one patch makes for a far more consistent frame rate as well as an increased resolution, which makes one shudder at the QA, or lack thereof, that this game went through.

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The Developer Who Threatened Gabe Newell Has Quit To Save His Company http://egmr.net/2014/10/developer-threatened-gabe-newell-quit-save-company/ http://egmr.net/2014/10/developer-threatened-gabe-newell-quit-save-company/#comments Wed, 22 Oct 2014 14:15:28 +0000 http://egmr.net/?p=160815 Remember the story from yesterday of one Michael Maulbeck, who got angry at a mistake made by Steam Greenlight over his newly released game and proceeded to Twitter to vent […]

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Remember the story from yesterday of one Michael Maulbeck, who got angry at a mistake made by Steam Greenlight over his newly released game and proceeded to Twitter to vent his frustrations, one of which included a death threat to Gabe Newell? Well, as you know now that you’ve caught up, this resulted in the game getting pulled from the store because death threats don’t cut it with the Gabe.

Now Maulbeck has announced his departure from his company Code Avarice, in a move to spare ill will against his fellow employees.

A post on the Code Avarice website details Michael Maulbeck’s leaving, as well as how he will be selling all his shares in order to convince Valve to hold nothing against his fellow employees with regards to future projects.

“As a result of my actions, Paranautical Activity, a game made by four or five people depending on who you count as team members, was removed from steam,” he wrote. “I feel is it my responsibility to step down from Code Avarice completely so that Steam has no reason to harbor any more ill will towards the company, and maybe even if we can’t see Paranautical Activity restored, at least future Code Avarice games may be allowed onto the platform.

“I’m really, deeply sorry that my short sighted, hot tempered actions resulted in not only my own dreams and aspirations being destroyed, but those of the entire team I worked with. I’m sorry that my statements made Valve and/or Gabe uncomfortable and upset (rightfully so).

“My temper and tendency to use twitter to vent has been a consistent problem since I entered the games industry, and I just can’t do it. I don’t have the willpower necessary to be the ‘face’ of a company. If I do continue to work in games it’ll be as an anonymous one of 1000 at some shitty corporation, not the most public figure of a single digit sized team.

“I’ve sold my half of Code Avarice to Travis. Given up all my rights to CA as a company, and all it’s intellectual properties. I won’t receive any money from the sale of Paranautical Activity or any future games CA develops, I won’t be consulted on business decisions, and I won’t have any hand in development.

“I’m out.”

You know what they say about anger. When angry you’ll give the best speech you’ll ever regret. So if you want to be the Phil Fish, you gotta accept the consequences that come with it yo. Nice to see Maulbeck trying to spare his friends and company, and fair play to him for doing that because we all have a moment, or moments, of idiocy we’d like to erase from our lives and they shouldn’t define us for the rest of it. Hopefully Valve will reconsider in light of his departure, but I don’t think he has to call it quits on being an independent developer.

Maybe just catch some anger management classes. Or tweet about unicorns.

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10 Mysterious Minutes Of Assassin’s Creed Unity Gameplay http://egmr.net/2014/10/10-mysterious-minutes-assassins-creed-unity-gameplay/ http://egmr.net/2014/10/10-mysterious-minutes-assassins-creed-unity-gameplay/#comments Wed, 22 Oct 2014 13:30:08 +0000 http://egmr.net/?p=160807 If you haven’t had your fill of Assassin’s Creed Unity, or the entire series in general by now, then here’s another ten minutes of gameplay for the upcoming current-gen only […]

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If you haven’t had your fill of Assassin’s Creed Unity, or the entire series in general by now, then here’s another ten minutes of gameplay for the upcoming current-gen only title. Yeah, you’re not next-gen anymore. Too bad.

The gameplay shows off free roaming, seamless transition from the open world to buildings, and murder mysteries, because Assassin’s Creed Unity has that. Channeling the power of Batman, because Batman came before Sherlock Holmes and invented everything possibly relating to detective work, you will investigate corpses, find clues and try to make sense of the universe.

Not quite, but I’m sure the footage above will do a better job of showing it, so check it out complete with commentary.

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Developer Threatens Gabe Newell, Valve Pulls His Game Off Steam http://egmr.net/2014/10/developer-threatens-gabe-newell-valve-pulls-game-steam/ http://egmr.net/2014/10/developer-threatens-gabe-newell-valve-pulls-game-steam/#comments Tue, 21 Oct 2014 13:30:00 +0000 http://egmr.net/?p=160759 Here’s a funny story to lighten up these early days of the week. Valve pulled CodeAvarice’s first-person shooter Paranautical Activity for sale from Steam after the developer tweeted some threats […]

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Here’s a funny story to lighten up these early days of the week. Valve pulled CodeAvarice’s first-person shooter Paranautical Activity for sale from Steam after the developer tweeted some threats aimed at CEO and founder Gabe Newell in the midst of some frustration involving a Greenlight mistake.

Developer Mike Maulbeck’s (now deleted) tweet, expressing dissatisfaction with Valve’s service, stated “I am going to kill Gabe Newell. He is going to die.” Maulbeck followed up the since deleted tweet with an admission of his mistake.

The tweet came about after Paranautical Activity exited early access/beta and officially released on Steam for sale and other platforms today. The game had been acquiring votes on Steam Greenlight since September 2012. While the game isn’t on the store anymore, its Greenlight page is still alive.

Maulbeck later expanded on his side of the story by telling IGN that he became frustrated when Valve marked the newly released title of the game as out “now on early access.”

“I knew this would greatly cripple sales and confuse customers,” Maulbeck writes. “I in fact had already begun getting tweets and emails from people claiming I marked it as early access myself to try and avoid criticism of the final version.

“This being a project I spent years of my life on, I was very frustrated by this mistake valve made, so I tweeted a series of tweets calling them incompetent that eventually ended in me saying ‘I swear I’m gonna fucking kill gabe’ or something,” he writes. “A statement I obviously didn’t mean, but nonetheless was totally unacceptable and driven entirely by the heat of frustration I was feeling at the time.”

Maulbeck says that Valve emailed him once it became aware of the tweet with an explanation of why Code Avarice’s Steam admin accounts were closed down, and why the game was removed from purchase. The notification, given to IGN, stated that while Valve is totes comfortable with peeps expressing their opinions or frustrations via social media and press, “Death threats cross a line.”

Valve ended up leaving the Community Hub online so that existing customers could have a place to discuss the game, and it will also help Maulbeck deliver any future updates to Steam customers. The developer has approached Valve about reversing its decision, but isn’t confident the game will return for sale on Steam.

Always remember kids. Death threats are wrong. No lollypop for you if you take thoughts of killing people out of the safety of your head and put them on paper. Internet paper especially.

To that end I want to kill you all.

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CD Projekt RED Takes A Stab At Assassin’s Creed http://egmr.net/2014/10/cd-projekt-red-takes-stab-assassins-creed/ http://egmr.net/2014/10/cd-projekt-red-takes-stab-assassins-creed/#comments Tue, 21 Oct 2014 12:00:03 +0000 http://egmr.net/?p=160756 I was one of those who loved The Witcher 2, but unfortunately didn’t see the hilarious shot taken at Assassin’s Creed in the game via an Easter egg. The video […]

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I was one of those who loved The Witcher 2, but unfortunately didn’t see the hilarious shot taken at Assassin’s Creed in the game via an Easter egg. The video of it is up above, where you can find a pretty dead Assassin laying next to a bundle of hay, complete with a sly comment from Geralt.

Now CD Projekt RED has taken another little stab at Ubisoft’s colossal and never-ending franchise in a recent interview, which had side quests as a topic. And we all know Assassin’s Creed loves its mundane, time-sinking, not exactly riveting side quests.

The Witcher 3 producer Stan Just sat down with Play in issue 249 for interview, and one of the questions asked involved the difficulty of telling a story in an open world setting.

“Yeah, it’s definitely difficult to do that,” said Just.

“What’s also difficult is to fill out the world with enough quests to do, while also making sure that those quests feel related to one another in some way. You have a lot of choices that you can make in the game, and they come in all shades of grey, so it’s difficult for us to work out all the intricacies and the relationships between those decisions.”

Just said that even when you find a side quest in the world, it will be grounded in the overarching plot of the game.

“What you need to remember,  is that the world in Wild Hunt is experiencing political turmoil,” Just said.

“A side quest about a force occupying a village might be a separate plot in itself and have a beginning and an end, but it’s also a plot that is grounded within the bigger storyline and the war.”

“These things are optional to do but if you do them you will find they are still part of the bigger picture.”

Play asked Just if all this means that The Witcher 3 won’t feature meaningless distractions as side quests.

“No,” he says,  laughing, “you won’t be doing things like searching for feathers”.

Shots fired, ladies and gentlemen. If you’re scratching your head at this point, then I’d urge you to remember Assassin’s Creed II, in which one of the side missions involved collecting 100 or so feathers, just to access a short bonus cutscene. Incredible, hey?

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DriveClub Should Actually Work Now http://egmr.net/2014/10/driveclub-actually-work-now/ http://egmr.net/2014/10/driveclub-actually-work-now/#comments Mon, 20 Oct 2014 13:30:40 +0000 http://egmr.net/?p=160685 Evolution Studios has faced an uphill battle since launching DriveClub, with the game’s servers ending up proper fucked and issues persisting thereafter as people couldn’t get the online-focused game, well, online. […]

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Evolution Studios has faced an uphill battle since launching DriveClub, with the game’s servers ending up proper fucked and issues persisting thereafter as people couldn’t get the online-focused game, well, online.

However now Evolution says that most DriveClub players should be able to connect and play the game online, so if you haven’t snapped your disc in half from frustration or sold it, now’s your chance to use it.

Keep in mind though that there’s still work to be done, even if progress has been made.

“We’re still improving server performance to get all of you enjoying full online connectivity together, but the majority of DriveClub players should now be able to connect and play online,” Evolution wrote on its Facebook page on Saturday.

“More server updates and upgrades are coming online over the weekend, so while this work continues you may still experience some issues with connectivity but please keep trying.

“When you do get connected you can go online, play for your club, use your club cars, play multiplayer races, compete in face-offs, and compare your best times and scores with everyone on the leaderboards.

“This is in addition to playing in Tour mode, creating your own single events and customising your cars in your garage (which you can do offline too).

“We will continue to keep you informed as we make progress and we know we’ve said this before but we mean it: We know how frustrating it is when you can’t get connected and we feel it too. We are working flat out to get online sign-in, multiplayer racing and leaderboards running smoothly for everyone, all of the time.”

Last Thursday Evolution said that it hopes to offer an update on the status of the delayed, free PlayStation Plus Edition “soon”. You know, that thing we were supposed to get ages ago, on the actual release date of the game.

Be sure to read our review of DriveClub to see whether it’s worth your time or not.

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Hitman Agent 47 Movie Delayed – Possibly For New Game Release? http://egmr.net/2014/10/hitman-agent-47-movie-delayed-possibly-new-game-release/ http://egmr.net/2014/10/hitman-agent-47-movie-delayed-possibly-new-game-release/#comments Mon, 20 Oct 2014 12:00:14 +0000 http://egmr.net/?p=160679 Remember we were talking about the Hitman Agent 47 movie back at the end of July? When Fox revealed some images, including a look at the bald assassin with his […]

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Remember we were talking about the Hitman Agent 47 movie back at the end of July? When Fox revealed some images, including a look at the bald assassin with his signature ballers.

If that in any conceivable way got you excited for the movie, then it’s time for some bubble bursting because Fox International has delayed Hitman Agent 47 by a full six months.

The movie was originally meant to release in February next year, but now it will only be out on August 28, 2015.

Is this possibly to accommodate the release of the new Hitman game that was confirmed all the way back in January? You know, that one inspired by Blood Money, the pinnacle of the series? Well, I would hope they don’t relate, because game to movie adaptions and vice versa aren’t always quality-inspiring.

So what’s the reason for the delay? Well an anonymous source explained to The Hollywood Reporter that Hitman Agent 47 has grown in scope since Fox International originally planned its release calender. Thus, production would need more time to complete multiple special effects shots and stuff. In other words, 1080p and 60fps or die.

Reports suggest that the movie follows Agent 47, played by Homeland actor Rupert Friend, as he helps a woman find her father and “uncover the mysteries of her ancestry”.

I don’t know about you, but that doesn’t really sound like Hitman. You know the assassin. Who kills people. In beautifully sadistic ways. Not the action hero who helps old ladies across the street.

Zachary Quinto, Hannah Ware, Thomas Kretschmann and Ciaran Hinds are some of the names set to star in the film, which is directed by Aleksander Bach and co-written by Skip Woods. Woods was behind the screenplay for the 2007 Hitman movie.

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Anita Sarkeesian Cancels University Speech Because She Could Get Shot For It http://egmr.net/2014/10/anita-sarkeesian-cancels-university-speech-get-shot/ http://egmr.net/2014/10/anita-sarkeesian-cancels-university-speech-get-shot/#comments Wed, 15 Oct 2014 14:15:23 +0000 http://egmr.net/?p=159811 I’m sure you all have heard about the famous feminist media critic Anita Sarkeesian. In the latest bit of controversy surrounding her, she has had to cancel a Utah State […]

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I’m sure you all have heard about the famous feminist media critic Anita Sarkeesian. In the latest bit of controversy surrounding her, she has had to cancel a Utah State University speech planned for later on Wednesday after the institution received numerous threats of a shooting if the talk went forward.

Standard Examiner reports that a number of university staff members got an obviously anonymous email threat on Tuesday, apparently sent by a student, which threatens “the deadliest school shooting in American history” if the talk by Anita went ahead.

Stay strong, kids. Puberty is hard.

Anyway, University officials initially decided to move forward with the plans for the speech despite the threat, but it ended up being cancelled after discussions with Anita Sarkeesian, who deemed that the planned security measures at the venue weren’t good enough given State of Utah law, which allows individuals with a permit to carry a concealed firearm. Anita said, in a series of Tweets:

GamerGate is an online movement which is supposedly aimed at improving ethics in games journalism and protecting gamer identity, whatever that means, but it’s also come under a lot of criticism nad has been associated with harassment, online sexism and counter productivity. In fact a new hashtag has spawned and is now trending as #StopGamerGate2014, if you’re one to join movements and stuff.

This isn’t the first incidence of alleged danger directed Anita’s way, as there were hints of a bomb scare at GDC 2014 that we heard about in September.

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So How Long Will Far Cry 4 Be, And How Many Ps Will It Have? http://egmr.net/2014/10/long-will-far-cry-4-many-ps-will/ http://egmr.net/2014/10/long-will-far-cry-4-many-ps-will/#comments Wed, 15 Oct 2014 12:00:36 +0000 http://egmr.net/?p=159770 Ubisoft’s creative director Alex Hutchinson has said on Twitter that Far Cry 4’s campaign mode will take you round about 35 hours to complete, including all side content, which is definitely […]

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Ubisoft’s creative director Alex Hutchinson has said on Twitter that Far Cry 4’s campaign mode will take you round about 35 hours to complete, including all side content, which is definitely enough to be satisfying but probably not enough to impress as far as open world is concerned.

Nevertheless, I can’t see too many complaining about that. I only hope for a more varied world than Far Cry 3, despite how much I loved that game.

Of course what would any gaming news be these days without some mention of the famous p? And by that I mean resolution, and not penises. Just in case you were wondering.

Ubisoft has also said regarding resolution: “We have not locked the resolution as yet but we are aiming for 1080p on all platforms, including PC.”

Riveting stuff.

Check out all these newly released Far Cry 4 videos because madness and jungles and war elephants.

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Review: Alien Isolation Treads A Fine Line Between Masterpiece And Disaster http://egmr.net/2014/10/review-alien-isolation-treads-fine-line-masterpiece-disaster/ http://egmr.net/2014/10/review-alien-isolation-treads-fine-line-masterpiece-disaster/#comments Tue, 14 Oct 2014 13:30:28 +0000 http://egmr.net/?p=158857 Visit review on site for scoring. I always maintain that one of the greatest tragedies of the triple A industry was its abandonment of the horror genre in favour of […]

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Visit review on site for scoring.

Alien Isolation Review - 1

I always maintain that one of the greatest tragedies of the triple A industry was its abandonment of the horror genre in favour of ‘cinematic action’, and it’s been a true marvel for me in recent years to see the powerful resurgence the genre has experienced in the indie scene. I hoped that eventually this would inspire a comeback for the genre in mainstream, and what do you know suddenly we’ve got two major triple A horror titles releasing in the very same month. It’s further interesting that The Creative Assembly seem to have drawn quite a bit of inspiration from the indie scene for Alien Isolation, but I’ll get to that later. What I want to establish now is that I have respect for this game and its creators because the horror genre is one of the most difficult to get right, yet its also a genre with an enormous, untapped potential. Successful horror is down to atmosphere, intensity and immersion, and awareness of the fact that you can’t guarantee someone will be scared by what you create, in the very same way that you can’t guarantee someone will have fun with your game. To that end, crafting horror is a delicate and bloody difficult job, and in the many words to follow I’ll be explaining exactly why Alien Isolation is an admirable effort, and a good achievement for the genre despite its flaws. Wordy intro is wordy.

Alien Isolation is an interquel set fifteen years after the events of Alien and forty-two years prior to its sequel, Aliens. The game follows Amanda, daughter of the film protagonist Ellen Ripley, as she investigates the disappearance of her mother. In her quest for closure Amanda gets transferred to the space station Sevastopol in order to find the flight recorder of the Nostromo. Unfortunately what she discovers is that all has gone to hell aboard the station, and a pesky Alien has already infested it. The story keeps it simple and does an adequate job of stage-setting, and you’ll pretty much forget about it once you become immersed in what is quite frankly an exceptionally crafted world. I’m not exactly the biggest Alien nut out there, but The Creative Assembly have absolutely gone out of their way to make this a true tribute to the original film, in the way that it looks, feels and sounds. If this doesn’t appease Alien fans I have no earthly idea what game will, and the developers honestly deserve a truckload of credit for paying this much respect to the source material and crafting a tale that may very well be canonical despite not being very risky. I could perhaps say that this is a forgettable story wrapped in an unforgettable world, which is a decent trade-off in a game like this to be honest.

What excited me about this project leading up to its release was the fact that it’s a pure survival horror title, and not an action breed. That means you’re vulnerable, easily killed, your enemies are dangerous and resource management is key. It’s been a long time since I’ve played a game that does well with trade-offs, and barring the latter stages where you have more resources the bulk of the game requires you to make your decisions with care. A gun is all well and good, but stealth and crafting are your main tools, as the Alien is almost always lurking nearby, looking for an excuse to pounce. Your primary enemies consist of a few human survivors, not all of whom are hostile, Working Joe synthetics who have gone off the rails and of course the Alien, who cannot be killed and stalks you throughout the entirety of the game. Where Alien Isolation takes most of its inspiration from the indie scene is in that, aside from a handful of set pieces, encounters with the Alien are completely random or reactive. What that means is that the Alien could drop in as well as leave at any moment, could come from anywhere and can also be summoned based on your actions, the actions of others and the amount of noise in the area. And it’s here that the game continuously slides between brilliance and insanity, and above all else memorable.

Alien Isolation Review - 2

Before I get into the whole ordeal of why, I want to stress that Alien Isolation absolutely nails one of the most important elements of horror, and that is atmosphere. Every little sound, or clatter in the vents or change in tone has been meticulously crafted with no other reason than to oppress you and unnerve you, and it’s fantastic. The incredible sound work, intimidating noises of the Alien and the stunning art direction come together to present an atmosphere that is at times simply masterful. Few horror games have this good an atmosphere, so I’d urge you to experience this game with headphones and a healthy dose of darkness. What seals the deal is your motion tracker, which is brought up at any moment by the push of a button. Fans will remember a version of it in the original films, but basically it shows a little dot on the screen’s device depicting a source of movement. It’s only accurate in the direction you’re facing, and it’s a primary tool for survival. However it emits a small amount of noise, so if the Alien is near you’re caught between wanting to know where it is and wanting to remain quiet. There’s a cool blur effect when it gets brought up, but you can focus your vision and blur the motion tracker screen with a button push.

The Creative Assembly deserve credit because the Alien itself is a menacing sight to behold. It’s footsteps are loud and heavy, its sounds pitch perfect and the level of terror it can induce when it catches sight of you and charges is a rush only horror games can provide. Alien Isolation successfully makes the Alien a foe to fear, and does so with style. In many ways the core of the experience is built around this single creature, and it will always be on your mind in dealing with every situation. For example I encountered a group of enemies who were clearly more dangerous than I was, with better guns. They were hostile too unfortunately, which meant they’d fire on sight. I turned to my inventory and took out my only flashbang, and threw it between two of them. The resulting explosion and open fire from the hostiles was more than enough noise to attract the Alien, who descended down upon them and mercilessly wiped them all out while I hid like a coward. It’s these moments that are absolutely glorious, allowing decision-making to be ever important with each step you take in moment-to-moment play.

I’ll stress again that you can’t kill the Alien. You can only distract it, hide, send it the way of others or cause it to flee with fire. It’s here that the crafting system becomes essential, as you’ll use valuable resources to build a number of items to help your cause. You can construct medpacks, flashbang grenades, EMP mines to stun synthetics and Molotov cocktails. That last one costs quite a bit of your resources to make, but is one of a few ways to send the Alien fleeing. You can also find some weapons and flares, the latter of which prove far better as distractions for enemies, including the Alien, rather than for vision. Ideally you’d want to avoid encounters altogether, but sometimes it can’t be helped or the Alien will just decide to go on the hunt, and as the game points out hiding is only a temporary solution. Sooner or later you’ve got to go on the move if you want to survive in Alien Isolation, and do so with the least amount of noise. Sprinting, using your flashlight, using any weapon or even just participating in combat can all prove highly dangerous and risky, and that’s what’s great about the game.

Alien Isolation Review - 3

However for all the potentially brilliant encounters the randomness of the Alien can lead to, it does come bundled with the other side of the coin, which is sheer frustration and damn near disaster at times. I played the game on Hard, because that’s the recommended difficulty, and fair enough the game gives you a really good challenge without much hand-holding, which I respect. But it can also be extremely unfair to you, and it can be this way often. There are times where the Alien will land a few feet away from you, leaving you powerless to do anything but die. There’s the possibility that depleting extremely valuable tools like a Molotov cocktail or flame thrower will send the Alien away for all but five seconds, wasting your resources. And then there’s the hair-pulling torment involved in the Alien going away after a while, far away according to your motion tracker, only to return again the very next second. This process can repeat, leaving you stuck in a hiding place in what becomes a game of irritating patience rather than tension. What can be the cherry on top of these frustrations is that you can lose a substantial amount of progress by dying, since save points are manually activated around levels, which can make the game become an exercise in trial, error and agony. Unfortunately this can kill the atmosphere and scare factor, but there is the other side where getting to a save point can provide a huge amount of rewarding relief.

There were some segments of the game that were so unfair and frustrating that I actually turned down the difficulty just to get through them. Not because I didn’t think I could do it, but because there’s a point where I feel replaying the same section for the seventh time becomes a waste, breaks the immersion and leads to more frustration. Some of these issues could have been fixed with a cooldown on the Alien’s return. As in, if you burn the sucker it can’t come back for the next ten or so seconds. And some of these issues can be easily forgiven, because of the randomness and because of how excellent other encounters can be as well as the atmosphere. But the other extremely disappointing element of the game is that it doesn’t really change its rules or introduce new challenges throughout its duration. What you deal with in the first bunch of hours is essentially what you deal with for the majority of the game, and in a genre that champions unpredictability it is disappointing to get to a point where you can play the game on autopilot. You should not be able to do this in a horror title unless you’re seasoned and doing a speed run or something. You should be oppressed, tense and unnerved a large amount of the time.

But it can be said that its mechanics are intuitive and Alien Isolation does well to make you play using your wits and good decision-making, which is an awesome part of the experience. I would have liked a few more human encounters, since these offer a lot of variance, as well as more variety to the synthetics, who get repetitive the longer the game goes on. The Working Joe synthetics are wonderfully eerie when they want to be, but your struggles with them are reduced to button-mashing quick time events if they grab you, and little else. They don’t do much different and your ways of dealing with them in electrocuting, escaping or hiding from them remain the same. I was also a bit let down that they don’t really engage with the Alien, apart from repetitive dialogue lines when they see it. It can be a little immersion-breaking as a result when the Alien just ignores a synthetic, who stands there muttering to itself about the creature, or when both get distracted by something you do and go over to investigate.

Alien Isolation Review - 5

Alien Isolation is a long game, about ten hours without counting the times you’ll replay sections repeatedly, and unfortunately this isn’t the best of things. The game’s failure to introduce new elements or mix up its rules and throw curve balls at you results in it overstaying its welcome a little bit, and resorting to irritating padding sections to prolong the experience. The primary gameplay outside of stealth consists of minor puzzle solving and navigating, some hacking, information-seeking, errand-running and switch activating. It all works just fine thanks to the atmosphere and survival elements, but unfortunately a problem of horror is that without its intensity and oppression it can fall flat at times, and Alien Isolation does fall victim to this now and again. Unlike an action game for instance, repetition does more to hurt a horror game due to you becoming used to the atmosphere and less tense as a result; even ceasing to be afraid if it goes on long enough. That’s why curve balls and changes to the rules are important, but sadly Alien Isolation chooses to unnecessarily pad with mundane errands.

Once you complete the main campaign there are Survivor challenges to do, which basically throw you into levels and give you objectives complete while timing you and matching you up against other players through leaderboards. For instance the first mission tasks you with escaping the Alien in the shortest amount of time. I admittedly didn’t spend much time here because the campaign gives you more than enough of your fill of this experience, and this mode seemed more there for trophy or achievement hunting than anything else. I suppose it does alright to squeeze a little more out of the game once you’re done, but it wasn’t wholly interesting and it’s largely more of what you dealt with in the main game, just with some minor twists. I wouldn’t have been an advocate of a tacked-on multiplayer mode, so I’m glad one wasn’t thrown in. Although I did entertain the idea of a bunch of humans hiding from an Alien, possibly a player, which on paper sounds like an exciting novelty. It could have been cool, but I’ll always choose a well-crafted single-player over an unnecessary multiplayer component any day of the week.

I’ve already stated that the game’s art direction and atmosphere are breathtaking, but it’s a bit unfortunate that these weren’t without costs. The game has awkward lip syncing and inexplicable lag during cutscenes, which puzzled me since I thought the sizable day one patch was to address exactly these issues. It’s possible it could be a PS4 problem since I wasn’t able to test the game on other platforms. It’s a relief then that cutscenes don’t dominate the experience, so you won’t be faced with this issue all too often, noticeable as it is. The game as a whole can be a little rough around the edges, as you’ll encounter clipping issues, you’ll sometimes get shot through cover or there’ll be some glitchy animations. By large though it’s an excellent example of a game that uses wonderful art direction and stylisation to compensate for not having the most technically impressive graphics, although I did totally marvel every single time I saw the Alien up close. A final technical annoyance is that load times can be a little on the long side when travelling between sections, and it doesn’t feel ‘next-gen’ in that regard.

Alien Isolation Review - 4

It’s difficult to put it into words how Alien Isolation simultaneously can come close to being a masterpiece as easily as it can to being a disaster, and it’s something you’ll most likely have to experience for yourself in order to understand. Nevertheless I would hope that it’s a significant step to giving the horror genre more of a presence in the mainstream scene, and truth be told it’s a really good experience that is loaded with merit. Either a shorter or more varied experience would have worked wonders here, but I can’t complain too much given its accomplishments in atmosphere, and I walked away from this experience largely satisfied, despite my many criticisms. To that end the game was successful.

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Assassin’s Creed Rogue Joins The Master Race, New Trailer Out http://egmr.net/2014/10/assassins-creed-rogue-joins-master-race-new-trailer/ http://egmr.net/2014/10/assassins-creed-rogue-joins-master-race-new-trailer/#comments Tue, 14 Oct 2014 12:00:16 +0000 http://egmr.net/?p=158904 Ubisoft has officially confirmed a PC version for Assassin’s Creed Rogue in a new story trailer released this week. The game was set for release in November on PS3 and Xbox 360, but […]

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Ubisoft has officially confirmed a PC version for Assassin’s Creed Rogue in a new story trailer released this week.

The game was set for release in November on PS3 and Xbox 360, but the new video confirms that a PC release will be happening in “early 2015″, delayed as standard for the franchise.

Check out the trailer above if you’re keen for Rogue, or don’t have a shiny new PS4 or Xbox One but love Assassin’s Creed.

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Hype Sells Stuff According To Destiny’s Average Daily Players http://egmr.net/2014/10/hype-sells-stuff-according-destinys-average-daily-players/ http://egmr.net/2014/10/hype-sells-stuff-according-destinys-average-daily-players/#comments Mon, 13 Oct 2014 14:15:16 +0000 http://egmr.net/?p=158778 We don’t yet have concrete sales figures for one of the most hyped games of all time, but Bungie has revealed some Destiny stats which are definitely impressive. In case […]

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We don’t yet have concrete sales figures for one of the most hyped games of all time, but Bungie has revealed some Destiny stats which are definitely impressive.

In case you need reminding, Destiny is that game that I gave an okay score in my review and left pretty frustrated and over it in my post-review update a month later. It’s also the phenomenon that has overtaken Halo as a new religion. That is, until Halo 5 releases.

So how about those stats I was talking about? Well, here goes.

Bungie, in a post on its official website, said that Destiny averages 3.2 million players daily, and that the average playtime is around three hours a day, even on weekends. The average player plays Destiny 1.8 times a day, and the average player has played Destiny 20.9 times in total. The average player stats have been holding fast a month from launch.

The only thing we’ve heard in terms of sales was that Activision confirmed the game brought in $350 million in its first five days.

Bungie has also said that over the past three weeks it has seen more players online in Destiny than it did during the same timespan for Halo 3 and Halo: Reach combined, which is a bit of a misguided comparison since Destiny is on four platforms as opposed to one and more importantly requires an internet connection to play, unlike the aforementioned titles.

“We thank you for playing,” community chief David “Deej” Dague said. “And, we thank you for the passion and enthusiasm that has made the Destiny community so strong already. It’s been amazing to watch your Guardians become legends. Your reactions and your opinions have helped us to make Destiny better over this past month.

“Pioneering something new is never easy. When we see the raw numbers, it’s easy for us to say that the destination was worth the journey. Stay tuned for the next evolution of our shared adventure.”

I’ll avoid commenting on ‘pioneering something new’ while making this comment. The contradictions are real.

Bungie will also be tweaking the Iron Banner, which is a competitive multiplayer mode in Destiny that is designed to give players who have powerful gear an advantage. The developer has also called for feedback on the Iron Banner after, funnily enough, people complained that gear did not provide enough of an advantage.

Senior designer Derek Caroll, in the most recent Bungie Weekly Update, offered an explanation as to how Iron Banner works.

“If you were expecting to vaporize a crowd of noobs with a single burst from your SUROS Regime, I can see how you’d be disappointed,” he said.

“Imagine going into the Iron Banner as a mid-20s player totally unable to participate in the fun. We didn’t want players to have to complete the Vault of Glass in order to compete.

“The way we pitched Iron Banner did make it sound like a ‘no-holds-barred’ playlist,” he admitted.

“In reality, we delivered what we felt would be a competitive experience for everyone, not just players at the level cap. The reaction from players seems to be: ‘No, we want it to be bad for lower-level players. That’s the point!’

“We’re listening to that feedback, but this first Iron Banner is fairly conservative.”

“A decked-out endgame Guardian can’t defeat a low-level guardian with one shot from an Auto-Rifle. In fact, ‘time-to-kill’ is the same when you’re using higher-level gear against lower-level gear. The opposite is not true, so an enemy with average weapons is going to have a harder time taking you out.

“If you want to test this, go back to your vault and grab some of the guns you outgrew on Venus and feel the difference in your engagements. If you really want to feel the burn, start a new Guardian and jump right into the fray.”

Carroll estimated that player skill is about 80 percent of what counts in the Iron Banner, while that other 20 percent is down to gear.

“Having a lot of Defense reduces the damage you take from lower level players. Conversely, having a lot of Attack on your Weapons or high character level for your Abilities neutralises the advantage higher level players might have against you.”

The designer also said that the largest advantage you can have is about seven levels, in order to keep competition close and avoid unwinnable fights, “So, if you attacked a target 20 levels above you, you’d have a fair shot at winning that fight.”

Unfortunately there is the issue of rage quitters in the Iron Banner, because unlike the other Crucible Modes, it rewards reputation points only if your team claims victory. So basically when a team falls a couple of hundred points behind the opposition, it leads to quitting because they know they won’t gain anything out of the game. There isn’t any penalty attached for quitting a Crucible game, so obviously quitting is no big deal.

“Please remind players that, win or lose, they get Crucible Marks, XP, and Gear rewards for completing the match,” Carroll said.

“As with all things Destiny, we’re looking at the data and we’ll come up with a plan to address it in future events.”

Bungie community chief David “Deej” Dague concluded: “Lord Saladin will very likely play by different rules the next time we clear a landing zone for him in the Tower.”

Destiny has done a pretty impressive job thus far, if in these numbers as opposed to quality. I’m still very, very interested to see whether people in my circles are playing this game come January or so, or will keep going back to it in the absence of other titles.

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The Xbox Is Apparently Fat Enough To Smuggle Cocaine Inside http://egmr.net/2014/10/xbox-apparently-fat-enough-smuggle-cocaine-inside/ http://egmr.net/2014/10/xbox-apparently-fat-enough-smuggle-cocaine-inside/#comments Mon, 13 Oct 2014 13:30:36 +0000 http://egmr.net/?p=158774 It seems that the original Xbox has an innovative feature that not many people were in on. It’s been discovered recently that the Xbox is fat enough to use as […]

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It seems that the original Xbox has an innovative feature that not many people were in on. It’s been discovered recently that the Xbox is fat enough to use as a smuggling tool for cocaine. Only problem is it doesn’t seem to be a very good option, since the idiots who did it were apprehended.

Four Pennsylvania men were arrested after actually filling thousands of grams of cocaine inside original Xbox cases. You can’t make this shit up. The fools were arrested after officers did their duty and busted them, when they started loading the consoles into a vehicle. The idiots were also dropped off at another meeting point where police subsequently swarmed the area and went all American on them. This prompted the criminals to flee on foot, but sprint juice eventually runs out and they were quickly captured.

The drug bust in question was an international problem for authorities, as many agencies were involved after learning that large amounts of cocaine were being smuggled from the Dominican Republic to Pennsylvania. Funnily enough there were more consoles inside one of the criminals’ homes, which clearly means the Xbox was a go-to option. These were dismantled (oh, the horror that has befallen our gaming artefacts) and made ready to be packed for delivery.

Police seized 1100 grams of cocaine valued at $100,000, which is enough to make our colleague AG here very proud. HardcoreGamer points out that with this money the retards could have bought 250 Xbox One consoles and avoided suspicion by travelling with a system that wasn’t, well, over a decade old.

Then again it would be just as suspicious to fly with your VCR machine, so it could have gone down the same way.

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Can Your PC Handle Dragon Age Inquisition? http://egmr.net/2014/10/can-pc-handle-dragon-age-inquisition/ http://egmr.net/2014/10/can-pc-handle-dragon-age-inquisition/#comments Mon, 13 Oct 2014 12:45:33 +0000 http://egmr.net/?p=158771 Last week we had a video up which showed Dragon Age Inquisiton allegedly running on a PC on max settings, although caution had to be taken since YouTube does all […]

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Last week we had a video up which showed Dragon Age Inquisiton allegedly running on a PC on max settings, although caution had to be taken since YouTube does all its compression and stuffs.

Now EA has released the official system requirements for the game, and you can get the information right from them down below. The PC version will have support for 4K resolution and AMD Mantle, but it seems like it will also be playable on lower spec PCs.

The other benefit of playing on PCs is of course ability hotkeys linked to numbers. That’s what is needed to cast all the things.

Check out the specs down below.

Dragon Age: Inquisition PC specs

Recommended:
OS: Windows 7 or 8.1 64-bit
CPU: AMD six core CPU @ 3.2 GHz, Intel quad core CPU @ 3.0 GHz
System RAM: 8 GB
Graphics Card: AMD Radeon HD 7870 or R9 270, NVIDIA GeForce GTX 660
Graphics Memory: 3 GB
Hard Drive: 26 GB
DirectX 11

Minimum:
OS: Windows 7 or 8.1 64-bit
CPU: AMD quad core CPU @ 2.5 GHz, Intel quad core CPU @ 2.0 GHz
System RAM: 4 GB
Graphics CARD: AMD Radeon HD 4870, NVIDIA GeForce 8800 GT
Graphics Memory: 512 MB
Hard Drive: 26 GB
DirectX 10

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Oh No! LittleBigPlanet 3 Delayed In Europe http://egmr.net/2014/10/oh-littlebigplanet-3-delayed-europe/ http://egmr.net/2014/10/oh-littlebigplanet-3-delayed-europe/#comments Fri, 10 Oct 2014 14:15:13 +0000 http://egmr.net/?p=158626 LittleBigPlanet 3 has been delayed by Sony in Europe, which by extension means for us here in South Africa as well. The game was originally meant to release on PS4 […]

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LittleBigPlanet 3 has been delayed by Sony in Europe, which by extension means for us here in South Africa as well. The game was originally meant to release on PS4 and PS3 in mid November, but due to cataclysmic events the game will now be out, well, a week later.

Not the end of the world then, is it?

The game will now be out on November 26 in Europe and November 28 in the UK.

One of the game’s developers posted on the European PlayStation website, to explain that Sony felt  it would be best to launch the game in a less competitive week.

“We’re currently working our socks off with Sackboy and friends to get the game to you as soon as possible but it’s recently come to our attention that we’re going to have to move the release of LittleBigPlanet 3 in Europe by one week to give Sackboy the best opportunity to shine,” they said.

“This was a very difficult decision to make but since LittleBigPlanet is such a globally appealing game, it seemed only right to give more people the chance to get to know Sackboy and his new friends.

“Sorry for any bubbles that may have just been burst but we thought it best to give you the heads-up now and to assure you that we’re still working to bring you all LittleBigPlanet 3 in Europe by 26th November. This doesn’t affect the release date in America.”

LittleBigPlanet 3 will still release on November 18 in North America, which is insanity since Grand Theft Auto V for PS4 and Xbox One, Dragon Age: Inquisition, Far Cry 4, and Middle-earth: Shadow of Mordor for Xbox 360 and PS3 all release on that day. Good luck, Sackboy.

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Here’s 10 Minutes Of Quantum Break For You Xbox One Fans http://egmr.net/2014/10/heres-10-minutes-quantum-break-xbox-one-fans/ http://egmr.net/2014/10/heres-10-minutes-quantum-break-xbox-one-fans/#comments Fri, 10 Oct 2014 13:30:55 +0000 http://egmr.net/?p=158623 Microsoft Japan recently published ten minutes of gameplay footage for the Xbox One exclusive Quantum Break by Remedy Entertainment, which you can check out above. It’s worth noting that most […]

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Microsoft Japan recently published ten minutes of gameplay footage for the Xbox One exclusive Quantum Break by Remedy Entertainment, which you can check out above.

It’s worth noting that most of this gameplay was shown at Gamescom in August, but there are a few extra minutes if you’re really that starved. Of course it’s here if you happened to miss it in August, because we’re busy people.

There’s nothing much else to say, other than that the game looks pretty cool although combat seems easy based on this footage. Of course, this could be because demonstrations are usually done with all these settings so that developers can’t die and stuff. Or they’re just played on the easiest difficulty.

Either way, check it out.

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Ubisoft Is Still Doing Damage Control Over Assassin’s Creed Unity Resolution Drama http://egmr.net/2014/10/ubisoft-still-backtracking-damage-control-assassin/ http://egmr.net/2014/10/ubisoft-still-backtracking-damage-control-assassin/#comments Fri, 10 Oct 2014 12:45:58 +0000 http://egmr.net/?p=158618 While I have got over this debate regarding resolution and frame rate, with my stance being that frame rate is more important as it actually impacts the gameplay experience, I […]

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While I have got over this debate regarding resolution and frame rate, with my stance being that frame rate is more important as it actually impacts the gameplay experience, I do still enjoy Ubisoft’s dreadful PR. Either they’ve got Don Mattrick up in there having a go at it, or Ubisoft’s PR are a bunch of crazies who enjoy watching the world burn.

In other words, they’re like us at this website. They cause shit. And they revel in it like sadists. I’m a sadist. Can’t speak for the rest of the people here. I am sidetracking though. As usual.

A couple of days ago Ubisoft’s Vincent Pontbriand said the company wanted to “avoid the debates and stuff” by making the PS4 and Xbox One versions the same. Now Ubisoft did actually give technical reasons as to why the resolution was brought down, but as soon as the man said those words it was pretty much all that stuck, and thus the #PS4noparity hashtag was born. A day later Ubisoft comes out with some bullshit about not yet locking down the specs for Assassin’s Creed Unity, implying that things could change. And then yesterday two other people from Ubisoft went to talk more tripe about how 30fps is more cinematic and 60fps isn’t actually the bees knees for certain games.

Sigh.

Today Ubisoft is completing its week of shit, surely emptying the shit fountain. A blog post by senior communications manager Gary Steinman has clarified that the studio would not stop a game from achieving its full potential.

“Let’s be clear up front: Ubisoft does not constrain its games,” he writes. “We would not limit a game’s resolution. And we would never do anything to intentionally diminish anything we’ve produced or developed.”

“We’ve spent four years building the best game we could imagine. Why would we ever do anything to hold it back?” Pontbriand adds. “I simply chose the wrong words when talking about the game’s resolution, and for that I’m sorry.”

Pontbriand concluded by saying that there’s nothing stopping the team from increasing the resolution post-launch like it did with Assassin’s Creed IV: Black Flag.

“We know a lot of gamers consider 1080p with 60 frames per second to be the gold standard, especially on the new generation of consoles,” Pontbriand concluded. “We realise we had also pushed for 1080p in some of our previous games, including AC4. But we made the right decision to focus our resources on delivering the best gameplay experience, and resolution is just one factor. There is a real cost to all those NPCs, to all the details in the city, to all the systems working together, and to the seamless co-op gameplay. We wanted to be absolutely uncompromising when it comes to the overall gameplay experience. Those additional pixels could only come at a cost to the gameplay.”

You go Ubisoft. Dance your PC circular dance. It seems you were saving up all this crap to unleash it in a week. Look, I’ve said this before. I’m cool with it if you can’t achieve 30fps or 1080p. Stuff happens. We can’t have everything. The struggle is real. But please drop the bullshit as if we’re toddlers, and try and convince us 30fps is better and more ‘cinematic’, or that there is no difference between 900p and 1080p. They didn’t say that last one, I’m just making examples.

Clearly the above information points to a lot of backtracking and damage control.

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Bring Out The Master Race: The Evil Within On PC Locked At 30 FPS http://egmr.net/2014/10/bring-master-race-evil-within-pc-locked-30fps/ http://egmr.net/2014/10/bring-master-race-evil-within-pc-locked-30fps/#comments Fri, 10 Oct 2014 12:00:26 +0000 http://egmr.net/?p=158614 In what will surely cause more than a few discussions among the glorious master race (I’m a loving PC gamer, don’t hate), Bethesda has confirmed that The Evil Within on […]

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In what will surely cause more than a few discussions among the glorious master race (I’m a loving PC gamer, don’t hate), Bethesda has confirmed that The Evil Within on PC will be locked at 30 frames per second.

You’re probably immediately smacking your head thinking this was done for that bullshit ‘cinematic reason’, but actually it was done for another bullshit reason, which is to have parity between the PC and console versions.

That’s according to Bethesda, who said that the game’s director Shinji Mikami wanted this and wanted all versions to look and feel the same.

“Shinji Mikami and the team at Tango designed The Evil Within to be played at 30fps and to utilize an aspect ratio of 2.35:1 for all platforms,” Bethesda said on its forums. “The team has worked the last four years perfecting the game experience with these settings in mind.

“For PC players, we’ll provide debug commands on how you can alter the frame rate and aspect ratio, but these commands and changes are not recommended or supported and we suggest everyone play the game as it was designed and intended for the best experience.”

Why not just enable PC gamers to do what they want? You know, because that’s how PC gamers to do it? But what do I know. I’m just a worthless Xbox fanboy cow who owns a PlayStation console and mostly games on PC.

Bethesda has also confirmed that the PC version will require 4GB of VRAM in order to run at 1080p resolution. Take that master race.

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DriveClub Servers Are Proper F*cked http://egmr.net/2014/10/driveclub-servers-proper-fucked/ http://egmr.net/2014/10/driveclub-servers-proper-fucked/#comments Fri, 10 Oct 2014 09:45:20 +0000 http://egmr.net/?p=158612 DriveClub has just recently released, and like many games embracing this always-on thing, servers are having a bit of a hard time. Evolution Studios has promised that more information about […]

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DriveClub has just recently released, and like many games embracing this always-on thing, servers are having a bit of a hard time. Evolution Studios has promised that more information about the game’s online problems will arrive later today, but the messed up part is that currently while the servers are running, they won’t accept new connections until a current online player leaves to free up a space. Effectively, someone needs to stop playing online in order for you to be able to, if the servers are loaded.

I’d call that proper fucked indeed.

Evolution Studios released a full statement on the matter on their Facebook page:

We’re just as frustrated as you about the server performance issues right now. We want you to be racing with clubs and having fun playing challenges, not checking Facebook updates from us to see if the servers are updated yet.

We’ll have more info for you later today (Thursday) so please bear with us while we work through this.

In case you don’t already know, the servers are up and running but they are hitting their performance limits, so they won’t accept new connections until one of the current online players frees up their space (allowing another to join in their place, which happens automatically and player selection is random).

If and when you get online, you should not have any connectivity issues during the remainder of your session. When you finish and disconnect, you’ll free up a space for someone else. This is obviously not ideal, especially given that there are a lot of players waiting to connect, but that’s how it’s working right now.

The whole team here at Evolution Studios have got their shoulders to the wheel working hard to improve this situation: developing updates and upgrades to the servers – and testing these updates around the clock so that we can get them live. We hope you can enjoy the game offline while we work to improve the server performance and get you connected – and we’re sorry that you’re having to wait to play the game online as we intended for it to be played.

Are you forced to play offline with DriveClub, or have you managed to actually get in on the online aspect?

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Ubisoft On Why In Their Minds 60 FPS Is Not The Bee’s Knees http://egmr.net/2014/10/ubisoft-60-fps-bees-knees/ http://egmr.net/2014/10/ubisoft-60-fps-bees-knees/#comments Thu, 09 Oct 2014 13:30:11 +0000 http://egmr.net/?p=158564 It’s a year after the launch of the black Pony machine and its rival the VCR, yet we’re still talking about frame rate and resolution because well done Sony and […]

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It’s a year after the launch of the black Pony machine and its rival the VCR, yet we’re still talking about frame rate and resolution because well done Sony and Microsoft, you turned them into buzzwords. Now everybody wants to talk about them, even though many can’t even tell the difference between the higher resolutions and frame rates. On that separate note, here’s a fun test to see whether you can tell the difference between 1080p and 900p. I got all three correct, because I’m a fucking loser.

I also got sidetracked, and for that I accept your apology.

Assassin’s Street Cred Unity is always a fun topic, but not as much as Ubisoft themselves I suppose. A developer working on the game has come out and said that he believes the industry is actually moving away from focusing on making games run at 60 frames per second, because it’s difficult to achieve and the struggle is real.

Unity world level design director Nicolas Guérin told TechRadar that the recent announcement from Ubisoft that Unity (the Assassin’s Creed game, not the engine) will run at 30fps was partly a stylistic choice, and not just limited to technicalities. Haven’t we heard that one before?

“At Ubisoft for a long time we wanted to push 60fps,” he said. “I don’t think it was a good idea because you don’t gain that much from 60fps and it doesn’t look like the real thing. It’s a bit like The Hobbit movie, it looked really weird.

“And in other games it’s the same – like the Rachet and Clank series [where it was dropped]. So I think collectively in the video game industry we’re dropping that standard because it’s hard to achieve, it’s twice as hard as 30fps, and it’s not really that great in terms of rendering quality of the picture and the image.”

Metal Gear Solid: Ground Zeroes may be wanting to get a word in here, buddy.

Alex Amancio, the game’s creative director, also weighed in and backed up Guérin’s point. However he did argue that there are other genres where 60fps is worth pursuing.

“30 was our goal, it feels more cinematic,” he explained. “60 is really good for a shooter, action adventure not so much. It actually feels better for people when it’s at that 30fps. It also lets us push the limits of everything to the maximum.”

Do you think 30fps makes a game more cinematic? Do you find 60fps to be too weird? I don’t know hey, I think Ubisoft is talking a bit of bullshit here. For fast moving and colourful action 60fps is pretty awesome, or at least upwards of 30fps. I don’t mind too much for resolution, even if a higher one is always nice to have, but frame rate is important. In racing games, shooters, fighting games and such genres, it can be fantastic and highly rewarding. It’s also excellent for action games like Uncharted or Assassin’s Creed as well, and Ground Zeroes is a really good example of where it’s used splendidly. I’m sure the Phantom Pain will do it justice as well, so I’m not quite sure what the deal is.

Perhaps it’s a matter of gamers being too used to 30fps, given last generation? I’m not disputing that it’s more difficult to achieve technically, but rather I’m discussing the matter of it looking ‘weird’, which I think is horseshit. I know I said bullshit, but I’m upgrading it now.

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What Does It Take For Capcom To Make A Sequel? http://egmr.net/2014/10/take-capcom-make-sequel/ http://egmr.net/2014/10/take-capcom-make-sequel/#comments Thu, 09 Oct 2014 12:00:04 +0000 http://egmr.net/?p=158562 Capcom used to be a company in charge of epic franchises and always ready to put out stellar titles like Street Fighter IV, my favourite fighting game of all time. […]

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Capcom used to be a company in charge of epic franchises and always ready to put out stellar titles like Street Fighter IV, my favourite fighting game of all time. Then Crapcom Capcom got greedy and dirty and became one of the worst publishers currently in existence, systematically destroying their popular franchises, at least as far as quality is concerned. Maybe this generation they’ll change that. Or not.

Anyway, the story here today is regarding what it takes for Capcom to make a sequel to one of their games. Well Capcom Producer Yoshinori Ono has recently had a chat with Famitsu (seen by Eventhubs), in which he stated that the company would be unlikely to make a sequel to a game unless it sells at least 2 million copies.

“For instance, if a game doesn’t sell over 2 million copies, then we’d have to put the brakes on any plans for a sequel,” Ono said. “All that means is that we weren’t capable enough. And all we can do after that is to reflect on the experience, take what we can learn from it, and try to apply those lessons on some other title.”

Ono was also asked about the possibility of another Darkstalkers game, but he said that won’t be happening “anytime soon.”

Since June 30, 2014, many notable Capcom games haven’t hit that magic 2 million unit sold mark, such as Dead Rising 3, DmC: Devil May Cry, Street Fighter X Tekken and Dragon’s Dogma. I think it’s easy to see how many have lost faith in the psychologically damaged publisher.

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