So earlier this week the Canada showing finally came. It was a tough journey avoiding spoilers for a good 2 months but I lasted; I think it was worth it. Suffice to say, this post will be filled with spoilers so if you haven't watched the movie, I suggest you don't go further. Though opinions on this movie are most likely highly conflicted (as was I after first finishing), I feel I can finally calm down enough to write cohesively.
Showing posts with label Pearz. Show all posts
Showing posts with label Pearz. Show all posts
Madoka Magica: Rebellion - The Other Side of the Coin
12/13/2013 08:28:00 PM
So earlier this week the Canada showing finally came. It was a tough journey avoiding spoilers for a good 2 months but I lasted; I think it was worth it. Suffice to say, this post will be filled with spoilers so if you haven't watched the movie, I suggest you don't go further. Though opinions on this movie are most likely highly conflicted (as was I after first finishing), I feel I can finally calm down enough to write cohesively.
Final Fantasy 14: Diverging Paths
So this blog has been pretty dead, but I guess it is my own blog so might as well make a post. An archive of the adventures our guild took within FF14. We went into this game, Rho, Aaro, Cody/Rei Menu/10 billion other names, and myself looking to see what we could make of it. Rho wasn't fully convinced on FF14 and no idea what Cody wanted, but off on our adventure we went. My personal main drive was Cody's constant complaint that I had "Big Fish, Small pond" Syndrome and I couldn't play these bigger MMOs because of it. I was out to prove it incorrect.
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| Only screenshot of us running together |
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| My gold saw to commemorate Carpentry being my first |
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| The days when pre-relic weapon sold so well |
This where where Cody came back into the frey, being in the largest FC meant he could get us tome mats, items you had for farm from end game dungeons. While we were busy rafting, we couldn't run the dungeons ourselves needing us to buy these mats. Us being the only crafters doing this, we were able to turn 270k into 2 mil, extreme amounts of gold at that time. We knew clear well that only gold buyers were affording our prices but we had the monopoly on our server, so we looked the other way.
Everything was perfect, we had lots of money, fully geared ourselves and ready to finally try for end game content. This was when everything went downhill. Squeenix decided they wanted to get rid of gold sellers so they did a sweeping ban on everyone over a certain gil threshold. Obviously that applied to us raking in large money. Luckily I was just under the bar, but Rho was far richer and got hit by the ban wave. This would lead to the week long wait on the fate of Rho's character.
A month into the game, all of us that had joined with the intention of playing together, but somehow our paths had all taken us in different directions, whether it be by choice or the fates of the devs. Roll another month and now I am the last man standing. As I reflect, I ended up getting what I wanted for better or worse. With Rho out of the picture, I was clearly top crafter on the server and most likely the most known player on the server. The final step left is to beat the so called unbeatable final boss of FF14 to hang up my bow.
~Pearz
First look at my MSI GE40 (plus windows 8)
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| Lights up "eyes" as aesthetics |
So I finally put my old laptop to rest after 2 year (Lenovo Y470). It served me well but it was slowly becoming too weak to run the new games. I do hope this new laptop I bought will be able to last another 2 years. I waited a few days of using this laptop before making a post as I wanted to use it for a bit to get a better idea of what it can do.
Valvrave 10 - The Saki Feast
So there is only one thing worth talking about this episode, but I'll still go through some of the more boring stuff. On a absolute side note, I got a new laptop and still getting used to Windows 8. Probably make a post about it on Sunday since I got into the FF14 beta and gotta play that over weekend. Also perfect chance to stress test my new machine.
Gargantia 10 - Based Chamber
Well Urobutcher was able to phrased it slightly different than me, but overall idea was the same. Luckily Chamber can act on his own without Ledo commanding him to finish off these squids. Hopefully this knowledge will give the alliance a way to kill hideauze from a biological level. Based Chamber, slay all those squid scum that has rejected humanity!
BTW: I don't disagree with Pinon's way of hoarding the treasure, his mistake, and downfall, will be allowing others to join at random.
~Pearz
Gargantia 09 - The Repercussions of Genetic Engineering
So I usually don't just jump in and make a post for a show I haven't been doing weekly for, but this was a very special episode. I was a fool to believe Urobutcher would create a healing anime, I peacefully believed it would be a peaceful show to see the reintegration of a soldier into society; Oh how this had taken a much darker twist. I guess there is no fun allowed.
Valvrave 08 - Loli Princesses
Had to skip a week of Valvrave post due to Anime North, but back on track now. Another episode to make you wonder what are they trying to lead up to? I started out picking this up because of how ridiculous it was. Now it seems like they are trying to do something with it. It will probably end up like train wreck that was Guilty Crown though; I can't wait.
This was the most pointless death ever. I am pretty certain the boyfriend will be get a mech now too and most likely die in the next few episodes with it. Her whole purpose was to cheer up our main character and ruin lives; She barely even got any lines past last episode where she just decides to die. Judging by the preview showing the Blue mech fighting, I can only assume the boyfriend will get that one to cure his "uselessness". Such sadness to create and tear apart a perfectly good couple to further the plot. I am sure tons would volunteer to be a pilot knowing thevampire based repercussions.
L-Elf as a character feels like a deus ex now. You can't possibly do everything and predict everything perfectly. When he inevitably dies, it would make zero sense how it could even be possible given his absolute skill and foresight. There is such thing as a character that is just too good. I mean Gai was pretty much the too pro character in Guilty Crown but he clearly had flaws. While L-Elf can take out hundreds on his own and could probably take out the whole base easily. When he can make short work of "top elite" characters, it means there is no way to balance a character like that, in other words, death. Too bad they made him so powerful he shouldn't be able to die...
They are trying to pitch L-elf as the "good guy" now as they slowly unveil his past. I assume we will get tidbits every episode until a full blown flashback. My wonder is how they can fit all this into 1 cour when we are past the halfway mark and not even all the Mechs have been claimed yet. Most likely the back story will end up being something stupid like cancer or cancer like disease that only 1 person has the cure.
When a episodes ends like this, I always wonder what the writers are thinking? If your story is truly interesting and great, do you really need a cliffhanger to keep the audience? It just feels like a ploy to try and hide shoddy writing and pretend like deep thought was put into the writing. Bakuman always just ended with the great news yet I still went back every week for it (manga btw, no idea how anime worked). I guess I will have to tune in next week for what crazy antics they come up with. I signed up for ridiculous vampire mech, that feeling of a semblance of an attempt at a plot irks me. I guess the eventual flop will still humour me greatly.
~Pearz
Pearz' at Anime North 2013
5/27/2013 12:46:00 AM
So I guess to start off this was the first time going to a con. All I had to go by was some horror stories and and some videos of what it would be like. It was both underwhelming and some places and overwhelming in others. I can't say overall which it was further since I really had no idea what I was getting in to.
Valvrave 06 - Saki Overload
I have been following this plus many other shows these season, but I picked this up halfway for posting because I decided to be slightly less lazy. Plus, this show is the perfect mix of ridiculousness and anime original so you can speculate all you want on what will happen next. Just to throw the facts out there first, Saki > Shoko.
Monster Hunter 3 Ultimate in review [9.5/10]
So Rho started playing monster hunter a awhile ago and was insistent it was the best thing ever. Part of buying my 3DS was because Monster Hunter 4 would come out on this platform and I promised I would give it a shot when it was released. In the meantime, Monster Hunter 3 Ultimate would be released to give me an idea of what Monster Hunter was about. I think I finally see why this game alone made the PSP a success, how stupid of Sony to lose it on the Vita but I digress.
Etrian Odyssey 4 in Review [7.5/10]
I haven't posted in awhile but decided to maybe post a bit again. I'll see how long it lasts this time... I digress, my latest game I played is Etrian Odyssey 4 or EO4 (I'll do a review of Monster Hunter 3 Ultimate too). For me, this was my first real exposure to this series. I attempted to play the first one, but I gave up 10-15 mins in when I died too many times. It was said this game was "easier" so I gave it a shot.
Tragedies, triumphs and tropes; lamentations of a gamer
With the announcement of the PS4 and the Xbox720 we can safely assume that this generation, my next-gen, is coming to an end. It will, undoubtedly, carry away with it some vestiges of greatness of which will never return, but also along with it the mediocrity we've committed, as producers and consumers, in the name of greed and safety, I hope.
Before we set our sights on the new generation, we must sit back and gaze inwards, and take inventory of the garbage and filth we've expelled around us into this current world. It would be a crime most heinous for us to drag with us all this wrong and underachievement into the new era.
We've turned gaming into a science, but somewhere along the way we lost the art. In this day and age of mega corporations, global agendas, executives and shareholders, we spend so much time and money trying to understand games and gamers that we've stopped respecting them. Terms like downloadable content and free-to-play used to be good, synonymous to innovation and opportunity, but now it’s warped into concepts like day-one DLC, on-disk DLC, content treadmills and pay-to-win. A discount used to be paying less for the same, then it evolved into paying the same for more, and now it's paying more for the same or paying even more for less later. This is not a healthy business model; this is a corrosive strategy focused on short-term profit at the cost of long-term sustainability. There is a reason why over fifty percent of developers identify themselves as indie.
The passion is not dead, the talent is not dead, and the love for gaming is ever-growing. The pulse of the gaming culture hums like the fucking coils of an overclocked GPU on the verge of exploding. So wherein does the problem lie? For starters, let’s inspect what is wrong with the funding structure:
The game starts with the developers: they care the most about the game but have the least say in the development process. The money starts with the shareholders: they care the least about the game but have the most say in the development process. Ergo, we can deduce that the money is more important than the game. In this funding structure, the money only cares about money; it does not care about the quality or sanctity of the product.
In the independent, or kickstarter, scenario the money comes from the backers. Now let’s be very clear for a second here: a backer is not a shareholder, but a backer is without a doubt a stakeholder. The backer doesn't get paid if the product does well; the money is given upfront to support a product the backer believes in, and the profit is metaphysical. This difference is critical because in this funding structure the money only cares about the quality of the product. So what happens when both ends focus on the product? It means nothing is more important than the game.
So let's say I'm a publicly traded company, not an indie, I have to answer to executives and shareholders, I work in a cubicle but the fucking machine that counts money gets its own office; how do I survive in this industry?
Now before I give some examples both good and bad, I first must say that things like DRMs, DLC, RMTs are not inherently bad or evil, but they get perverted and distorted as it moves through the pipeline and although the final product is slowly driving a thick nail into an industry shaped coffin, the concepts themselves at its purity are truly brilliant.
Let's start with DRMs: it stands for digital right management, that's it, it doesn't stand for death rape murder. So why does every gamer you ever meet wince at the sound of those three letters? Well, let's first consider why we need DRMS in the first place: piracy is real, piracy is wrong and piracy is rampant, this is all true. A certain company, let’s call them Inosoft cuz my hand slipped, came out with some shocking numbers recently about how much money they're losing to piracy on the PC. The number was ninety five percent, as in out of every ten people, only half a person paid for the game they're playing. Inosoft reported one billion four hundred million in sales last year. Their revenue breakdown shows ten percent of their total revenue came from PC. If you add up the numbers, this means they lost two billion six hundred and sixty million in sales due to piracy; that's almost double their total sales that year. That's like five percent of total global loss due to piracy that year.
Therefore it's completely justified that Inosoft would implement such invasive and demeaning DRMs to protect their games, right? Do the DRMs at least work? The answer is no, to both questions.
This is the epitome of disconnect between the corporate paradigm and the chaotic hivemind of the digital realm. If the DRMs where designed to dissuade the masses from each hacking their own individual copies of the game, it would work. If the scene people were trashing DRMs to sell for profit, it would work. The problem, however, is that neither of these assumptions are true, and the Internet doesn't run on profit, it runs on glory. Introducing a new DRM-riddled game into cyberspace is not introducing a threat, or a nuisance. It's introducing a challenge and the harder and more expensive the DRM is the better.
Before I continue this subject, I must point out that it is not completely directed at Inosoft; they are not the only ones who use DRMs or even the worst.
So what's the big rage? It's that DRMs are actually hurting a specific group of people, and it’s the last group of people you want to hurt: the loyal fans. Firstly, the DRMs cost money, and the money going into the development and implementation of these DRMs cut directly into the funding of the games. Secondly, it's incredibly invasive and inefficient; it is known to cost more HD space and negatively impact download and performance.
Let's focus on that last word: performance. It is now a thing where players literally on the first day have to wait in a queue to play a single-player game, if at all. Let me emphasize how ridiculous this situation is: it doesn't matter that you spent hundreds of dollars preordering a collector's edition of the game half a year before it was released, it doesn't matter that the game requires you to be always connected to the Internet even to play it single-player; you still cannot play the game on release day. You did everything correctly and legally, but you are denied what was promised you. Why? Because of an implement designed to stop pirates. Ironically, the pirates are completely unaffected; in fact, the only way to have guaranteed a smooth unmolested gameplay experience on day one was to pirate it.
What stabs at me the most, and often brings up a tear or two, is this loyalty. Like watching a dog abused by its unworthy master, the loyal gamer returns to spend their hard earned cash on these products. They could easily become the pirates these companies assume they are, but they do not, because they have honor, because the designated driver will still pay for gas.
Money, because the games industry is a for-profit industry. This is the age old dodge that's actually, sadly, age old now. Yes, absolutely, no games company can survive if it doesn't make money. The problem has never been about price tag, as long as the product was worth it. That there is the root of it all, the product is no longer worth the price tag.
In almost every other medium of entertainment, when the product is no longer good enough for the audience, you increase the quality of the product; the games industry is the only one that increases the price of the product. Here's the kicker: they're getting away with it. How? Cloak and dagger, that's how, it's kind of like smoke and mirrors except someone gets stabbed in the back.
Another abbreviation that comes with plenty of resentment: downloadable content, the suffix “able” implies that it could be done, not have to be done. Oh, how far has and will this argument carry them. Let us be nonpartisan about this, there are some incredible DLCs out there that is both non-intrusive and well done. It is not them for whom the bell tolls.
The ones that are not okay are the ones that do not give the gamer an incentive to purchase the DLC, it is not subtle enough that it is only found by players looking for DLC, it is not even well done. The average DLC attacks the psychology of the gamer, it uses scare tactics and punishment. You no longer get the entire game for the price tag shown. Now you have to pay for a better ending, pay for more story, pay for more options, pay for fighters in a fighting game, pay for guns in a shooting game; some go as far as make you pay to unlock something that's already on the disk.
This kind of conduct shows a genuine lack of respect for the gamer. DLCs should be made available for the gamer that actively wishes to further augment his experience with a particular game and is willing to pay more money for it. However, it is somehow assumed that such a gamer would be too stupid to find DLCs if it was less in-your-face. It is then taken a step further by making you feel like you need this particular piece of content or you are missing a piece of the whole rather than making you feel like it’s something extra. I've never seen a game reward a gamer with free DLC for completing the game, only punish them for not having them.
In the end, at fifteen bucks a pop, can you name any four pieces of DLC that could add up to the contents of the original game?
Actually, ask yourself this question: Is this DLC going to be more enjoyable than a movie?
Then ask yourself this: Would I have enjoyed six movies more than I enjoyed this game?
Real money transactions, also known as the cash shop, also known as microtransactions, are synonymous to the free-to -play market, with a slight deviation known as pay-to-win. Sadly, this is the least invasive form of moneygrubbing that happens in the game industry. Study shows that in a free-to-play game, a few percent of the population will spend an enormous amount of money and this is enough support the entire game.
Most players are less upset with a free-to-play game that released a piece of content they can't afford to or refuse to buy, while more upset with a game they paid for releasing a piece of DLC they don't really even care about. The reason for this is simple: if you did not pay for a game, you have no commitment to the game itself, you develop commitments to players you meet in the game, but these people exist outside the game world. Should you feel the need to leave the game, the investment lost is mental, not financial. Playing a free game for a couple of minutes and realizing its not for you is a lot more acceptable than paying upfront for a game that you realize in the same couple of minutes is not for you.
So if microtransactions are fine, what's my beef? It’s no longer a free-to-play thing. You now have to pay the full box cost, get dinged by DLC and deal with a cash shop on top of all of that. For a non-competitive single player game that you're footing full box cost for, how much of the total content are you actually getting? When is enough enough? At what point will we as consumers put our feet down and proclaim we demand that at least half the game come with the box?
Have games been getting shorter, some too short even, perhaps some are starting to get unnecessary multiplayer modes? The reality of it is, it’s even shorter than you think. The truth is games have been artificially lengthened for a while now.
Ever wonder why quests make you walk or drive across the town or even across the map? It's not so you can immerse yourself in the environment, it’s to extend the time cost just enough before you start questioning why you're doing it. A game recently came out that introduced random encounters during these long travels and heralded it as a game-changer. It's actually to tack on even more time cost while seemingly giving it purpose. JRPGs have been doing this for years now.
Notice how no matter how bigass or badass you are, doors will always give you trouble? They all seem to have an animation time don't they? A couple of seconds, just long enough so it’s not annoying. Think about how many doors you go through that game, back and forth, subtract that time off your total play time. Everything seems to have an animation time nowadays, even going into your inventory. Going up and down ledges seem to take longer, crouching and crawling are slower.
You used to always run, then hold shift to walk if you wanted to be sneaky; nowadays you walk by default, and hold shift to run, but you're supposed to be a super soldier or hell sometimes a robot, yet you run out of juice after just a few seconds.
Quick time events are another often lamented topic. Who thought it was a good idea to deny me the final attack on an opponent? I understand you wish to show me the developer circle-jerk a la beautiful cutscenes, and you know what, I really want to see it too. However, it should not have to subtract from my experience. A quick time event should not occur when I get the boss to a certain percentage, force me into a mini-game, and then punish me by making me redo the mini-game, or kill me, or give some life back to the boss. This is the worst form of artificial lengthening around.
The reality is, after I kill a boss, you can show me how I killed it dead, I'm not gonna skip a badass once-a-game cutscene like that. Oh wait, it's not once-a-game anymore now, is it. Here comes the punchline: they think gamers would feel that a cutscene after every kill would be too much, too repetitive even. However if there's a button combination involved, gamers will happily watch an already-dead opponent flop around for another five seconds. Notice how even opening doors nowadays is a quick time event?
When you're doing all this to hide the increasingly generic and linear gameplay, the question must be asked: Why can't you just make better games?
The casualization of video games, the console degeneration, the dumbing down of games; insert picture of ten-year-old holding a prop gun giving you the finger. Call it whatever you want and attach whatever imagery you wish, but it’s here. It is without a doubt here.
Games are getting easier, less offensive, less scary, less interesting. Every title seems to reiterate the basic movement methodology the controllers are designed around. Maybe the old days where you're just handed the controller and told to figure it out was too barbaric, but honestly, spending the first hour of a five-hour game being spoon fed one tiny morsel at a time on the most basic of basics of gameplay is not just necessary. Someone who actually can't figure out how to make their character look around without being taught in baby steps probably never figured out how to get the damn thing to play in the first place.
A tried and true horror title was told to go more mainstream, lose the scare, lose the learning curve, up the action, up the cutscenes. One of the best new IPs of this generation, just like that, crumbled into mediocrity.
Cover shooters was a game-changer; even though it was around in the old generation, it did not truly display its virility until this generation. Hail to the chest high walls and hulking space marines that brought this mechanic into prominence. Never stop. As for every other rehash of this exact same mechanic and the inclusion of this exact same mechanic in every title whether or not it needs it: Chill the fuck out. When you do this it tells us gamers that this is it as far as gaming goes in this generation. Is it?
It is understandable that as a generation winds to a close, less and less innovations are made, and once the new generation begins, everyone rushes to make the next game-changer that defines the entire generation. However, did we truly exhaust the limits of the current generation? Or are we simply being complacent in our disposition, just rehashing old ideas, sometimes straight up copying, shamelessly.
Tomb Raider came out this week. However, what I played was not Tomb Raider; I played every fucking successful game that came out this generation but I did not play Tomb Raider. We could have let the dead rest, but no, we love zombies so much we turned it into one, a heterogeneous amalgamation of parts hacked off of others, smashed together without rhyme or reason. Now forever the name Tomb Raider will be marred by this experience. I knew the moment I lay this game down that there is nothing left of this generation for me to see. In the sound of tearing plastic, the final seal was broken and Armageddon had come.
~~
Before we set our sights on the new generation, we must sit back and gaze inwards, and take inventory of the garbage and filth we've expelled around us into this current world. It would be a crime most heinous for us to drag with us all this wrong and underachievement into the new era.
We've turned gaming into a science, but somewhere along the way we lost the art. In this day and age of mega corporations, global agendas, executives and shareholders, we spend so much time and money trying to understand games and gamers that we've stopped respecting them. Terms like downloadable content and free-to-play used to be good, synonymous to innovation and opportunity, but now it’s warped into concepts like day-one DLC, on-disk DLC, content treadmills and pay-to-win. A discount used to be paying less for the same, then it evolved into paying the same for more, and now it's paying more for the same or paying even more for less later. This is not a healthy business model; this is a corrosive strategy focused on short-term profit at the cost of long-term sustainability. There is a reason why over fifty percent of developers identify themselves as indie.
The passion is not dead, the talent is not dead, and the love for gaming is ever-growing. The pulse of the gaming culture hums like the fucking coils of an overclocked GPU on the verge of exploding. So wherein does the problem lie? For starters, let’s inspect what is wrong with the funding structure:
The game starts with the developers: they care the most about the game but have the least say in the development process. The money starts with the shareholders: they care the least about the game but have the most say in the development process. Ergo, we can deduce that the money is more important than the game. In this funding structure, the money only cares about money; it does not care about the quality or sanctity of the product.
In the independent, or kickstarter, scenario the money comes from the backers. Now let’s be very clear for a second here: a backer is not a shareholder, but a backer is without a doubt a stakeholder. The backer doesn't get paid if the product does well; the money is given upfront to support a product the backer believes in, and the profit is metaphysical. This difference is critical because in this funding structure the money only cares about the quality of the product. So what happens when both ends focus on the product? It means nothing is more important than the game.
So let's say I'm a publicly traded company, not an indie, I have to answer to executives and shareholders, I work in a cubicle but the fucking machine that counts money gets its own office; how do I survive in this industry?
Now before I give some examples both good and bad, I first must say that things like DRMs, DLC, RMTs are not inherently bad or evil, but they get perverted and distorted as it moves through the pipeline and although the final product is slowly driving a thick nail into an industry shaped coffin, the concepts themselves at its purity are truly brilliant.
Let's start with DRMs: it stands for digital right management, that's it, it doesn't stand for death rape murder. So why does every gamer you ever meet wince at the sound of those three letters? Well, let's first consider why we need DRMS in the first place: piracy is real, piracy is wrong and piracy is rampant, this is all true. A certain company, let’s call them Inosoft cuz my hand slipped, came out with some shocking numbers recently about how much money they're losing to piracy on the PC. The number was ninety five percent, as in out of every ten people, only half a person paid for the game they're playing. Inosoft reported one billion four hundred million in sales last year. Their revenue breakdown shows ten percent of their total revenue came from PC. If you add up the numbers, this means they lost two billion six hundred and sixty million in sales due to piracy; that's almost double their total sales that year. That's like five percent of total global loss due to piracy that year.
Therefore it's completely justified that Inosoft would implement such invasive and demeaning DRMs to protect their games, right? Do the DRMs at least work? The answer is no, to both questions.
This is the epitome of disconnect between the corporate paradigm and the chaotic hivemind of the digital realm. If the DRMs where designed to dissuade the masses from each hacking their own individual copies of the game, it would work. If the scene people were trashing DRMs to sell for profit, it would work. The problem, however, is that neither of these assumptions are true, and the Internet doesn't run on profit, it runs on glory. Introducing a new DRM-riddled game into cyberspace is not introducing a threat, or a nuisance. It's introducing a challenge and the harder and more expensive the DRM is the better.
Before I continue this subject, I must point out that it is not completely directed at Inosoft; they are not the only ones who use DRMs or even the worst.
So what's the big rage? It's that DRMs are actually hurting a specific group of people, and it’s the last group of people you want to hurt: the loyal fans. Firstly, the DRMs cost money, and the money going into the development and implementation of these DRMs cut directly into the funding of the games. Secondly, it's incredibly invasive and inefficient; it is known to cost more HD space and negatively impact download and performance.
Let's focus on that last word: performance. It is now a thing where players literally on the first day have to wait in a queue to play a single-player game, if at all. Let me emphasize how ridiculous this situation is: it doesn't matter that you spent hundreds of dollars preordering a collector's edition of the game half a year before it was released, it doesn't matter that the game requires you to be always connected to the Internet even to play it single-player; you still cannot play the game on release day. You did everything correctly and legally, but you are denied what was promised you. Why? Because of an implement designed to stop pirates. Ironically, the pirates are completely unaffected; in fact, the only way to have guaranteed a smooth unmolested gameplay experience on day one was to pirate it.
What stabs at me the most, and often brings up a tear or two, is this loyalty. Like watching a dog abused by its unworthy master, the loyal gamer returns to spend their hard earned cash on these products. They could easily become the pirates these companies assume they are, but they do not, because they have honor, because the designated driver will still pay for gas.
Money, because the games industry is a for-profit industry. This is the age old dodge that's actually, sadly, age old now. Yes, absolutely, no games company can survive if it doesn't make money. The problem has never been about price tag, as long as the product was worth it. That there is the root of it all, the product is no longer worth the price tag.
In almost every other medium of entertainment, when the product is no longer good enough for the audience, you increase the quality of the product; the games industry is the only one that increases the price of the product. Here's the kicker: they're getting away with it. How? Cloak and dagger, that's how, it's kind of like smoke and mirrors except someone gets stabbed in the back.
Another abbreviation that comes with plenty of resentment: downloadable content, the suffix “able” implies that it could be done, not have to be done. Oh, how far has and will this argument carry them. Let us be nonpartisan about this, there are some incredible DLCs out there that is both non-intrusive and well done. It is not them for whom the bell tolls.
The ones that are not okay are the ones that do not give the gamer an incentive to purchase the DLC, it is not subtle enough that it is only found by players looking for DLC, it is not even well done. The average DLC attacks the psychology of the gamer, it uses scare tactics and punishment. You no longer get the entire game for the price tag shown. Now you have to pay for a better ending, pay for more story, pay for more options, pay for fighters in a fighting game, pay for guns in a shooting game; some go as far as make you pay to unlock something that's already on the disk.
This kind of conduct shows a genuine lack of respect for the gamer. DLCs should be made available for the gamer that actively wishes to further augment his experience with a particular game and is willing to pay more money for it. However, it is somehow assumed that such a gamer would be too stupid to find DLCs if it was less in-your-face. It is then taken a step further by making you feel like you need this particular piece of content or you are missing a piece of the whole rather than making you feel like it’s something extra. I've never seen a game reward a gamer with free DLC for completing the game, only punish them for not having them.
In the end, at fifteen bucks a pop, can you name any four pieces of DLC that could add up to the contents of the original game?
Actually, ask yourself this question: Is this DLC going to be more enjoyable than a movie?
Then ask yourself this: Would I have enjoyed six movies more than I enjoyed this game?
Real money transactions, also known as the cash shop, also known as microtransactions, are synonymous to the free-to -play market, with a slight deviation known as pay-to-win. Sadly, this is the least invasive form of moneygrubbing that happens in the game industry. Study shows that in a free-to-play game, a few percent of the population will spend an enormous amount of money and this is enough support the entire game.
Most players are less upset with a free-to-play game that released a piece of content they can't afford to or refuse to buy, while more upset with a game they paid for releasing a piece of DLC they don't really even care about. The reason for this is simple: if you did not pay for a game, you have no commitment to the game itself, you develop commitments to players you meet in the game, but these people exist outside the game world. Should you feel the need to leave the game, the investment lost is mental, not financial. Playing a free game for a couple of minutes and realizing its not for you is a lot more acceptable than paying upfront for a game that you realize in the same couple of minutes is not for you.
So if microtransactions are fine, what's my beef? It’s no longer a free-to-play thing. You now have to pay the full box cost, get dinged by DLC and deal with a cash shop on top of all of that. For a non-competitive single player game that you're footing full box cost for, how much of the total content are you actually getting? When is enough enough? At what point will we as consumers put our feet down and proclaim we demand that at least half the game come with the box?
Have games been getting shorter, some too short even, perhaps some are starting to get unnecessary multiplayer modes? The reality of it is, it’s even shorter than you think. The truth is games have been artificially lengthened for a while now.
Ever wonder why quests make you walk or drive across the town or even across the map? It's not so you can immerse yourself in the environment, it’s to extend the time cost just enough before you start questioning why you're doing it. A game recently came out that introduced random encounters during these long travels and heralded it as a game-changer. It's actually to tack on even more time cost while seemingly giving it purpose. JRPGs have been doing this for years now.
Notice how no matter how bigass or badass you are, doors will always give you trouble? They all seem to have an animation time don't they? A couple of seconds, just long enough so it’s not annoying. Think about how many doors you go through that game, back and forth, subtract that time off your total play time. Everything seems to have an animation time nowadays, even going into your inventory. Going up and down ledges seem to take longer, crouching and crawling are slower.
You used to always run, then hold shift to walk if you wanted to be sneaky; nowadays you walk by default, and hold shift to run, but you're supposed to be a super soldier or hell sometimes a robot, yet you run out of juice after just a few seconds.
Quick time events are another often lamented topic. Who thought it was a good idea to deny me the final attack on an opponent? I understand you wish to show me the developer circle-jerk a la beautiful cutscenes, and you know what, I really want to see it too. However, it should not have to subtract from my experience. A quick time event should not occur when I get the boss to a certain percentage, force me into a mini-game, and then punish me by making me redo the mini-game, or kill me, or give some life back to the boss. This is the worst form of artificial lengthening around.
The reality is, after I kill a boss, you can show me how I killed it dead, I'm not gonna skip a badass once-a-game cutscene like that. Oh wait, it's not once-a-game anymore now, is it. Here comes the punchline: they think gamers would feel that a cutscene after every kill would be too much, too repetitive even. However if there's a button combination involved, gamers will happily watch an already-dead opponent flop around for another five seconds. Notice how even opening doors nowadays is a quick time event?
When you're doing all this to hide the increasingly generic and linear gameplay, the question must be asked: Why can't you just make better games?
The casualization of video games, the console degeneration, the dumbing down of games; insert picture of ten-year-old holding a prop gun giving you the finger. Call it whatever you want and attach whatever imagery you wish, but it’s here. It is without a doubt here.
Games are getting easier, less offensive, less scary, less interesting. Every title seems to reiterate the basic movement methodology the controllers are designed around. Maybe the old days where you're just handed the controller and told to figure it out was too barbaric, but honestly, spending the first hour of a five-hour game being spoon fed one tiny morsel at a time on the most basic of basics of gameplay is not just necessary. Someone who actually can't figure out how to make their character look around without being taught in baby steps probably never figured out how to get the damn thing to play in the first place.
A tried and true horror title was told to go more mainstream, lose the scare, lose the learning curve, up the action, up the cutscenes. One of the best new IPs of this generation, just like that, crumbled into mediocrity.
Cover shooters was a game-changer; even though it was around in the old generation, it did not truly display its virility until this generation. Hail to the chest high walls and hulking space marines that brought this mechanic into prominence. Never stop. As for every other rehash of this exact same mechanic and the inclusion of this exact same mechanic in every title whether or not it needs it: Chill the fuck out. When you do this it tells us gamers that this is it as far as gaming goes in this generation. Is it?
It is understandable that as a generation winds to a close, less and less innovations are made, and once the new generation begins, everyone rushes to make the next game-changer that defines the entire generation. However, did we truly exhaust the limits of the current generation? Or are we simply being complacent in our disposition, just rehashing old ideas, sometimes straight up copying, shamelessly.
Tomb Raider came out this week. However, what I played was not Tomb Raider; I played every fucking successful game that came out this generation but I did not play Tomb Raider. We could have let the dead rest, but no, we love zombies so much we turned it into one, a heterogeneous amalgamation of parts hacked off of others, smashed together without rhyme or reason. Now forever the name Tomb Raider will be marred by this experience. I knew the moment I lay this game down that there is nothing left of this generation for me to see. In the sound of tearing plastic, the final seal was broken and Armageddon had come.
~~
Psycho Pass 09 - Another Dull Moment
12/08/2012 08:47:00 PM
Been a few weeks since I last posted but I just been quite busy and I feel like things are still moving quite slow in this show. They seem to have finally shifted their focus on 1 central story, to bad the story seems to be branching off in too many things to look like it will do well. This show went from extremely hopeful, to pretty low on this season. Almost everything else I follow this season is better...
Psycho Pass 05 - Impeding Flashback
11/10/2012 09:36:00 PM
I guess things slightly picked up this episode but the pacing overall is still quite slow. Funny though, it seems they pulled the same thing as Madoka for the first scenes of the anime. They made it seem like it was a prelude to the end scenes when it was always in chronological order. At least it doesn't seem as critical to the whole plot as Madoka was. More of a chance to flesh out the characters I guess, also a chance to introduce the final villain.
Psycho Pass 04 - Internet 5.0
11/01/2012 11:46:00 PM
It took long enough, but enter the evil organization! The previous episodes felt a bit vague a direction to just be hunting small time criminals. It was about time organized groups being pegged as bad people showed up. A direction for our main characters to move as they slowly learn more flaws of the world. Still another overall slow episode as we are into episode 4 and still busy establishing more of the setting with no clear goal for our main character.
Spoiler-Free Review: Virtue's Last Reward [8.5/10]
So it was a little over a year ago when they announced their would be a sequel to the 999 game for the DS. Being one of the best titles for the DS imo, I was ecstatic to hear this. It was funny, as back then, you walk into a game shop and no one knew what the hell 999 was. 1 year later, and it is sold out as well as one of the biggest games for the 3DS. The mixture of a mystery story and puzzles hits the perfect spot. I guess I should actually review the game instead of rambling on? ( I can continue my rambling later)
Psycho Pass 03 - The Eyes of a Hunter
10/26/2012 12:20:00 AM
Another week of Psycho Pass and still no real indication of a direction this show is heading. I think the assumption was that something big would go down this week with what happened to Mami. I guess they are taking this a bit slower being 2 cour rather then being rushed with 1 cour. Still, I feel the pacing is quite slow, hopefully things will pick up soon.
Psycho Pass 02 - A Closed System
10/19/2012 12:04:00 AM
A slow second episode for Psycho Pass. I guess 2 cour means things will be moving a bit slower then expected. They touched on a few key issues in one episode, I guess they will all be main issues in the coming episodes as they examine the flaws of the society they live. Though it probably won't happen, I would prefer if everything makes a full circle in the end for Akane to realize the system they have is for the best; Very highly unlikely as people these days like to over rate freedom.
Psycho Pass 01 - A Rating on Life
10/12/2012 01:36:00 AM
It is has been quite some time, but I will try and stay consistent doing this series every week. I am still insanely busy but hopefully I can keep up! This show looked right up my alley in setting and touched on quite a few points that peaked my interest. Being an anime original is also a major plus as no one to spoil what happens next with endless speculation!
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