MICROSOFT HAS A LOT OF XPLAINING TO DO

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Tuesday, May 28, 2013


By: Jamaal Ryan
Many people are disappointed for different reasons, or all the reasons combined. As gamers, having to think that Xbox is synonymous with gaming is unnatural, simply because having to actively think about it would assume that this relationship is in question. The first half hour of Xbox One’s reveal was anything but about that synonymous relationship. However, many people fail to realize that this shouldn’t be a surprise. 
Well before the event in Redmond, Microsoft issued a statement generalizing what they were going to cover. They encouraged viewers and attendees to look forward to announcements of games, TV and entertainment… and they’ll roll out their lineup of “blockbuster games” at E3. Many made predictions based on Xbox 360’s pedigree of their focus on entertainment rather than on games alone. Those people were right. Pulled right from Xbox’s history, Peter Molyneux stated that Microsoft targeted the living room, not just games, since the original bulky system’s inception. 
What we were left with was a showcase of unnatural multitasking with Kinect – SmartGlass – your controller, and jazz hands, meaningless partnerships and features with sports companies (at least meaningless to gamers like me who don’t give a shit about sports), pre-rendered footage of upcoming EA Sports titles and Forza 5, an intriguing new IP by Remedy, Quantum Break, and an expositional look at the making of Call of Duty: Ghosts. They didn’t lie: games, TV and entertainment. 

Some of you are disappointed, and I understand that because so am I. But this shouldn’t have blind-sided you. In any event, if Microsoft was so tight lipped about games and are currently working on 15 exclusives, 8 of them – including Quantum Break – are original IP’s, predictions are a risky business in this industry, but E3 might very well win us over.  Xbox is a gaming platform deeply invested in this market regardless of the additives and alternate functionalities that the Xbox One will have. Games aren’t going anywhere, and we’ll see them very soon.
But those of us who were perplexed may have missed out on the redacted bits of information that was absent from the unveiling. Instant game saves even after shutting down? Are these games installed? And if so, how much gigs of space are we dealing with? Wait a minute, wasn’t I flipping the fuck out about always online? Where’s mentioning about that? Oh and, did I hear something about me having to purchase a game even if my buddy lends it to me? 
Let’s address the most venomous rumor first. Microsoft has confirmed that Xbox One requires an internet connection, but isn’t required to be always online. If your box can check into the internet once every 24 hours, you’re golden. Though this may sound like a happy middle ground between an off-line console and one with a persistent connection, anyone with internet troubles knows that connection issues can last more than 24 hours which would in turn disable you from playing your games throughout that time. 
But what if you don’t have a connection at all? I would assume that Microsoft has considered geographical populations where the amount of those connected to the internet is substantially less than the entire sample. The chances are, they took their bets on alienating that demographic because those potential consumers weren’t needed for their business. It’s fucked up, but understandable. But what about moving your Xbox to a different location without an internet connection (I flew to St. Croix for a week last summer where the internet pales in comparison to ours here in the States. Guess I won’t be bringing my Xbox One down there next time), perhaps out of the country or to a hotel where you don’t feel like paying a fee for internet access? That experience is completely locked out for you, and you’ll consider bringing another platform. 
Moving on to the newest controversy behind used games sales, the feed of the system’s features in regards to this have been anything but consistent. First, it was stated that purchased games (which all require an install) won’t be playable at a friend’s house thanks to a type of unit based activation code. Then more detail was released assuring that we can indeed play games at a friend’s, however we will have to be signed into our own account. If any gamer wanted to pick up a title that was owned by someone else, we can assume that this includes purchasing one at Gamestop, they will have to pay for it. Whether it would be full price or a separate fee is unknown (at least to this writer; please correct if necessary) as both scenarios have been mentioned.
Update: As reported in this week’s A WEEK IN GAMING, there have been claims that Microsoft has partnered up with retailers who will get a cut of used game sales in addition to the publishers and Microsoft themselves who will also get a cut from every sale.

Also, Geoff Keighley indicated that publishers wish to  use DRM on used games, which may or may not align with previous statements on games sales. (Edited 5.27.13)
Last and perhaps least is the mandatory installation. Like the 24 hour incremental connection, this may very well be DRM. But with Blu-Ray discs holding 25 GB of storage, and a 500 GB system that will have significantly less room thanks to the beastly OS trifecta Xbox One is wielding, how many games can we fit on that hard drive? What will gamers like me who power through nearly two dozen games in 12 months do? Will these 300,000 servers allow us to beam chunks of data – meaning entire games – to the cloud? Sure, the Xbox One supports external hard drives, but essentially you’re expanding space at an extra cost to compensate for a feature that we didn’t ask for. 
This concludes week one of Xbox One reveal post mortem, and already the information delivered from the system publisher seems deliberately cagy, slowly bleeding news that is seemingly consumer unfriendly. When all the facts roll out and all the cards are on the table, if concerns prove any kind of accuracy, then Microsoft will have to do some serious damage control preparation, and have a hell of a fight in this upcoming console race starting at the end of 2013.

By: Jamaal Ryan

Well, the next gen console race has officially kicked off. Let’s take a look at a week in gaming from Monday 5.20.13

Finding More Meaning than Violence (5/20)

Rally Games head Jeremy Pope has long since departured from the development of violent videogames since his production job at Rockstar Games where he worked on GTA 3, Vice City and Max Payne. He admits to the influence of his family values helping steer his decision to pull away from violent videogame development, but he also brings up points that have been echoed before from within-industry critics.

Pope encourages developers (and most importantly, publishers) to take risks in finding a more abstract meaning of conflict rather than its most basic depiction, the infliction of violence. He sheds light on platforms such as Steam and the App Store that avoid focus testing and publishing constraints which allow artists to create content that’s conceptually abstract rather than iterating on more graphic and visceral images of violence.


The Rally Games head admits that, “I think it’s often easier to do violence that it is to generate meaningful, interesting conflict through nonviolent ways.” 

I argue this: while the criteria that equates to an ESRB rating of M is certainly content not meant for young, impressionable minds, they’re largely sophomoric fantasies nonetheless.

Here’s to a more fulfilling meaning of mature content with more complex dilemmas, life choices and emotional themes.  

The Big Day: Xbox One (5/21)
Microsoft held their long awaited new Xbox reveal at their Redmond campus in Washington. Here are some of the major points of the conference:

Operational Features
-          
      Xbox One is capable of instant saves, allowing users to resume their content from their previous session even after the system was off, much like the Playstation 4.
-          
            The system’s three operating systems allow it to seamlessly jump from running application to running application. It was demonstrated switching from TV to movies, to games, to the web browser.
-          
      The system is also capable of what’s called Xbox Snap, where you can operate two applications simultaneously.
-          
      Kinect functionalities are deeply integrated into the system in both navigation and software input. At 1080p with photon measuring speed, Xbox One’s Kinect tracts movement with higher accuracy recognizing your face, voice, and even allegedly, your pulse.
-          
      Users can pinch applications to the home screen via Kinect, or expand them to full screen.
-          
      Skype is used through Kinect.
-          
      Xbox One will be connected to their cloud service powered by 300,000 servers (larger than the world’s networking power in 1999, as they say) where they can offload computation in games and likely other cloud expected features not mentioned in the event.
-          
      Games can be edited and shared thanks to the system’s DVR like functionalities.
-          
      Xbox One works with SmartGlass.
-          
      The new controller is redesigned with an improved D-pad, round edged triggers with impulse feedback, an unknown “Guide surface” at the top, and recently revealed buttons now known to be View and Menu.
-          
      Achievements now track how they’re achieved.



Media
-          
      TV, movies, music and the web browser can all be accessed via Kinect.
-          
       Live TV allows users to switch to live broadcasted television via HDMI input.
-          
      Xbox Guide allows the browsing through trending and your favorite media as well as free navigation through channels by saying “Xbox, HBO, CBS, MTV, etc.”
-          
      ESPN allows you to access your fantasy teams via Kinect.
-          
      Xbox teams up with NFL.
-          
      Steven Spielberg partners with 343 to create the Xbox exclusive Halo television series.


Games
-          
      New EA Sports games -- FIFA, Madden, NBA Live, and UFC -- will all run on the new Ignite Engine.
-         
      Forza 5 announced.
-          
      Max Payne and Alan Wake developer Remedy announces new IP Quantum Break which appears to join the television series with the game. Theme centers on time manipulation.
-          
      Call of Duty: Ghosts shown
·         Written by Oscar Award winner and writer of Traffic and Syriana, Stephen Gaghan.
·         Canine companion integral to the story and gameplay.
·         Newly improved engine that, though not quite as technically impressive as other next gen titles, will still prioritize 60 fps and low latency controls.
·         New manuverabilites will be featured such as fast mantling which allows you to vault over obstacles similar to Brink’s S.M.A.R.T. system, sliding which allows you to slide from the line of fire, and you can now fire from behind cover akin to what was used in Rainbow Six.
·          New dynamic maps will be featured that can spur earthquakes, floods, and allow players to interact and manipulate them
·         Players can now customize cosmetic features such as the head, body and gear of their multiplayer avatars.
-          15 exclusive titles are being developed, 8 of them are new IP’s.


What Microsoft Didn’t Address
-          
      How will players keep games and other media with only 500 GB of hard drive space?
-          
      What are the full system specs?
·         Blu-ray
·         Game DVR
·         8GB DDR3
·         8 Core Microsoft custom GPU
·         500 GB hard drive
·         USB 3.0 support
·         External Storage support
·         Cloud Storage
·         Mandatory installs
·         Required internet
·         No Backwards Compatibility
·         HDMI input and output with 4K support
·         Gigabit Ethernet, WiFi
-          What are the specifics behind recording and sharing tools?
-          
       Is Illumiroom compatible with the system?
-          
       Is it always online
·         Only every 24 hours

Takeaway.
The conference set out to be exactly what Microsoft stated that it would, to be heavily entertainment focused. The ability to seamlessly jump between different forms of entertainment, TV, games, web browser, etc., is super baked into the Xbox One’s entertainment push. People question X Box One’s departure to the entertainment space -- particularly with television -- as more and more people are moving away from cable. However many forget that the 360 was one of the leaders in non-cable entertainment with Nextflix, Hulu, Amazon Video, and HBO GO. Microsoft is covering all of its bases with entertainment in a hyper aggressive and all-encompassing way.
What was missing from the conference we can only guess will be at this year’s E3. The system specs (listed above) as well as more and more games should be revealed to make up for the deliberate lack that we witnessed at the conference. Microsoft still didn’t put some concerns completely to rest. Can gamers access games if they have four concrete walls with an outlet and a television? (No). What freedom do gamers have when taking games away from their “assigned” console? (Addressed later).
The X Box One’s reveal was half as long as the PS4’s, but didn’t necessarily trim all of the fat into a satisfying show, leaving us with almost as many questions as we received answers. We’re three weeks away from E3, let’s hope that this year’s press conference ditches the entertainment pitch and discusses everything we gamers care about.
Xbox One: The Make Up for the Fuck Up. (5/22)

Microsoft responded to the questions asked by many gamers. Is the system always online? How will the system handle used games?

Microsoft finally answered the long awaited question of the rumored always online feature. While the system won’t require a consistent internet connection, it has to be able to connect every 24 hours. This is fine and dandy for a large part of the United States, but what about other parts of the globe that aren’t as fortunate as us with easy internet access? Playstation 4. That’s what’ll happen.
Turning to the topic of used games, they painted an interesting yet confusing scenario, illustrating one taking a game to a friend’s house. The copy you play on a friend’s system can only be accessed in two ways, if you’re playing on your own account or if they purchase the rights to it. This left services like Gamefly and retailers like GameStop in question, which was clarified later in the week.

An Impressive yet Old Engine (5/23)

The Call of Duty franchise doesn’t get enough credit. In a two year development cycle and releasing annually, Call of Duty has managed to deliver a great shooter every year since the very beginning of this generation at the Xbox 360’s lunch.

Kicking off next gen with Call of Duty: Ghosts, Infinity Ward’s animation lead Zach Volker reports that the engine used in this next generation of Call of Duty is still based off of the Quake III engine that they’ve been using for years since Call of Duty 4. 

…but that’s still pretty damn impressive.

He explained that it would be impossible to build a new engine from the ground up in just 2 years.

Xbox One’s Used Games Sales Explained (5/24)

After days of speculation, we finally have a firmer understanding of how Xbox One will handle used game sales. Microsoft allegedly will certify certain retailers to participate in their used game sales program. When a customer trades in a game into that retailer, that game is logged into Microsoft’s Azure cloud system and then their system’s rights to that game is terminated. For every copy of that game sold, the publisher and Microsoft will get a cut of that sale, leaving retailers with what is reported now as roughly 10%.


Even more questions generate from this unveiled system.

What will become of retailers like Gamestop who previously earned 100% of the profit of used games?

Will publishers favor Xbox One since they’ll now be receiving a cut from almost every game sold?

Will Sony respond to that shift by launching a used games program of their own after being the only console publisher who participated in online passes?

And how much healthier will game publishers be health now that they’ll be receiving more money from consumers?

Only time will tell.




 

Reviewed by: Jamaal Ryan
I'm ashamed to admit, but I was actually worried about Bioshock Infinite. Announced way back in 2008, and previously expected to release last year, disasters like Aliens: Colonial Marines taught us that time is often not kind to game development. Fundamental changes and tight lipped PR did nothing to serve positive anticipation. But here we are, with one of the most prospected releases in years.
Following the sky shooting standards of its proper predecessor, Infinite aims higher; much, much higher. Its ambition almost cannot be contained in a shooter, a very fine and creatively designed shooter at that. But what Bioshock excels at is mind warping storytelling, done in such a way that’s so exceptional from what we typically see while pushing joysticks and pressing buttons.
With a nod-winking reference to 2007’s Bioshock, Booker Dewitt sits in a boat rowed by a bantering pair, one of which who hands him an oak finished lock box with a pistol, a sheet with symbol  instructions, a key, and a picture of Elizabeth; the presumed girl whom he must find that would “wipe away the dept”. As the pair abandons Dewitt standing on the dock stranded as the night rain pours, you make your way to the beaconed lighthouse, and begin your ascent to Columbia.
Your first impression will be this: Columbia glows. It's aggressively vibrant with popping colors, sun soaking god-rays and passing clouds saturating dancing buildings and floating zeppelins. The densely populated visual presentation makes for one of the most captivating settings this generation. This departure from Rapture almost seems as if it was a statement from Irrational looking to prove that this game, with a rooted yet completely different art direction, can still preserve an unequivocal Bioshock theme.
Irrational has made a gradual deviation away from its horror "shock" value to Infinite's complete omission. Unlike the original Bioshock, and certainly in no resemblance of System Shock, Columbia won't frighten you, surprises aside. The city is very much alive with its golden hue and chatty denizens. You won't miss the cautious creeping with the eerie sounds of schizophrenic preoccupation, the dripping of unattended leaks only covered by scratchy distant record players. Columbia is bustling with enough life to fill in the venture.
The city is brimming with valuable distractions to look at. Even very early in the game, you'll pick up the habit of combing every nook and cranny of Columbia. This element is gently facilitated by the objective director. For both narrative and collective reasons, you’ll develop a better sense of confidence knowing that you can retract to the main quest with a tap of the button. Even before your ascent to the city in the sky, piecemeal clues will give you story snippets of what's in store, and fictional period advertisements and propaganda inflicts constant reminders just how flawed this anti-topia is.
Welcome...
...To Columbia.
This attention to detail is masterfully deliberate, and only serves as a proper expansion to the story. Bioshock Infinite is designed to host player agency while the fundamentals of the narrative are delivered directly. Clues lie everywhere, giving you a better understanding of what happens, happened, will happen. This is interactive media writing at its best, leaving you in one of two places: “I get it” and “I REALLY get it”. And when that anticipated ending does come, with a fuller conceptualization of your narrative gatherings, you’ll recline back your seat whispering, “Holy shit”.
Infinite's social commentary and imaginative concept of the early 20th century is dense with heavy handed racism and religious obsession. This isn't a fantasized creed discrimination that writers of yore have carefully depicted.  This is in your face bigotry and raw illustrations of what'll happen if an elitist group's impressions of a belief system are taken too far. You'll hear a lost lexicon filled with labels such as "Negro" and other derogatory terms hardly ever expressed in videogames.  The frightening wielding of religion inflicts proper social destruction, all presented through an ugly mirror held up a century old civilization. My gripe with this however, is that this social conflict takes a step back from its powerful presence towards the game’s later half. Nevertheless I welcome these naked depictions and societal vices, as this 30 year old medium is in need of more controversial themes tip-toed around before. While Rapture was a dead city that spawned ghoulish remnants, Columbia hosts floating grounds for civil conflict.
The oppressor, or the oppressed?
Early on you’ll encounter Elizabeth, who isn't the stoic, staring partner like those seen in Bethesda's companions. Her emotive expression is fully somatic, as the look of glee, disgust and sorrow is fully realized in her entire posture. She’s programmed and written to be as active as possible, responding to your contextual environment and even lending reactive commentary on your actions. This level of attention to detail makes me wish Irrational took it a step further with her responses to issued commands other than the obligatory "Sure thing!".
Your interactions with Elizabeth are mechanically self-serving and conversational, but I wish I can say that she stays completely out of your way. Doorways can potentially become impenetrable walls with Elizabeth's (very infrequent, but nonetheless annoying) failure to allow you to pass. Minor inconveniences aside, Elizabeth is very much your other half, and you’ll miss her dearly whenever she’s absent from your company.
Excuse me. EXCUSE ME. Wait, I’m sorry. Don’t go!
After a hazing, rose-tinted introduction to the sky city, Bioshock thrusts a THIS IS COLUMBIA kick to your back, sending you spiraling down its ugly underside. Comstock's men are super aggressive, lending a swift reminder of the manic behavior of the Splicers left in Rapture. Pursuers will advance from every direction, and follow closely if you flee. Infinite's first moments will sharpen your resolve quick if you're apt to shooters. But I worry of those who aren't.
Both the environmental concept and narrative center transforms the gameplay more than enough for this new installment. Unlike the dank halls of Rapture, the sky city presents wide grounds for fire fights. On many occasions, you'll engage enemies in long distances, but the enforcement (and I emphasize again) will close in, bypassing doorways and utilizing sky rails to hunt you down.
Skylines were the most suspect aspect of Infinite's gameplay, but it turns out to be surprisingly intuitive. The input zones of the sky-hook -- allowing you to grip onto freight hooks, sky rails, and dismounting with a viscous knockout of foes --  is very generous, granting a response so long as you point in its general direction. The rides themselves are exhilarating once you've shaken off the jarring jerking of the roller coaster like speed. Accelerating, slowing and changing directions become almost second nature with practice.
Weeee!!
Best of all however, is that Skylines stretch the battlefield to massive scope. The winding tracks looping in and around buildings allow you to get from one vantage point to the next very quickly, either fleeing from a brutish Handyman, or delivering a mouthful of iron hook in an enemy’s face sending them careening to the depths below the clouds.
Plasmids are back as Vigors, though their contextual presence and introductions are especially odd. You'll either trip over them lying next to a corpse, or purchase them in a vendor. With everything introduced in Infinite, bringing back Vigors makes killing far more spontaneous. I faced groups by halting them with Murder of Crows, closed the gap violently with Charge, and ridded the rest of the party with the help of the levitating Bucking Branco. Return to Sender and Possession are useful against heavy artillery, and elemental Vigors maximize effectiveness when casted on tear summoned oil slicks and water puddles. There is, however, a strange absence of Telekinesis.
Surprise bitches!
Dancing between mutated powers is a struggle however, only toggling actively between two Vigors felt limiting, and in order to utilize the full repertoire, you'll have to freeze the action with the menu constantly. This sort of decision making feels natural in other genres such as cover shooters, but being that Infinite is a full on first person shooter, it can get interruptive.
Gear takes the place of Tonics, however can feel largely superfluous to combat. Arranging them to strengthen a very focused and particular play style tilts an advantage with perks, but I couldn’t help forgetting about them more than half the time.
But the other half of Bioshock Infinite's combat -- as it is its narrative -- is Elizabeth herself. With no required babysitting, Elizabeth will frequently throw you ammo, health and salts mid shootouts; but her primary ability is opening inter-dimensional tears. These tears exist in a glitchy black and white presence in the real world. But calling upon Elizabeth can bring them into reality. You'll summon cover for protection from explosive ranged foes, unmanned turrets and Patriots for allied assistance, freight hook vantage points for high ground which occasionally comes with a conveniently placed sniper rifle, and in many cases, med kits and boxes of Salts for challenging encounters. A dynamic combat approach of this style is nothing new to shooters, look at Crysis. But Infinite employs an immediate sense of choice being that only one tear can exist at a time.
Together, these make up what is easily Bioshock's most energetic combat system. Certain sections pulls out all the stops, with sprawling multi-leveled battle grounds lined with sky rails and a number of projected tears allowing any number of combat tactics. Booker is also nimble enough to cover ground quickly in order to approach fights from different angles. The level of enjoyment here is unparalleled to anything the franchise has ever done.
Ok. Here we go.
Clearly, Infinite plays quite differently from how we experienced Rapture, but this transformation occurred with some sacrificing intentions and shed skin. The game teases at the gradual increasing of encountering a vast array of enemy types; particularly those that follow the pattern of matching the idiosyncrasies of your Vigors. But without you knowing, this trend is abandoned, offering the similar factory produced breeds that are no less fun, but many who are almost completely forgettable. This is a huge missed opportunity that could have situated the use of your Vigors with certain enemies and lent itself to more strategic combat.
As a franchise predicated on significant encounters, Infinite is surprisingly mute. Songbird’s presence is scarce, though his limited appearances are justified though the narrative. As for the rest, it’s not as if those you fight are necessarily boring; far from it. But one must wonder if this shift was made only to serve the story as opposed to how Big Daddies were baked into the world of Rapture itself. If this is the case, then it worked; because by the time I made it towards the end of the game, my attention was dedicated elsewhere.
I behoove you to revisit Columbia. Bioshock Infinite’s narrative craft will be better appreciated when returning with a different perspective. It’s like watching Momento backwards or piecing together dream-within-a-dream pieces of Inception. There’s an incredible amount of depth to Infinite’s story; and though the story itself is linear, you’ll most certainly uncover new secrets. If you seek for another incentive, the game’s 1999 mode will wring you through a brutal challenge.
Welcome back.
Verdict
You’re gonna talk about Bioshock Infinite for a long time. We all are. The song played at the credit screen of the game’s conclusion is synonymous with millions of heads exploding. Some of us may even forget it’s a game, a game with hyper-dynamic combat that is surprisingly distinct. That is, however, the success of A-class storytelling, an accomplishment rarely seen in the games we play. That is the significance of Bioshock Infinite.
+ Achingly glowing setting
+ System-marrying gameplay
+ A zenith in video game storytelling
- Missed opportunity for Vigors despite excellent implementation. 
SCORE: A+






©Andy Gilleand

NO ONE TRICK PONY OR TROJAN HORSE WITH SONY'S PS4


When consumers glance at what a playstation is they see a clear vision. Its station where I can Play, simple as that. When they ask what can it play the answer is straightforward: Games, Blu Rays, and Subscription services like netflix and hulu. Why is it better than a Playstation 3 is the next logical question?

This is where the complexity stops for the average consumer. Especially if they own a current gen system, because they currently can do all that. Gamers can easily differentiate the difference between each system much better than a consumer. So what does make it better for the average consumer?



©Andy Gilleand


I Don't Know...but...


This is where I think Sony got it right the average consumer does not have a stand out feature that is going to lure them into PS4 world. The key person that is going to be pulled into the Sony realm is the person who this console is all about the Gamer! Once the gamer has  the system inside his home others can watch and view his experience and gauge whether they want the PS4 for themselves.


The main people I know that purchased PS3’s that were non-gamers were my cord cutter friends. This is where PS3 exceeded the competition. They received a blu ray player and were able to access the subscription services they paid for without a subscription service blocking them. So if PS4 can keep up that tradition of not having to pay for a premium plan to access the network then they may see some average consumers upgrade.

Average Joe is not as predictable in the game console world. Which I am happy that Sony seemed to take into consideration. Appease your core demographic first and then tune into the alternate markets.  Tablet Tammy is in a comfortable position so leave her to her own devices, until you can assimilate her naturally instead of trying to devour her wallet with a marketing scheme.


©Andy Gilleand


NOW FOR THE GAMERS


Thirty three minutes into this article and now I finally bring up games and gamers. We all know its about more power we have been waiting for it and now it almost here. The decrease time frame from powering on to jumping into your favorite games is just amazing. Hearing that you can play games while downloading is what many users have secretly wished for and damn Sony is like a genie right now.

With a new gaming pad that not only redesigned to cater towards comfort and rid flaws of  the old version. We also receive a new controller feature with the touch bar. Simple but elegant additions that do not take away from the traditional rational designs. We gamers are all for that type of evolution rather than a gigantic mutation that we are forced to live with. We can all be happy with a accessible controller with new functions that do not obscure the essential functions.



©Andy Gilleand


If you want to say there are two giant contenders in the next generation console arena. I'd say the PS4 came out waving to each and every gamer that was front row. They already have a lineup of games just waiting to come out. The display of the user interface was closer to my expectations of a less intrusive ad bar compared to the competition. Very much the Playstation remained in sync with the vision of Game Entertainment.
©Andy Gilleand

Bottomline:


More power
Quickly navigating between apps, games, and movies
Being able to play while downloading a game       
Practical evolution of controller
Growing Game Catalog
Fuck Microsoft, Go Sony
Image Credit: ©Andy Gilleand
People are stupid, after reading an article on Kotaku. I ran across the comment section that was either full of microsoft minions or just entirely ridiculous dumb gamers. Aparently the XBox One.com and .net are already registered domian names belonging to a smart gent in the U.K. He has not placed anything on this domain name and it is just a blank site. This gentleman placed his money down on a horse and beat the odds.

But why so much hate for this man in the articles comments? He’s paid his fees for his domain name for the whole two years that he’s owned the rights. People call him a cybersquatter and are siding with Microsoft on this issue. Which I think is stupid as fuck.

Just because I do not publish my site to my domain does not mean that I do not have plans. If I paid for it I have the right to do whatever I choose. If any person wants to buy my site they have to come with the correct figures. If I do not want to sell that's my prerogative. If they want to get lawyers and try to beat me through the legal systems then its up to me to realize the world of trouble that comes with that. If I still choose to stand my ground respect me.

If you side with Microsoft getting the domain from the man you are foolish. You don't stand for anything and I hope a corporation comes and tramples something precious in your life.



My experience with cyber squatters if you care to read:

I knew my name was common but little did I know there was another guy with my exact name and my exact profession in the same city I was in. Wow, what are the odds right. So I did not get upset that he possessed all the sites that had the name we shared registered in the forms I would have used. I then decided to work under a different title and when I went to register that name a cybersquatter was on top of the site already. So I tried to buy them out of the name and got no response. Slightly bothered by the non responsive squatter but hey they got there first.
I created another name and have used it since and have been completely fine.

5 Good reasons not to date the Xbox One

Tells you that if you do not call at least once a day. They consider that cheating.
Having to authenticate through some internet connection at any point.


Tells you that your unemployed friends can't come over unless they have a job.
The indie devs cannot publish on Xbox One unless they partner with a M/S Studio.




When Xbox decides when to move in; you have to get rid of all your old stuff. You have to buy new stuff to appease.
No backwards compatibility, older controllers do not work, and paraphernalia won't instantly work for Xbox One.


Wants a monthly allowance just for dating, even though you shell out for all the bills.
The Xbox live subscription is in full effect and will never go away, or be readjusted.


Has a hidden camera set up in your house and you never know when its being viewed
The kinect being connected should be optional, not mandatory.


My personal reasons not to date the Xbox One




  • After having to deal with a crazy customization of cords and wires to get my turtle beach headset working on Xbox 360's not so greatly placed inputs. Xbox One looks like it doesn't have the ports I need for headset gaming.
  • Getting rid of the family plan was an asshole move Microsoft especially now when the systems would kind of be able to better understand the family dynamic of Multiple consoles in a household.
  • Now my old Xbox kinect and Controllers are virtually useless with the new Xbox One. So now me and my family go from freedom of having our own controllers. To fight over XBox One's one controller.
  • Avatars are gone now, so anyone who invested in that attire was better off going to buy a pair of jeans. At least they'd have them a few years later.
  • So you push being the new wave of television. There is this cool thing called Tv-Dvr out now not later. If you focused on all this tv bullshit. Why no DVR out the box.
Bottomline: Go violate some other family's privacy, I care about my family.
Fuck you Microsoft