Written by: Jamaal Ryan
Metal Gear Rising: Revengeance defies expectations. If you aren't already in the know, Revengeance is not a stealth Solid game. It is the exact opposite. It's an incredibly fast, and incredibly stylistic action game. At first play, the mechanics may seem paper thin with a "cutting" gimmick attached. Underneath and in between the barrage of strikes lies a cyborg over-killing, enemy decimating combat repertoire with strong push back from foes who are so desperately trying to cut you down first. As a follow up to Guns of the Patriots, Metal Gear fans have the benefit of context for Raiden's adventure. But Platinum Games welcomes anyone to blood soak themselves in one of the most aggressively violent action titles this generation.
The word "Solid" is removed from all aspects of Revengeance. It's not in the title, and there's no sight or even reference to Solid Snake. As a character piece of the once-lame turned super badass ninja cyborg, the story in Revengeance is stupid – really, really, really fucking stupid. And yet, it pulls this stupidity off with unapologetic finesse and a dash of assassin existentialism along with a grandiose/cartoonish critique of American consumerism. This type of pontificating exposition is what Metal Gear heads feed off of, and it requires - yet does not demand - that level of patience. The story however often works against the game’s pacing, with constant dialogue and cutscenes that are rampantly interruptive throughout Rising’s quite short campaign. As one whose first completed Metal Gear game being MGS4 (one of my favorite PS3 titles for no apparent reason) I suffered through all the self-contained, self-referential, and poorly delivered dialogue so that the rest of you passive newcomers don't have to. Feel free to skip it.
-- Omg, SHUT UP! --
Revengeance isn't a very good teacher when it comes to its surprisingly steep battle system. For at least the first hour and a half, the game can easily pass up for a simple, yet fun, button masher with a number of flashy and occasionally superfluous special combos to mix up the frenzy of melee inflictions. Advanced moves are sharpened to effect with confrontations holding real consequences. Additionally, the bonus VR missions aren't quite the ideal dojo for practice with limited enemies and the ever-present chance of death. Overall, there is no safe environment to hone and experiment with Raiden’s attacks. Blade Mode, the lethal stance in which enables Raiden separate bodies in any direction that the right analog stick allows, is highlighted in specific segments which are far from the much higher number of opportunities where you can cut as you please. This is a self-taught lesson that’s coached in a brutal fashion, both for you and your very unfortunate foes.
-- Finally... A chance to hone my skills. --
But with practice, players will begin to see how Rising warms the corner seat in the pantheon of the action game while cutting down the walls that hold it up... literally. The Blade Mode mechanic can be pressed deeper in the combat than initially seen. Raiden can literally cut through a number of enemies in a matter of seconds, knocking them into satisfying slow motion before dicing them up into mincemeat. You will get a complete recharge bonus if you cleave enemies in the right spot as well – cut, cut, cut.. recharge, cut, cut, cut.. recharge. Once this technique is mastered, unarmored foes serves as nothing more than electrolyte containers with limbs and a suicidal attitude. At its best, Metal Gear Rising: Revengeance hosts one of the most satisfying combat systems in any action game.
-- This is just being generous. --
Enemies spin around the cyborg killer like a violent tornado - leaping, sliding and sprinting in an array of offensive maneuvers and vantage positioning. It's a mighty tough game too, with numerous attacks occurring in a tight frequency with little breathing room. Comparisons to Ninja Gaiden are appropriate as you’ll have to manage your enemies almost as carefully. The reference is even more appropriate with the horribly drunken camera, although Team Ninja still holds the trophy for that one. The combat brought me back to the thumb t-shirt days of gaming, pulling off quick and precisely timed parrying. This holds a very fighting game-esque feel with jamming the left analog stick and the X/square button on the attacker's direction.
The game also brings some of the fastest series of QTE sequences. Larger enemies are a blast to fight, as they move at a speed that very much gives Raiden a run for his life. Beating them into a submissive state awards opportunities for fantastic finishers that are equally as fast as they are spectacular.
But despite how speedily satisfying Revengeance is, there are a number of little knacks that causes it to lose points in ergonomics. The UI stands as an unnecessary reference to Metal Gear proper by forcing the player to cease combat to select different items and weaponry. This makes sense for a stealth title (even then, not so much in this day and age), but takes a shit in current action games. There are claims that the engine doesn't allow on the fly weapon swapping; but in a game that's technically unimpressive on occasion (grainy CGI and last gen quality environments) with meat and metal confetti animation as the only exception, this is very hard to accept. And as dangerously sharp as the combat could be, the omission of traditional parrying is puzzling. Counter attacks are very much a staple, but Raiden feels less graceful at times more than nearly every other action game lead without a traditional role dodge of some kind.
-- Missed. --
Outside of unlocking the ability to turn into a sprinting Magic Bullet, Raiden - along with the basic combat - changes very little along his path of Revengeance (there, happy with your use of vocabulary Kojima?). Sub weapons are painfully infrequent and largely useless with the exception of the fittingly wide ranged Pole Arm, and upgrades simply increase stats on the cyborg ninja. But the beauty of Metal Gear Rising is that the game is so successfully hyperactive and so quick, that any desire for further accessories becomes nothing more than a faded memory.
The constant decimation of recharging fodder and bloodthirsty enemies closes with vicious boss battles. These fights impressively match the game's pace perfectly, and never compromise the demand for skill and hair trigger attention. Size matters little on how fast you NEED to move. If the bosses themselves cannot keep up with Raiden through traversal, their arsenal will - bombarding you with projectiles and long ranged strikes that stick uncomfortably close to Raiden's ass.
-- This first boss fight will make your head spin. --
The real bonus here comes after you've exercised your muscles within your first playthrough, mechanical inconveniences and all. The mastery of Revengeance’s combat system results in achingly satisfying fun. Take on higher difficulties to challenge your new developed skill, or repeat on the same level to obliterate anything and everything that crosses your path that may have stunted your progress before. Hell, you may even want to make better use of the game’s oddly fitting fan-served stealth moments if you so choose, or discover and complete the highly challenging VR Missions. Give Revengeance one more go (and seriously, just do it; you’ll shave hours off of your first playthrough), and you’ll truly see how much you've learned from the game’s rugged teaching style.
It’s hard for me to believe that I thought of this game as the Other M of Metal Gear. Revengeance's aplomb departure from its covert brethren is staggering. Platinum Games takes a beloved franchise, and morphs it into something nearly completely unrecognizable, ultimately producing a title that defines a different standard for what we see as Metal Gear. Solid Snake alum or not, Metal Gear Rising: Revengeance is a fast paced, incredibly destructive, and completely ludicrous action game that piques exciting curiosity as to what could we possibly see next.
+ Heart racing battle system
+ Unintended replayability
+ Blade Mode
- Stupid story...even for Metal Gear
- Rough gameplay coaching
SCORE: B



BAD NEXT GENERATION START

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Tuesday, May 21, 2013





Quantum Break will only capture my attention if its a time travelling game that correlates to a television show where users impact the show’s future. Live action showcase in the next gen kinda takes away the whole feel of what to expect.


The odds of this highly unlikely, so not impressed.


Call Of Duty Ghosts, I am happy for Call of Duty users. Truthfully even more happy for Battlefield users because they truly have nothing to fear from Activision. Battlefield still outclasses COD which was expected from me. But for Call of Duty fans its a step in the right directions.

Happy for Call of Duty Fans.

Forza 5, will easily outclass the old gen Gran Turismo 6 in graphics. Sadly this was nothing new in terms of “out of the box”. Cars, race tracks, opponents all traditional formulas.

Moment to moment nothing spectacular.

Halo Tv, I recently watched Halo Breaking Dawn and was not impressed. When it comes to television shows that rely heavily on Cgi, they always die slowly but surely. The budgeting of cgi increases as the demand for the story advances, and naturally cuts are made and cgi is one of the easiest thing to snip. So from a weekly-bi weekly show can we expect the high graphical quality each and every time.

I expect the series to slowly fade away after a strong launch of the Halo 5.


Negatives
No in depth controller coverage, No explanation of how the system will integrate into various living room environments (vertical or horizontal orientations), no backwards compatibility, fees to install your games on other accounts, does not work without kinect.

THE COUNTDOWN BEGINS

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Monday, May 20, 2013


Always online, but is it a connect to the full fledge internet?

Can Microsoft make searching the internet on a console as “fun” as a computer. In the late hours of the Xbox 360 we saw the base boards laid for the foundation. Will the next Microsoft Console deliver a richer internet experience?

I believe so but do you want it at a more expensive cost, with less functionality of a traditional computer is a better question. Can users expect the next-gen console to break this barrier between console and computer.

Should we wait for the alleged Steam Box to suit this need. At this point in time with Microsoft having to fight it out with Sony for this years major entertainment box, has this even crossed Microsoft’s mind. There will be other contenders in the near future.



Don’t be a smart glass user without these key features!

Okay so Microsoft’s phone isn’t the most trendy smartphone on the market. More known are the iphone and the samsung galaxy series. So with Microsofts phone coasting will they consider ios playtime on their new console.

Sony and Microsoft both have smartphones but do not hold the weight in those markets as they do in other fields. So can it hurt Microsoft to bring iOS and android games to their systems? Can console be a gateway for large screen mobile gaming when users are home?  

The creators of Android and iOS are less likely to enter into the console business. For how they speak of their phone market it would be a step backwards to go into the console market. For Microsoft this would be a bypass to the challenge of Sony’s Vita.

Smartglass of the future should be able to turn on my console, start my favorite show on my xbox, and upload all my new pictures and video all while I make dinner. All this while charging my device and U.O.E.N.O!



Old technology New Ideas!

What’s new to them to me it’s old. I am a PC gamer and of course the tech that these new consoles are being built off of is old. Just like the components of my recently updated PC. So what we as consumer are looking for are Brand New Ideas.

We want brand new Intellectual Properties, we want new interactions, we will devour new concepts. I already foresee studios making the mistake of thinking we want the 5th installment of their game for next-gen. Which fans will like, but at the same time will destroy because it doesn’t match the fifth time around expectations.

Take note of Ubisoft’s Watch Dogs title. A very new I.P. that if you ask me will outsell any 5th installment of any series that is coming to next-gen with the one exception being COD. Because we want new ideas. Fan fiction in recent times kicks more ass than the developers. Look at Star Wars, Mass Effect, and Eve fan fictions.




New Phrase YoDo!

In this newer age of pop culture we got the phrase YOLO. Game studios need to take that pop culture mantra and grasp it in their terms. YODO, you only develop once. With the budget of games for the next-gen obviously being more expensive. From obtaining these new technologies and engines and contracts. Give it all you have up and coming studios.

Don’t bother being a half ass developer on the 720 and PS4. Go H.A.A.M. (hard as a motherf%cker). When you are conceptualizing if your idea starts off as amazing and then conforms to the industry standard, go jump off a cliff. Open your eyes we have played that shit before. Think about the thousands and thousands of games before yours. We played that shit before.

You have one chance to design something life changing, motivating, as close to real life as video games can get at this point in time. Impress us with your product. Teach us, make an impact on our lives, make us proud to be fans of your product. Design like it’s your last impact on human civilization!   



The Future of Future Proofing

Sad but true for console owners you are going to be faced with the decision of what you will be playing for the next 10 years. Okay at least until 2019-2020 thats my best guess. Microsoft the only thing you need to do is give us hope that the games we will be playing on your system will be worth playing it on your technology.

If you introduce shitty microtransactions and fees, we can only be led to believe this is the next 7 to 10 years of our lives. No one in their right mind would sign a 6 year contract for a phone, or any other services. So future proof your crappy nickel and dime business model. With day one incentives, and plans to reward loyal customers. Transparency in these plans gains users rather than blind tactics slated to regain lost customers.

My Xbox 360 doesn’t collect dust because it supplies my “cable”. But as far as it being the go to gaming machine it is failing my personal needs. So Microsoft you need to choose your destiny. Cable box or Xbox which one means more to your future. Me personally I said supplying my damn games is more important but if you want to believe shows and non-video game content. Let me introduce you to my PC. Oh shit you make the OS system on my computer, so you already know. Then why don’t you step up your gaming departments. Make you console the future of gaming.




Bottomline: May 21st will be fun.

CRYSIS 3 REVIEW: ARMOR UP FOR THE OCCASION

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Friday, May 17, 2013


Written By: Jamaal Ryan
Crysis 2 may have came out too early in 2011 to receive the full attention it deserved. It was a shooter riddled with a platter of choices having each treat bend to your play-style; one with a cosmetic as well as an interactive scope proving to be an altogether impressive feat. Crysis 2 ultimately brought the sandbox and corridor design into one unique package. Now, even if we were to take out awaited franchise releases (GTA V, Battlefield 4, what have you), and the more painfully awaited jump start of a new generation, Crysis 3 still won't be remembered by a significant measure by the end of 2013. Even with the franchise's unquestionable DNA, it’s a great game that falls just short of its predecessor’s achievement.
An outsider to his own beautiful planet.
Prophet is one of the first few Black leads in a major franchise, and Crytek's writers portray his presence tastefully. Crysis never draws attention to his ethnicity; instead they position him as a character with a dramatic motivation. This appropriate focus serves the alien threat of the Ceph trying to punch a clean hole through the Earth. It may have been easier to pull in a Black lead without sacrificing relatability as Crysis has preserved its space-marine quality with players either looking through the eyes of Prophet, or looking at the visor's cold red sheen cutting across the organic helmet of the Nanosuit.
Crysis 3 is a technical showcase of Cry Engine 3 if nothing else; one that makes an admirable attempt to stitch its components together in a cohesive story. But the narrative never really quite grips you. An impending threat of extraterrestrial forces, a neatly hidden yet predictable plot twist with no real purpose, and a foreign biological inner transformation are all loosely connected by the always unnecessary military and scientific blabbering. The only compelling piece here is the Australian accented Psychoa once Nano donner stripped of his armor who is now forced to tough out his human vulnerability in the face of the Ceph plight.
--Hello there mate--
But it’s the sense of one-of-a-kind isolation that is effectively present. Psycho and other surviving humans inflict constant reminders of Prophet's abominable fusion with the Nanosuit. Your bizarre nature is even exemplified by Crysis 3’s following of the old Half Life directory of "You go on ahead while I do this", as you are the only one capable of doing said tasks. This alienation is personified by the piano centered soundtrack which strikes a chilling lone wolf sensibility.
But where Crysis consistently loses in its story, it always makes up for in its graphics; pretty, pretty graphics. Crysis 3's technical prowess isn't much better than Crysis 2. But that's like saying my girlfriend isn't much sexier than Beyonce' (don't judge my taste in women; I like 'em simple). What Crytek does push their engine to do is vitalize a different environment from the dilapidated yet familiar city. Manhattan is an unrecognizable erupted jungle, with heavy trees and striking towering fields of grass, torn down buildings giving way for the sun to showcase its full light-show, and rattling particle effects that'll send a chill down your spine. Its impeccable fidelity works wonders right down to skin spots and texture rendering on facial artistry. Once again, Cry Engine dictates what can be achieved on any platform, console or PC.
--Graphics Boner.--
Do you choose your own path?
Crysis 3 tries to be a lot of things, but we get the most out of its obsession of the Predator Bow that adds a new layer to the game’s multi-dimensional system. However, it ends up being a consistent and un-evolving layer. The bow’s shtick is its immense power from a single draw at no expense of the suit's energy. Engaging cloaked while watching humans and Ceth crumble from the impact of an arrow never loses satisfaction. However the use of the bow never develops as all of its characteristics -- the different draw weight options and arrow types -- are all available from the beginning.

The situational use of its different capabilities aren’t introduced either. Higher powered shots pierce tougher exteriors but are slow to draw, Thermite tipped arrows are effective against heavily armored foes whereas Electro bolts conduct a lethal charge in water, both have limited capacities and are non-recoverable. Sure, this is ballistic tactics 101, but to gain proper knowledge, you’ll have to do your own in-game research.

The Predator Bow gives Crysis 3 an excuse in trying very hard to be a stealth game next to its alternate loud bullet works. But the systems never fully realize its imagination above allowing you to expand beyond positioning and re-positioning yourself with the bow string drawn.


--Now you see me--


--Now you don't--

This is also partly at fault by the fact that the game doesn't quite allow you to assassinate at your own pace, as impaled arrows will disappear over time. This is a single simple omission, yet it inflicts a heavier impact on the incentive to engage quietly. It forces you to embed Prophet into the thick of the patrolling Cell operatives and Ceph gunmen in order to recover discharged arrows quicker instead of holding a comfortable distance, picking off enemies one after the other.

There’s a drawback that exists in remaining silent and hidden as well. Though we know that topographical information has been in the crux of Crysis's gameplay -- allowing you to analyze the battlefield by marking the locations of enemies and equipment – you may still find yourself stumbling upon patrolling squads with little warning. Enemies spawn spontaneously, even within the same location you’re nestled in and likely the same area you may have scanned with your visor. This wouldn’t matter so much if I can hear them coming. Games that facilitate a stealth approach use sound as a critical means humanized echolocation. But the presence of enemy forces isn’t always communicated to you, making you approach with unnecessary caution; perhaps having an always active Tactical Visor.


--Oops, didn't see you there.—

The franchise has an infamous history in making unintentional funnies with its demonstrably broken AI, however Crysis 3 has shown a significant improvement this time around. Human soldiers aren't quite as mentally handicapped as they were in Crysis 2, but they're still impaired. Without reason, they might instantly discover your exact position if you follow too close behind them (even crouched), and every now and again, you may find them running laps for no reason. In other aspects, they’re so stupid they’re smart, as they’ll attack your last known position if you relocate after going dark. Four titles in, and this game of cat and mouse never gets old.

The same can be said for the Ceph, though the incentive to kill them off one by one is now no different from humans. In Crysis 2, the alien species were valuable targets because of their possession of Nanocatalysts. Now the accumulation of them – now called Nano Modules -- has been shifted to be strictly obtained as environmental collectables, which as expected, is a lot less fun. The system is also less intuitive with a slots-formatted catalog that allows you to have four active abilities on at once, and requires completed challenges to earn a full upgrade, both in which are never communicated properly to the player.

But ultimately, Crysis 3 seems to exist in two extremes: stealth led by the Predator Bow and conventional FPS assault. As said before, it obsesses itself with stealth, building the environment around you with the figurative "Use the bow" writing on the wall. Much of the level design skews heavily on eliminating your enemies silently, erecting crumbled buildings and shoulder tall structures that Prophet can stay safely hidden behind while he recharges his stealth energy. Going loud is effective, but there aren't many cases where you can position yourself to shoot at a decent range.

Assault stands firmly on the opposite end of the spectrum in a very rudimentary way. These levels invite a more direct approach by flattening the layout and opening it up, leaving much less room for cover, and more open space for direct confrontations. The verticality and dynamism of Crysis 2 is missing, which found a precise balance between covert and offensive tactics. The juggle lies in the separate characterized quantity (that'd being: here are a bunch of stealth levels with an occasional assault arena) in which individual stages are delivered, not necessarily the quality of the level design.

There are added layers of brilliance here. Hacking respectively allows you to convert traps and turrets in your favor and can even temporarily stun certain enemies. In addition, energy containers supercharge the suit with a temporary unlimited supply. This coupled with some of the one-time-use of the devastating Ceph arsenal allow for brief moments of pure rampage, clobbering humans and sometimes turning the alien resistance into a purple splattered mess. Crysis 3's final moments are the antithesis of the entire experience and culmination of its best moments, granting you with amplified options in a magnified Halo'esk environment. It is extremely empowering, allowing you to wield a full demonstration of the suit's abilities.


--All your weapon belong to us—

Nano-games

Surprisingly enough, Nanosuit on Nanosuit action better accomplishes what Crysis 3 set out to do: properly offer desolate playgrounds that facilitate assault and assassinating maneuvers. Maps take center stage here, fitting the play styles better than what was seen in Crysis 2 thanks to their sheer size. Multiplayer this time around has normalized some of its predecessor’s larger levels, and 3 does a better job accommodating the suit’s speed and agility. You’ll see teammates and opponents sprinting, leaping and ledge grabbing with freakish athleticism, and attacking along the axis of verticality and wide open space similar to what is seen in Halo 4’s War Games. Opportunities lie in the details as well, with plenty of hiding spots and tight corners to sneak around. It all supports a proper balance of flanking while cloaked and blasting enemies with maximum armor. Crysis 3 has built some of the best multiplayer maps seen in console shooters.

The game’s gaudy proxy of Call of Duty’s formula (particularly the Modern Warfare titles) still exists. Grinding the use of Nano Modules and weapons for unlockable options requires a lengthy time investment. Kill rewards are still cleverly implemented as well. Those not fond of C.O.D.’s barrage of Score/Killstreaks may be attracted to the cumulative reward’s more delicate presence in Crysis. The requirement of collecting dog tags of fallen foes to earn bonuses and the pre-selected load-out to each map ensures the unlikeness of abusing mid game rewards. In addition, Ceph weapons and heavy projectiles lay available, some maps feature a circling gunship free for anyone to take advantage of, and others will randomly drop a mech for a tide-turning advantage. There are enough little additions to make the moment to moment action more than play worthy.


--Let’s go hunt us some C.E.L.L.L.L.L.L.L.—

Every shooter must have their own signature match type; they’re even better if they highlight the idiosyncrasies of the game’s theme. That mode here is Hunter. It takes the infected game type of other shooters and makes it its own. Two take the role of the Nanosuit predators, equipped with Predator Bows and enabled with permanent cloak. Their job is simple, hunt down and convert the 10 other Cell human players to their side through kills. This is the best showcasing of the featured bow, as it’s even more rewarding killing an opponent who’s human rather than predictable AI. As the Cell, these matches are terrifying, watching your dwindling numbers with hardly any sight of the hunting players. More work is required here, as anything less than teamwork will end in complete conversion. Hunter is a very entertaining addition to Crysis 3 like Kill Confirmed was to Modern Warfare 3.

Verdict

Crysis 3 is a weaker game than its predecessor if not a strong shooter thanks to its more either-or rather than an as-you-please design. It misses the mark with its overly aggressive pimpage of the Predator Bow. Crysis 3 inadvertently makes avuncular "It would be better if you do it this" gestures instead of being that fully autonomous facilitating parent, allowing you to gallivant freely as you please. This is a shame, because we’ve seen Crytek do much better. Thankfully, the multiplayer is significantly better this time around, polishing and expanding what Crysis 2 began. If the campaign were just as good as the last installment, Crysis 3 would be one of the best shooters this generation.
+ Visuals will make your eyes bleed
+ Predator Bow always elicits satisfying kills
+ Much improved and worthy multiplayer
- Noticeably less freedom in Campaign level design
- Lackluster introduction of the Predator Bow 
SCORE: B-



MICROSOFT'S RELATIONSHIP WITH NETFLIX

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Monday, May 6, 2013


As the new cycle of video game consoles approach each little announcement excites the child within. The days before formal announcements are fun for thinkers like me. I get to verify my predictions. Here is one that I have been putting a lot of thought into. The future of Microsoft and netflix’s relationship. While these two swingers are not attached at the hip they do frequent the same clubs.  



Microsoft’s rumored bid to resurrect the tv show Heroes. Along with the confirmation of their production studio. Had me stumped on how they are going to present the studios productions. I mean to only deliver their production studios content exclusively on the xbox would be limiting. It would not be suicide, but I cannot imagine Microsoft wanting to be on network television.



So who would be the perfect partner for Microsoft’s studios video productions? My answer is Netflix. Mostly from viewing their current relationship. It seems like the most logical home for the future Microsoft television productions. This is how you can make the Heroes reboot available to non Xbox users.



Yes, Netflix could be accessed on the competitors devices. But can Microsoft afford to only lock their show to one device. I do not think so. Will Microsoft develop and app solely for their own productions, I think its less likely. Can Microsoft and Netflix work together to change the the future of cable, Yes.


Together the two have the power to change the next ten years of years of subscription television. They will not revolutionize the television industry as many articles will claim. Cable network television will not be broken by the internet’s business model. The only way cable would disappear is every single subscriber cancelled indefinitely. However Microsoft and Netflixs have flirted enough to create a newborn niche market. Hopefully the two will work together raising this market to compete in the television olympics and take gold.


Bottom Line: Netflix is the bedtime stories my Xbox reads to me.

COULD XBOX 720 MEET THE SAME FATE AS DREAMCAST?

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Monday, April 29, 2013

I've loved video games for such a long time. That is why I have a blog about video gaming as do many others. I have been up and down about the future of video games hence the name of this blog. What is continuing that roller coaster of mixed emotions about video games, right now is Microsoft. Yes, I am going to give my piece about always online systems and subscription models for future xbox live members. This is where I believe my points will maybe reach that one person who they need to reach.



I will get right into it and say that always online systems are pretty much here folks. So sad but true as all heck. I want you to capture how you feel about in a bubble. In fact write down how you feel about always online systems right now...i'll wait. Okay now that you've done that save it and ask yourself if you feel the same way after microsoft's press conference. I can almost guarantee you won't feel the same. If so just wait until the console is available to buy and tell me if you truly feel the same way.

"write down how you feel about always online systems right now..."

By the time May 21st rolls around the debate of always online will change for a different course. Why, because Microsoft will actually tell you the rumor is true.  With them stepping up and making this announcement and confirming the rumors what's next. I give you a hint its one of the stages of grief. Yes just as simple as that you will go through one of the stages of grief till you finally come to the one that matters to most in my eyes Acceptance.


"Yes just as simple as that you will go through one of the stages of grief"

I have already accepted that the next xbox is going to require a constant online connection. I am okay with that because it just simply will not enter my home. Off of that preface alone. I am not sad, nor am I angry, I have already gone through those phases.  I can see how this move will solidify a future in gaming for Microsoft. What I cannot see is how it solidifies a future of Microsoft for gamers. I speak to everyone who says that always online consoles are not going to be what they are going to buy next-gen and hope that they stay true to their word.

"What I cannot see is how it solidifies a future of Microsoft for gamers."
As a respected colleague of mine questioned what device in your home right now requires a constant internet connection? I quickly answered a cellphone but I was incorrect. The truthful answer is nothing, not one item in your home right now requires a constant internet connection to work. So why should you invite microsoft with a camera/kinect to be the first. In my eyes the answer is you should not. Simply put it's an invasion of privacy, its wrong, and it violates the core premise of why the Xbox was invited into your home. We as gamers invited Microsoft into our home as guest because they said they were there to provide entertainment in the form of video games.

"Not one item in your home right now requires a constant internet connection"
With the next following months leading to the announcement and this years E3. We will see how a billion dollar giant will use the marketing industry in order to trojan horse its agendas. It will be interesting to watch from my perspective. Unfortunately it will be like sitting back and watch the city burn. It can burn because millions let a ruler in and destroy their way of life. On the other hand it can burn in riots of opposition. Sadly I know every mainstream video game news media is going to side with Microsoft vs. standing up and really placing an emphasis on the harm an always on console/camera really can be to the future of electronics and electronic media.



Bottom Line: We are on the verge of a digital revolution, and I already know what side I am on.



JUST A THOUGHT

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Wednesday, April 17, 2013



I just read this article on Gamasutra, and then I realized something bad has been embedded in my gamestyle. As I read through the rant of  Mitu Khandaker I gasped. Have I been avoiding games because they don't depict my ethnic background. I thought back on the last memorable game experiences, I found some clues. Scanning further I thought what games have I put off, and why? Yes, some evidence there too. Am I currently playing video games that make a case for my theory. The answer I slowly let sink in was, yes.




San Andreas



A big game from my past was definitely Grand Theft Auto: San Andreas. Playing as C.J. was  comparable to living in a 90's gangsta rap music video.  My days consisted of carjackings, shoot outs with the police, hydraulics on my ride, kicking it with "the homies" smoking and drinking brews (in-game). To me it was, what a gangster character would do. It was what I would do if I was a gangster. For those who want to say it was stereotypical. I would agree but would say that satirical would be a more accurate wordage. My memories of GTA:San Andreas were great, and it's easily my favorite GTA. The question now boggling me is, was it enjoyable because the character was black?



Mass Effect

Another example that I thought back on was a little more enlightening to recap. This experience spanned over three games. Before I was lent Mass Effect by my good friend theactionfigure. I never really ventured into the Rpg genre of games. Zelda Ocarina of Times was the closest I had came to an rpg beforehand. The first aesthetic aspect of Mass Effect that lured me into the game was that I was able to make my character a black male. I was injected with a power i'd rarely experienced, so when I played I embodied that character because it incarnated me. The fact that Ashley Williams also shared the name of one of my sisters immersed me into the experience too.

I was happy to share this experience with my family. They watch me play the game and cheered for the choices they wanted me to make. The funny thing is when Mass Effect ended and it was time to pick up Mass Effect 2. When character died at the beginning I was sadden. The effects of that made me really examine this game experience, came from my second play through. Weeks before the release of Mass Effect 3 I played through the series again, but this time I made a female character. I did not want to see my guy die at the beginning of ME2 second time around. Plus the theme of the Phoenix rising from the ashes seemed more suitable for a female character at the time. The question from this adventure, did I not want to see the black male die?

First Person Perspective

The next thing I started piecing together. Do I play fps’ because I feel I am the guy? The answer is yes. When I play Battlefield I am that soldier. I am so wrapped up in the experience I feel as if that m16 is my wife. When I am piloting a Atlas D-DC in the Mechwarrior Universe I am myself. Even in the role play of the games universe I designed my characters backstory to parallel my past love life. Each of  these experiences are through the first person. So in from my mind, and perspective I am me. No one can tell me otherwise. Even when playing Minecrack I build from my own perspective. With my avatar being a black guy. So the question here is, do I pick fps that allow me to be myself because, I get to be black?

Games I have yet to play

I hear Bioshock Infinite is great. I told myself that I was going to pick it up day one. Till this day i do not own Bioshock as of yet. Am I missing out on this game because the two main characters are white and not black. Do I imagine the game of Bioshock Infinite having an accurate depiction of african americans. Does the game even have blacks in Colombia? I think I have been avoiding Bioshock because of unanswered questions like this. As well as the main character is not who I subconsciously want to be. Other games that fall into this same dilemma are the Witcher 2, Far Cry 3, and Halo 4. While most people who will read this have played these titles, I haven’t. Now I been recommend each of these titles by male and female gamers. Why haven’t I ran out to pick these games up?  

I can see my white buddy saying “You’re just bitter” and now I find myself thinking am I bitter...has the lack of character diversity warped my buying habits. Have I subconsciously avoided certain games because of their main character choice. When Splinter Cell comes around will I look at Sam fisher this time around and say he’s not black so i’d rather not play as him this time around.

Bottomline: At E3 I hope to see a new I.P. with a diverse lead character. SUBCONSCIOUSLFY

Avatar Movement Program:
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Your Microsoft Avatar should be able to move in hundreds of thousands movements, these movements should be unlocked/learned as your overall gamer score increases. Say for instance when you unlock 15g in a game like "Halo 5" your avatar would learn a movement such as a cartwheel.
Upon gaining all the achievements in a game like "Halo 5" your avatar could learn a game specific movement, i.e. an Halo inspired movement such as master chief gunning with the Battle Rifle.
By having Avatar movement rewards program with game specific achievements  it would show your friends and your community that you have achieved 100% success in achieving all the achievements in a game that you and friends play. Giving a more visual representation and an increased reflection of your gaming score.
Pro's:
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Players will want to purchase games just to increase their gamerscore, in order for their avatar to have more movement options/abilities. If players would like to purchase specific movements they can still purchase them via XBL marketplace. But in this case the Avatar movements that are learned/unlocked from completing all achievements in a single game, should only be obtainable by getting 1000/1000 points for that game.
Kinect Integration:
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With the purchase of each kinect game, players are allowed to create a 15-30 second custom Avatar movements. This will increase sales of the upcoming kinect titles and make a significant use of the kinect with the Avatar program. Also these custom movements can be shared via XBL Marketplace.
With the launch of new systems on the horizon many people are ready to line up for their next box. I really want to be there in line with them or waiting on that Amazon package. But one thing we all know about early adapters is they usually get screwed. With reports of dev-kits for the next box and next station having heat issues, that isn't the only issue holding me back. The issue that dawned on me was all those limited edition systems I missed out on over all these years. 






I held out on buying a new xbox system while waiting for the special edition Star Wars console. I wanted those true geek sounds to delight my company. But when it was delayed and I needed a new xbox to play Battlefield three which was released in October that year. I caved and ended up buy the regular black box.
Then it missed the holiday purchase of the xbox kinect I bought as well. I've had four xbox 360's over the live of this system, sadly the elite was the closest I came to cooler paint job. 

Why do these console makers push the Limited Edition models so far back into the life of the system. Well, I know they want to sell those regular units and hope to get you buy that limited edition too. Well this time I am waiting for the later version, and hopefully a unique custom limited edition. Maybe they will be a little smart and have some available launch date with some launch title art.   

Bottom Line: I love my custom PC, but i'll have to wait to enjoy a custom next box.

THE GOLDEN HOUR OF CURRENT GEN

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Monday, April 1, 2013

In the past my favorite game play experiences have usually occurred during the Golden hour of gaming. It's the last year that a console will be receiving those anticipated titles. Before major developers switch their full attention to the Next Cycle. From this hour we see systems push it to the limit, developers push the envelope, and consumers push and shove to get their hands on these great works of art. San Andres PS2 made me not even care about xbox 360 for quite sometime. Wasn't until I played Gears of War and Crackdown that I made the switch after the 360's launch. So hopefully after this golden hour the console giants can really make an impression outside of their E3 hype.  

With plenty of sequels in their to either finalize some gamers experiences or solidify them as fans for the next iteration. We do see that bold touch of new intellectual properties. Which I do believe are the ones that have fans salivating for a taste. I'll even mention Naughty Dogs Last of Us title as a new i.p. With this onslaught of coveted titles I just hope the next box and PS4 don't lean on these titles as their launch rosters. It would be very easy for them to say hey guys play all those just released titles on our new systems and we got you next year. From looking at this list of heavy hitters backwards compatibility is going to be a major decision in bout between systems this year.

The only negative thing about the golden hour of gaming is next gen. With the great graphics and gameplay you get out of the golden hour. Comes a greater expectation for the next gen to blow that experience out of the water. Which can be hard to do when facing these caliber of project. Sure fancy visuals added on to these games can appease some gamers. While gameplay carnivores will shred past the graphics and ask where is the next generation gameplay, physics and mechanics? With the claims of advancements in developers tool such as Epic's Unreal 4, Dice's Frostbite 3, and Squares' Luminous. Gamer should see an increase in the games under the hood performance right off the gate. Rather than the we are just getting started speech found right after game launch titles crash and burn. 



Metal Gear 5

GTA V

Battlefield 4

Assassin Creed 4

Bioshock Infinite

Watch Dogs

Destiny
Project Cars

Injustice Gods Among Us


Bottom Line: If you are not purchasing most of these titles...then you must be a Nintendo WiiU owner.
(fact: only two of these games have been confirmed for the WiiU)

WILL REVISITING MASS EFFECT HELP OR HURT?

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Thursday, March 28, 2013

Many of the fans and former fans of Bioware's Mass Effects series are about to have their wounds reopened. Here comes the pain a Mass Effect 4 is in the works, but why?

The way Mass Effect 3 ended from when I played the very first edition, shattered the universe as I knew it. To me there is no practical way to bring things back to a norm found before and during the reaper invasion. The existence of a threat greater than the Reapers would just be horrible writing. To recant the bulk of Mass Effect 3's ending would stink worse than open surgery on a corpse. To subject players to any form of a prequel would just further destroy the notion that their individual play through mattered. The bold leap to years after Shepard would place players in a new era of Mass Effect. Is Bioware brave enough to venture into a new but familiar frontier?






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