BATTLING 4 FIRST PLACE IN FIRST PERSON SHOOTERS

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Wednesday, June 19, 2013

With recent news and leaks of Battlefield 4 I as a fan have been very impressed with the amount of community requests that were fulfilled. I admit that they many were expected evolutions. Such as what the Dice team dubbed “leveloution”. Nice to see, was the increase in camouflages for all weapons. Although on this aspect we were completely cheated of variety in Battlefield 3. With the leaks of alternate vehicle camouflages. Many vehicle whores have to be very excited. I know I cannot wait to have slightly customized look on my tank.


So far what I have seen from Battlefield 4’s multiplayer, I cannot help be excited. Here are some features that various sources have outed from E3 game play and also BF4’s alpha testing (all are subject to change)


How Dice could surprise the hell out of me as a fan of Battlefield, and blow away the competition are the simple/complex suggestions below.


While browsing the internet for a photographic technique I have yet to see. I ran across this awesome little modder gem. When you see the amazing pieces modders create. You almost sense they love the product more than some developers. Of course modders build off of existing code but they take on thankless job. Developers can learn a lot from these guys.



When you see the amazing pieces modders create. You almost sense they love the product more than some developers. Of course modders build off of existing code but they take on thankless job. Developers can learn a lot from these guys.


The maps that I expect to make a comeback on the Second Assault map pack.


My best guess:


Siene Crossing: This map has a lot of buildings and map elements that could be shown off in Frostbite 3. To me this combat zone has some of the better more balanced game play due to the various routes. Maybe with increased destruction we could see some better routes created through “leveloution”.


Norshal Canals: Console players missed out on the fighter jet combat on this map. So revisiting this for the console side will introduce an extra layer of combat missed by both systems. Along with increased destruction we could see the toppling of those damn snipers on the dry dock. In addition the combat boat could spice this map up seeing that there are two water routes that stretch through this Canal. Also perhaps some moving trains in the trainyard.


Operation Metro: While this map gives the thrills other fps players enjoy. If it does make a return, I hope they can add on to this map. The choke point on this map makes it a little too easy for one team to dominate the other. If this does make a return (which it will) I am pushing for a revamp and not just a rehash.


Armored Shield: Hardly ever used in this maps vast spaces is the river point. With water assault craft available we may see this map return. Also with the decreased player count on consoles and that f*cking gunship. Console player got shafted on this map and missed its beauty. Come on, Rush mode on this map the attackers beat the shit out of the defenders every time. With the addition of this map we could also see the return of Tank Superiority gamemode. (Which I hope is in the game day one)


Sabalan Pipeline: Sticking with the theme of keeping all existing game modes. This map can provide the landscape for capture the flag and air superiority modes. Also the snowy theme can show off Frostbite 3’s ability to simulate snow fall. After all if you name the game engine frostbite and it can’t deliver some good blizzard graphics then you are doing it all wrong.

    
http://tobylewin.deviantart.com/
If Microsoft releases Halo 3 for free on Xbox 360. We will see so many fans return to the servers they grew up on. I know I will be there day one for some old school Halo 3 with my buddies. But with this re-release Microsoft's puppet 343 should take some notes on this great game. Yes I know 343 Industries consists of plenty of former Bungie guys. With that said they are not the whole original Halo team. So issues with netcode have been pointed out from plenty of Halo 4 users. In fact many issues with the series have been pointed out and some of them made fans leave the series altogether. I would like to see Master Chief styled gameplay return to the Halo franchise's multiplayer. I am not big on Spartan VI or whatever those suits are called in Halo 4. Hopefully we can see some more Master Chief not only in story but in essence of gameplay. Honestly it will take a lot to get me back into the Halo universe. Halo Spartan Assault is  definitely not going to lure me back Microsoft. So back to the drawing/storyboards hopefully Steven Spielberg can help you guys because we all know he's a huge Halo fan.  


Bottom Line: Halo was doing fine without Steven and I think it will be fine without him
FUCK MICROSOFT
Image credit: http://tobylewin.deviantart.com/

FAR CRY 3 BLOOD DRAGON REVIEW: SSSSSHHHHH**T BALLZ!!

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Monday, June 10, 2013


Reviewed by: Jamaal Ryan
Far Cry 3: Blood Dragon makes me want to quote James Franco's Alien from Spring Breakers. "LOOK AT ALL MY SHYIT! WE GOT FUCKIN' BLOOD DRAGONS, FUCKIN' DRAGONS THAT SHOOT LASERS LIKE GODZILLA! I GOT GUNS THAT SHOOT LASERS FUCKIN’ TOO! AND FUCKIN SHOTGUNS THAT SPIT HOT FIYA! LOOK AT ALL MY SHYIT!!
But slow down.
Far Cry 3: Blood Dragon is everything just mentioned, but it’s also very much Far Cry 3.
Blood Dragon bleeds 80's homages left, right and center. The appropriately named Rex Power Colt – in the distant future of 2007 -- is an assembled cyborg, made bigger, faster, stronger, badasser. From the minute the beat drops, Predator, Terminator 2, RoboCop, and Die Hard, all their pheromones will ooze out of Blood Dragon’s pores. They slap you in the face with everything from dialogue to music to scripting and sequences. The especially faithful bleep-bloop synths pulsate and warble in and out, striking bone chilling nostalgia to those who were within earshot of one of our favorite referential decades.
However, the game’s development very clearly went from stuffing as many 80’s parodies as possible’ to running wild with a parody attitude in and of itself. This is thanks to its incessant barrage of increasingly tiresome humor. The intro film is great, filled with ‘mutha fuckas’ and the appropriate crouch thrust which are all created in old school digital animation, and there are plenty of moments through this six or-so hour campaign that’ll make you laugh out loud. But many of the jokes – not necessarily the references -- run dry fast.
80’s reference number 5.
The games humor is mostly guilty of a pervasive overstayed welcome from beginning to end. It first fails to keep up with a contextually explained – but no less un-amusing – tutorial which feels more intentionally drawn out rather than fulfilling the requirement. A safe assumption would also be that the writing was blind to its own repetition as loading screen hints loop lazy jokes. "Hand guns are guns that fit in your hand… Fast travel allows you to travel. Fast." Really? However the dialogue will still surprise you with chatter and banter that are timelessly appreciative and walk along the line of a similar style to Borderlands 2.
Blood Dragon's art direction presses a familiar dystopian cybernetic future with its purples and maroons which are dotted and lined with neon clashes. However this particular style isn’t for everyone. While the dark vs. neon lit aesthetic is easily relative of old 80's classics, with the lack of lighting aggravated by bold colors and bulky design, this DLC looks duller and less detailed than Far Cry 3 proper. Only 80’s enthusiasts and those with particularly fond memories will hold an unwavering appreciation for Blood Dragons’ look, which it can be certain was the developer’s intention.
The play-style is immediately familiar. All of the core systems from the retail release still exist: enemies cluster in groups with a standard, rusher, sniper, and heavy diversity, higher food chain-placed animals (now coming in mutated and cyborg flavors) will attack when provoked, fire propagation is still naturally aggressive, and outposts – now garrisons -- remain as evaluations for your stealth and/or offensive positional skills. However there are enough subtle and major changes to pull Blood Dragon away from Far Cry 3.
Weapons have a heavier focus in this offshoot and are arguably better integrated than FC3 proper. The options have shifted; the bow and arrow retains its basic form throughout the game’s entirety, only the Robocop inspired pistol is compatible with a silencer (while painfully omitting the sniper rifle), and the quantitative selection is noticeably less. But once you’ve indulged in side quests and collectables, you’ll better appreciate what opportunities lay here.
AAAAAAAHHHHHHH!!!!!!!
The omission of explosive weapons (RPGs, grenade launchers, what have you) force you to put more value and effort into unlocking explosive rounds for your sniper rifle, and if the flamethrower wasn’t enough, incendiary shotgun rounds light enemy cyborg’s faces off and the grass on fire. These awesome alterations are not only primarily earned through side quests, but also through gathering collectables and eliminating animals as well.
My qualms with the original Far Cry 3’s limited incentives were unique as the game’s massive scope out matched its extracurricular indulgences. But being that Blood Dragon is a scaled down DLC title with a consistent goal to transform your armory into a badass arsenal, there’s far less room for meaningless wondering. The guns of Far Cry 3 Blood Dragon are the centralized incentive here, standing as the soul encouragement for secondary exploration that reciprocates treasured rewards.
But you can’t talk Far Cry 3 Blood Dragon without talking about fuckin Blood Dragons. These massive beasts wonder the island like any other wild animal you encounter. But their function isn’t just to be a predator behavioral place holder. The dragons have abysmal eye sight but have a supreme sense of hearing, which is established within your first encounter. This alters your plan of attack from just run and gun. You’ll have to creep up on them and aim for their weak spot, relocate at a distance, and position yourself for attack again while avoiding their deafening lasers.
Rex will also gather cyber hearts which he can use to either bait the dragons away, or even grief cyborg enemies with them. If you’re like me though, even on the hardest difficulty you’ll carry the max quantity of 99 cyber hearts without feeling the need to manipulate these neon plasma pumping lizards. But that shouldn’t excuse you from opening an enemy garrison’s laser gate and placing cyborg hearts at the front door as a welcome mat, allowing Blood Dragons to trample in and kill everything.
"I’m gonna level your face like Godzilla levels cities” Not and actual quote from the game.

Comparatively speaking, with such a titular presence in the game, Blood Dragons lose their significance rather quickly. From the moment you detonate a dragon into an unsatisfying ‘splat’, they become easier to kill, though no less exciting to fight. Don’t get me wrong, Blood Dragons are fucking awesome, but they’re certainly no Skyrim Dragons.
Bottom Line
Far Cry 3 Blood Dragon is an incredibly bold departured DLC with as many ambitious aesthetics as other content releases we swear by such as Red Dead's Undead Nightmare. It's aimed at a specific demographic, something that's not expected from a big name publisher. While the jokes and non-stop references can get numbing, there’s still a hell of a lot of funny to appreciate here. Mix that with Far Cry 3’s superb sandbox shooter design, and you have one of the best values for your hard earned $15.
+ Far Cry's familiar sandbox shooter formula
+ Incentivized weapon progression
+ 80's nostalgia
- Numbingly redundant jokes 
SCORE: B-

By: Jamaal Ryan

Let’s take a looking at a week in gaming from 6/3/13 through 6/7/13

The Gayest Video Game (6/3)


My Ex-Boyfriend The Space Tyrant follows the adventures of Captain Tycho Minogue who seeks to explore other worlds, encounter alien characters, and confront the greatest tyrant in galaxy has ever seen, who happens to be his same-sex love interest.

Posted on Steam Greenlight, ME-BTST has been professed as the “gayest game ever made”. As seen in the trailer, this title appears to be an adventure game casted with all males clad in suggestive outfits. And as we can expect from the internet, it has received a myriad of responses.

Homophobic slanders were abound, using their online anonymity to their fullest extent which surfaced the same attitudes of those who responded to the Dragons Crown kafuffle while others supported this game, calling out that those demanding the game’s down vote would be singing a very different tune if it featured a cast of impossibly proportioned lesbians wearing bikinis.

One gamer didn’t completely appreciate the depiction of homosexuals and stated that as a gay gamer, would be more supportive if the game’s characters weren’t ostensibly written as gay just for the sake of being gay, much like how women are written in games just for the sake of having a female – albeit stereotypical – character in the fiction. To be fair, ME-BTST appears to be a game made by gay gamers for gay gamers. But as a Black man, I can align with this stance, as I won’t just buy Black media because it represents my race; it would have to drive deeper than demographics and stereotypes.  

Though this breed of game is uncommon, I urge those interested to also call their attention to Mainichi, a game that has players deal with the stigma of being transgender.

My Ex-Boyfriend The Space Tyrant might not be a game for everyone, and it’s unlikely meant to be. But just the fact that a title such as this has been developed and supported on Steam Greenlight is promising. And to that gamer, let’s hope that the representation of homosexual sails through a smoother transition than every other minority group misrepresented in video games. You can purchase ME-BTST here.

Welcome Back to Infinity (6/4)

This week, 343 has made some significant changes to Halo 4’s multiplayer which is detailed in their video following community players testing out the tweaks and rebalances.

Kicking off in Infinity, you’ll notice the difference that 10% increased movement speed makes. Halo 4 was already a much faster game thanks to the long awaited sprinting, but now you’ll have to practice better aiming as enemy players move quicker around the battlefield.

Most of the tweaks were applied to Halo 4’s weapons, which will urge players to experiment more with the game’s arsenal. The DMR was the go to rifle for most players as the Battle Rifle didn’t deliver that umph we know so well dating back to the Halo 2 days. Now the BR delivers a 4 shot kill and brings back the 2 shot melee kill from past entries.

The Covenant Carbine also was rebalanced as well, now bringing players down with 7 shots, a significant reduction considering its high firing rate.

The last rifle adjusted was the Light Rifle, which now increases in firing rate when scoped in. It’s an adjustment that I appreciate, though haven’t bothered testing out myself as I’m getting used to some of the other changes.

The Battle Rifle was abandoned on one of my custom loadouts, and I only toyed around with the Carbine once before never returning to it… until now. Thanks to the rifles’ tuning, my loadouts, and likely yours as well, will become more diverse.

Let’s not forget about the automatic weapons which have also been rebalanced -- the Assault Rifle and the Suppressor -- , now downing your foes in three less shots; however the auto aim angle has been scaled down, requiring more work on your part to make up for the increased stopping power. I’ve noticed the difference in targeting my enemies as it’s less sticky, however I find little trouble hitting my opponents with both the Suppressor and the Assault Rifle in small skirmishes, especially when coming from an extensive Call of Duty background.

Lastly, my reactions to the 35% increase on chaingun damage on the Mantis and the Warthog are hot and cold. I’m happy how that I can actually hit something while manning the chaingun on the Warthog, but I perish the thought of having to deal with facing Mantises with more firepower. To be honest, this is likely due to the availability of each vehicle, as Mantises are rare and other players usually get to them before me whereas Warthogs a far more common, giving me the chance to take advantage of that extra 35%.

I’ve recently jumped back into Halo 4 right around the time that this update hit, and the player behavior reflecting the weapons and movement tuning shows. It’s an even more versatile game than before as already one of the very best multiplayer shooters this generation. If I’m not busy writing, working, or reviewing other games, hit my Gamertag up at Mr Jam0 and let’s get a game of Team Action Sack going.

The Novelist (6/5)



Since discovering it a few weeks ago, I showed interest in The Novelist, a game from Kent Hudson which puts you in the role as a ghost in the house of a family of three: Dan Kaplan, his wife Linda, and his son Tommy. As you dart around the living space, avoiding being spotted by the Kaplan family, you peer into the minds of the lot, observing their thoughts and even influencing decisions.

The game’s central theme highlights Dan and his torn allegiance between occupational success as a novelist and putting his family first. As the entity, you poke around for randomly generated clues which can be Tommy’s paintings, Linda’s letters or from her diary, or you can enter their memories to gather more cues to their desires. Fulfilling his role as a husband and a father could compromise his success in his writing, and focusing on his work could jeopardize his relationship with his family.

Parallels to The Shining are inevitable with a writer, a household, and a ghost; but Hudson states that The Novelist will be more of a “benevolent affair” as the conflict presented in the game will be a subject that more mature gamers can identify with.

In an interview with Joystiq, Hudson was asked to discuss his role as an indie developer, coming from working on AAA franchises such as Bioshock 2, Deus Ex: Invisible War, and The Bureau: XCOM Declassified. He puts things into perspective with venn-diagram like dichotomy, stating that while he appreciated the freedom as an indie developer, he can’t deny the resource access available while working on a AAA title.

He also tries to pull himself away from the indie vs. AAA scene, and urges people to remember AAA hit Dishonored, arguably the most successful new IP of 2012.

You can visit the game’s website for more on The Novelist.

Publisher Controlled Used Games, Hourly Online Checks, Kinect Privacy, Microsoft Details (6/6)



After weeks of speculation and weeding through mixed messaging, Microsoft finally rolled out some more details on how it will handle used games and Kinect privacy.
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      Owners can’t allow friends to borrow games (theoretically) but they can be gifted so long as those who are being gifted have been on your friends’ list for at least 30 days.
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      At launch, Xbox One won’t support game rentals, but Microsoft will consider “explored possibilities”.
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      If a game is accessed from another console that’s not your original, that unit will have to check in with the server every hour as opposed to the 24 hour cycle on your home console.
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      Up to 10 family members can access your full games library from any console, so long as they’re signed in.
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      Kinect can be “paused”, theoretically disabled from listening or observing for that period of time unless you dictate otherwise. While on standby, Kinect will only respond to “Xbox…(whatever)”
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      You can give explicit instructions as to what Kinect can and cannot share with the cloud.
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      Publishers will have full control over the allowance of used games on Xbox One. Microsoft stated that they will not take a cut on the used games sales.

These details only provide assurance in that we have a better picture as to how much control Microsoft, third party publishers, and we as the consumers have over Xbox One. In my position as a gamer, with little friends who actually play video games, who purchases new games on the regular and couldn’t care less if the internet sees me wanking off, very little of this bothers me; but I’m very aware of the preposterousness of some of these regulations.

Giving full control to third party publishers is frightening, especially knowing that EA recently announced pulling online passes for past, present and future titles. In a conversation with this blog’s original contributor, Ryan Williams, he suspected that it was a sign that EA had other plans for controlling used games. This could very well be it.

While I can understand the narrowly frequent hourly online checks on other consoles makes sense, only being able to gift games to a friends who’ve been on your friends’ list for at least 30 days is puzzling (seems like Microsoft is really taking the meaning of “friends” to heart unlike Facebook’s bullshit representation of friendship).

On paper, being able to control you Kinect’s awareness sounds nice, but this does absolutely nothing for those suspicious of Kinect’s camera and mic facing your home based on the simple fact that remains: it’s still required to be connected for the system to operate.

Sony has been unusually tight lipped all this time while Microsoft takes its licks. While this silence may have little to do with an all-seeing-eye or a required online connection (we can’t be too sure about that yet), you may very well bet your ass that this has something to do with used games. Though my facts were incorrect in my last predictions on 5/24, my hypothesis still remains. As the only console publisher who practiced online passes, Sony cannot afford to lose third party support to Microsoft who’s giving those publishers the wheel on used games.

And if any of you think you’re pissed about these policies, you should check out this guy:



We can look forward to perhaps E3 and the coming weeks after for confirmation on policies on these next gen platforms.

You Probably Shouldn’t Work for Trendy Entertainment (6/7)

Kotaku posted a complete investigation this past week on Trendy Entertainment, the studio behind Dungeon Defenders, who are now working on Dungeon Defenders 2. The investigation began with information from whistle blowers communicating complains on the company’s sexist and belittling mistreatment of their employees, most of which was coming from the studio’s president and co-founder, Jeremy Stieglitz.



Stieglitz was said to run the company through intimidation to the point that some of the employees were too afraid to take vacation. Even one admitted missing his cousin’s funeral in fear of losing his job.

Up to 9 whistle blowers came forward reporting that half a dozen of its members quit in just two months, and that more have claimed that they will leave as well once Dungeon Defenders 2 is finished.

Trendy Entertainment is said to be poorly managed, as crunch time lasted all year round. The company even received $18.2 million from a New York venture capital firm, though none of the pressures within the work environment changed.

Stieglitz, who had fired the lead designer for Dungeon Defenders 2, had allegedly scrapped part of the game’s creative direction, and ordered the team to make it more like League of Legends, beating the “Does League do it? No? Then it's a waste of time” mentality into its developers.

This intent on aping one of the most successful MOBA games came from the same man who said this, “Everyone on the team fondly recalls the old-school days when games were packed with crazy innovative ideas. Nowadays, it seems in many cases that sense of risk-taking innovation and genre-mashup is lost by the major developers, while a lot of the indies are producing titles that are more like pretentious art pieces than practical entertainment. The Trendy team looks to develop original in-house games that are appealingly innovative while being obviously fun for a broad range of gamers.”

The sexism practiced at Trendy ran from the institutional to the interpersonal. For two job seekers looking for the same position, one a man, the other a woman, the man was offered $3,850 a month whereas the woman was only offered $3,000. When it came to interacting with women, Stieglitz was allegedly professionally inappropriate, not looking at them directly and yelling at them while standing outside the room.

Lastly, some Skype logs showed the president describing his preferred physical features in one of his female characters, wanting her to look like a Brazilian super model, having an attractive ass, he emphasized a point about boobs, wanted to display the thong-ness in their pants, and even spoke about a character looking younger than 18 robot years.

Notice the statement “It’s worth waiting for” in pink with the suggestively positioned elf.

It’s truly disgusting and fetish-like behavior that’s made even more disturbing coming from a leadership position.

We have enough studios feeling the pressure under crunch time, and women all over the industry (and throughout the nation) have been subjected to unequal pay, unfavorable disrespect, and – back to the games industry – forced to tolerate sexualized misrepresentation. Trendy Entertainment seems to be the fluster fuck of most of the ills we see in games studios, and it’s time they see a radical restructuring from the top down.


Look forward to our E3 coverage with Ryan William on the show floor, my hands on impressions on Nintendo’s titles, and our reactions to the event.

A WEEK IN GAMING 5.27.13-5.31.13

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Sunday, June 2, 2013

By: Jamaal Ryan

Let’s take a looking at a week in gaming from 5/27/13 through 5/31/13


Square Begins to Shift its Focus (5/27)


Square Enix, the troubled publisher who’s suffered a loss of over 13 billion yen at the end of 2012 and 13,714 million yen at the end of its fiscal year along with underperformed sales for their published titles such as Tomb Raider, is beginning to branch away from big budget AAA titles towards a less financially demanding focus such as mobile gaming – specifically bringing console like gaming to handheld platforms, and the use of Kickstarter.

Upcoming president Yosuke Matsuda pins one of the main causes for their losses on dodgy marketing; claiming that they spoke to a global scale without considering regional individuality. But he believes that their new business approach will be lucrative and points out that Kicstarter “not only serve[s ]as a method of financing for developers, but I believe should also be seen as a way to unite marketing and development together by allowing us to interact with customers while a game is in development.”

Having a big name publisher turn to mobile gaming and Kickstarter is a true sign of industry climate. And while Kickstarter will be new to Square, they’ve already demonstrated success on the mobile platform.

However, this shouldn’t be taken as Square abandoning console AAA publishing and development. We should expect a proper Final Fantasy title to be debuted at E3 after their presence at the PS4 event, and we know that they’ll be involved in other future next gen titles such as the new Thief set to release next year.

Neglecting Wii U Third Party Releases (5/28)


The Wii U version of Sniper Elite V2 is out, but it released without the co-op content available on the other platforms. Developer Rebellion’s CEO John Kingsley stated that their focus was on “making the core game as good as can be”, sacrificing the integration of co-op content.

This is nothing new, as Wii U owners with titles such as Mass Effect 3, Injustice: Gods Among Us, and Call of Duty: Black Ops 2 do not have access to the same content released on  other current gen systems.
There’s third party support on Wii U – if you want to call what little they have “support”—but with games that has less content than versions available on other platforms, what reason do owners of multiple systems such as myself have to invest in the Wii U copy?

I picked up Black Ops 2 on Wii U curious as to how the system can handle an online shooter such as Call of Duty, and it runs smoothly. Now, I also own it on 360 where I have access to timed exclusive DLC. As an owner of a PS3, I know that I would benefit to have a copy on that system (not that I would own three copies of the game) because I’m aware that the 360 content will eventually release on PS3. I cannot be so certain on Wii U.

Nintendo is whirlpooling into the same predicament that they’ve suffered from for the past two console generations. But unlike the solid library of titles on Gamecube, and the popularity of the Wii, the Wii U – granted this is only 7 months after launch – has little third party support as well as attractive first party titles to hold gamers to keep players invested. This absolutely shows in its abysmal sales, even in comparison to their readjusted forecast.

Upcoming large profile titles such as Splinter Cell: Blacklist and Watch Dogs are set to release on Wii U later this year, however I have little confidence that these will be the ideal or even comparable versions to purchase in comparison to both the 360 and PS3. E3 is right around the corner, and I cannot depend on the nebulous presenting of “We will have third party support” followed by a wall of publishers akin to last year’s press conference, nor can I base my anticipation off of actual games shown.

Seeing this pattern of Wii U getting the “lesser version” I would have to keep my ear to the ground and listen out for exclusive content on other systems and cautiously wait as critics and other consumers react to what’s actually included in the game.  

Video Games: The Movie & The Untold Stories of Japanese Game Developers (5/29)

Two Kickstarters caught the attention of the gaming press this week.
The awaited Video Games: The Movie reached its Kickstarter goal, awaiting higher funding benchmarks that will increase the film’s production value. Video Games: The Movie will feature some of the industry’s best and brightest such as Cliff Bleszinski, Randy Pitchford (try not to think about the Aliens scandal), and Warren Spector. 


In response to the incessant criticism that has tirelessly painted video games as a bad influence on our children from LT. Col. Dave Grossman’s frantic rants, to Joe Biden’s tax consideration, to Jim Steyer’s grossly misunderstood commentary in Katie Couric’s violent video games special, Video Games: The Movie  pokes logic holes in the constant misrepresentation, but most importantly it delves into the culture and creation within the video games industry.

In an attempt to breach the culture barrier of the Japanese game development landscape, journalist John Szczepaniak has taken on the responsibility to author his book called The Untold Stories of Japanese Game Developers. But it cannot come to fruition without the help of Kickstarter supporters.

Szczepaniak hopes to fly to Japan and sit face to face with the country’s industry members to develop a better understanding of their experience and perspectives along with uncovering undocumented facts of the marriage of business and culture in the Japanese games industry.

Hopefully this will answer our many questions that have sprung up over the years this generation in regards to the country’s decline in influence and impactful innovation. We’ve seen the diminishing pizzazz of the Tokyo Game Show, heard Phil Fish’s and even Kenji Inafune’s criticisms on Japanese game development. But it’s always better to have an open conversation – or in this case, read the perspective of one – than point accusational fingers. 

Holding a Controller with a Wedding Band? (5/30)


MSNBC’s Morning Joe went on a rant of his hopeful would-be primary bread winning daughter, claiming that all men in this day and age sit at home and play video games and are weak and unmarriable, and he willfully exempts his son and his friends (who probably play video games). While we should give him the benefit of the doubt that he might see video games as one of the reasons why men sit home with little ambition, this feeds into the consistent attachment of video games and a perceived deterioration in our society.

He seems to be making an underlying point that before the advent of video games, that men were strong and forward thinking individuals. That men weren’t sitting at home, consumed in unproductive activities. And while video games is certainly an activity one can drown in, fogging real life priorities, many gamers have flourished in games publishing, marketing, development and gaming press.

The two writers of this blog are in committed relationships, one awaiting marriage, the other awaiting engagement after seven years. Let us remind ourselves of the successful gamers with careers in the games industry; with careers outside of gaming such as photography and social work; gamers who happily await or are happily married.    

Looking Forward to Microsoft’s E3 Press Conference (5/31)


As gamers, our takeaway from the Xbox One reveal was largely unanimous. Where were the games? Who was Microsoft addressing this message to? Microsoft is losing its audience. Let’s not forget the used games mixed messaging and the vitriol against online requirements.

But Microsoft’s strategy might demonstrate some tact. Whether we liked it or not, the theme of Xbox One reached 8.5 million viewers. They might not have been talking to us, but Microsoft certainly reached its target audience within those millions.

Knowing that the company has 15 exclusive titles in development, 8 of them new IP’s to be released in the next year, only knowing one of those titles – Quantum Break – we can look forward to a hopping E3. In fact, in response to a Twitter user asking of Microsoft will be showing off more TV features in addition to what we saw at the Redmond event, Major Nelson responded,  "I can confirm that we will have TV's (or similar) on stage to show the games… That should be the [extent] of TV talk in your E3." 

And that's this week's A Week in Gaming. Be sure to tune in next week for more gaming coverage.

Reviewed by: Jamaal Ryan
Big boobs and an impossible figure don't make great games, they make great porn. We've reached an age where such chauvinistic character marketing is no longer needed, which allows us to have a younger, more physically and emotionally relatable Lara Croft. Enter our 21 year old. She weeps, gets beaten, gets soaked in muck and corpses, and she's in pain. Crystal Dynamics has rewritten the confident seductive caricature theme into a form of an origin story. But it's the trials and tribulations that she goes through, and how we push her through it which amazes.
Croft has always been a historical explorer, a raider of tombs of you will. But the Lara that we're introduced to is a survivor, and Tomb Raider pounds that description into every facet of the game.
It begins this by insuring to abolish any fantasy one may have about weathering Mother Nature alone on a desolate island. The appropriate setting is wet, occasionally cold with reactively convincing foliage and stone formations often occupying space, leaving little room left for anyone not fit to survive. It’s a display of thorny beauty, with an immense amount of detail rising above its dullish color scheme. Even in some of its more delightful locals such as shipwrecked beaches and snow bleached mountains, there's a consistent rugged edge that exhumes hostility.
This rough and tumble is both inflicted on and demonstrated by Lara. Her wilderness skills justify her progression, even though they’re largely meaningless to gameplay (I’m looking at you felled deer). Much like Rocksteady's Batman, her appearance transforms. She begins as just a freshly injured stranded ship passenger. Over time, these scars harden as she accumulates one after the other. The visceral injuries she sustains are brutal and never-ending, yet her struggle is believable despite her impossible video game stamina.
Ow.
This development is independent of the story, which can be an offender of rushing to its point without expositional build up. Booting up the game will present you with an opening cinematic worth just as much as a sizzle reel; things go to hell really fast. This is what Lara looks like, then your boat gets fucked, now you're stranded. It begins to dabble in the idea flashbacks, lending us a perspective of a more peaceful life, and journals make an attempt to fill in character gaps. But it’s merely an experiment, soon to be abandoned. The lore that exists outside of this desperate predicament is numbingly detached from what unfolds on the island.
The same goes for Lara's behavioral transformation. One second she's struggling with an emotional breakdown after her first gruesome kill, the next she's masterfully assassinating enemies like a navy seal. I find little wrong with this, as a flight response in this situation is hardly an option. Lara is forced to fight, and that's a powerful message. But the utterly disgusted Lara we see only seconds prior shouldn't just be replaced with a trained killer unless she's some sort of sociopath. If Lara was given a more significant moment to process the trauma she's been through -- more so than the fireside monologues -- even after killing multiple squads of men, as a character, she would have been more believable.
Before...
...Well after.
Tomb Raider does an impeccable job of defining Lara as a developing survivor. Camilla Luddington channels her desperation, her aggressive battle sass, and her stubborn will very well (though at no fault of the actress, I can't get over her lifeless eyes). But Crystal Dynamics tries a little too hard by juxtaposing her with her fellow crew. It's painfully clear that the intent is to paint Lara as the practical, passionate, and methodically thought survivor, leaving the rest playing as little more than a bunch of Dragon Ball Z backup singers, hitting their notes to solely elevate her lead. Nonetheless, the story does a fine job in at least illustrating the meaning of the effortless skill set we've come to know, right down to the game’s final act.
Tomb Raider is familiar by design, combining the layered retract-ability of the Arkham franchise, and the acute combat and acrobatic scaling of Uncharted. The island itself isn't fully traversable, as each section of the area is linked by linear and impressive Uncharted-set-piece like transitions that have you tumble from a concentrated test of reflexes to an elaborate trail of observation. Within each quick-travel accessible space lie secrets, upgrading and just-for-fun collectibles, and optional tombs, all which can be accessed by Lara's acquired equipment once revisited. Any Metroid and/or Zelda comparison would be appropriate here.
Kudos to the development team in introducing new equipment and environment ready weapon augments in a grounded fashion. Each new ability awarded took me by surprise, making me more excited to explore with more of a "Huh, this can be useful" introduction instead of leaning towards a gamey glowing item sitting on an alter.
As for the optional tombs, the titular chambers aren't part of the main quest and will have to be uncovered on your own time. Each tomb is self-contained puzzles, mixing physics and timing in a creative yet practical way. You'll be greatly rewarded for your raiding, acquiring a lump sum of additional gear currency and experience points to harden our survivor.
Raid (Image source: digitalhippos.com)
While Lara may feel acceptably sluggish while exploring, she’s an animal in battle. Fire fights feel chunky and frequently smart, with the heavy clack-chack of every bullet fired from the little Croft tossing and punching large frumpy men with violent response animations, and the rewarding use of the numerous combustibles littered within your surroundings. Lara can also position herself very rapidly, moving from cover to cover, and closing the gap for gruesomely fantastic executions.
The combat maintains a healthy juggle, making meaningful use of Lara's few but essential weapons. Pull off soundless kills with the bow, handle enemies at medium to long distances with the rifle, and keep rushers at bay with the shotgun. This may all sound like gunplay fundamentals, but among many shooters where different weapons classes are often interchangeable, Tomb Raider encourages you to use the right firearm for the correct situation. Just like the Arkham games, selected weapons have dual usage in and out of battle, and their Swiss-army characteristics make up for the fact that only four exist in the entire game. With all of Lara's maxed out weapon modifications, one of its final fights is Tomb Raider's best showcase of combat.
Come at me!
Then there's that thing you do with other people over an internet connection. Now I'm not one to complain about menu design, but online character and loadout selection screens look laughably silly, with main story characters fixed in goofy action figure poses like they're placed in a Hasbro toy commercial and large displayed custom options that do nothing to entice further invested play. Playing the game itself, however, is near nauseating.
Beware of painful eye rolling. (Image source: edgecastcdn.net)
Your avatar's mobility is painfully robotic, with maneuvers that hold near meaningless purpose that beyond of jugging. You know that your mechanics are busted if you have to resort to jumping as means of evasion. Tomb Raider's campaign utilized an automated cover system which was odd, but easily overlooked. Clearly the issue that could impose in competitive play wasn't a priority. Running around in third person without a snap-to cover system turns firefights into a muddled mess at times. Let’s not forget that close range combat is about as tactful as flailing your arms in self-defense. Maps are an utter showcase of offensive design, with some thoughtless traversal options and a painfully obvious "My team spawns here" build.
The multiplayer component screams, "We had to put SOMETHING here"; an unwilling effort that shows. You'll be struck by poor presentation and baron play options; hell, I couldn't even believe it when I picked up a 60 lbs. minigun, I wielded it at no expense of my movement speed. This was clearly a rushed project, with many unfulfilled ideas. Only usage of the bow and arrow feels smart, offering a change of pace beyond the gross gameplay. It's a shame that Crystal Dynamics and/or (but likely was) Square felt the need that this was necessary.
Bottom Line
Tomb Raider feels relevant again, which is something that Crystal Dynamics has tried for years. It’s adopted some of the finest game design fundamentals that buoy its modern presence that make it familiar and right for today’s gamers. Tomb Raider’s story arch won’t likely impress you, but its survivalist nature is a captivating test of Lara’s endurance that holds firmly onto your attention. Don’t bother fucking with the multiplayer, it’ll only smear the image of one of the most beautiful and badass heroines in past and present gaming.
+ Believable albeit unrealistic depiction of survival
+ Excellent gunplay design
+ Always-favorite Metriodian exploration
- Lackluster character and plot script
- As I said, don't even bother with the multiplayer
SCORE: A-
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