A WEEK IN GAMING 9/9/13 TO 9/12/13. SPECIAL FEATURE INSIDE

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Sunday, September 15, 2013

By: Jamaal Ryan

Let’s take a looking at a week in gaming from 9/9/13 to 9/12/13. Below is a special feature expanding on a piece written on Kotaku last week by Whitney Hill about her perspective as a woman in the game development community.

Are on board with PS VIta TV? (9/9)
It’s amazing how much of a domestic device the Playstation Vita has grown to become. From a simple high definition handheld to one that will stream our Playstation 4 titles off of the same Wi-Fi signal as the console to just as announced this week, having a unit compatible with our television where we can play games on the big screen; the Playstation Vita is every bit a handheld on the go as it is a handheld on the couch.
But how relevant is the PS Vita TV to the mass market?
The standard PS4/Vita stream remote play, said to be compatible with every PS4 title, is a niche in and of itself. While it’s neat to walk away from our console and continue the game elsewhere, say in your back yard or like the Wii U, free up the television for a housemate, many respond to this saying, “Why would I want to play my PS4 games on a 5” inch screen as opposed to a 50”?” It solves a problem that many of us have conditioned ourselves to work around. It’s more of a neat perk than an answer to our prayers.
Playing handheld games on our televisions is nothing new. Nintendo released a device for the Gamecube that attached right under the console with a GBA slot that allowed us to play GBA games on the big screen; one that I used to play Golden Sun many years ago. Apple TV addresses with the same idea in which users can connect their Apple device to a TV and stream the content to it, be that videos or games bought from the App Store. Both are/were fine devices, however neither really took the place as an additional living room game box.
Vita TV is the next generation of this idea packed with USB 2.0 support, HDMI out, and an Ethernet jack. And with console like titles on the system, each can take full advantage of the screen. But how many of these games will we get a chance to use with this device? For gamers like me, I have a very specific preference of playing games on my television. I would rather play a game like Motorstorm RC on my Vita rather than my television because of its small scale. A game like Uncharted Golden Abyss or Killzone: Mercenary would more suited for my tastes, except there’s one problem… at this time, neither game is compatible with Vita TV.
This could easily be a result of the fact that the aforementioned games use Vita specific control features, and Vita TV at this time will support the Dualshock 3. There are plenty games that will be supported on Vita TV, including Earth Defense Force 3, Final Fantasy X/X-2, and Marvel vs. Capcom 3; and up to 1,300 games will be supported along with PSP and PSone games as well. The future of this device can see patched games to be compatible with the Dualshock (hopefully not at the expense of having Vita games taking full advantage of the system's features) and one could hope that the Vita handheld itself will communicate with it in some way.
Vita TV will also boast another remote play feature where much like how PS4 games can be streamed to the Vita handheld, the Vita TV can stream games to another television off of the same Wi Fi signal. Again, neat feature, however how many of us does this really make a difference for? The PS4/Vita handheld stream is a reasonable stretch as you can enjoy your PS4 titles outside, on the toilet, watching the plumber fix your leaking supply lines, or babysitting your nieces and nephews in your crib.
Proponents of this feature will say, "Hey, if so-and-so wants to watch TV, then you can take your games to another TV, or even have up to four people play off of the same system." Let me stop you there. Besides the fact that we don't know how well the streaming will be, what of those who live by themselves? What of those who (logically) already have a second television dedicated to games? And who the fuck is gonna be streaming on four televisions off of the same PS4? Yes it's cool, yes it offers options, but is it necessary within the parameters of experiencing video games? Not even close.
Outside of games, the Vita TV will have media features such as Hulu and likely Netflix along with all the obligatory services. So if you're one of the few that doesn't have a computer, smartphone, smart television, tablet, gaming handheld, games console, or a stream box of some kind, well this is for you... if you live in Japan or can wait until Vita TV is announced State side. 
So will we find ourselves domesticating our Vita games and playing them on the big screen or our PS4s on different screens, or will we experience our Vita library natively on our portable device, play our PS4 games on... a PS4 and stream TV shows and movies off of it? Certainly they’ll be audiences with both, but it’s a matter of how many will be on board.
The Exclusion of Women from GTA V (9/10)
We seem to be in a sensitive time when discussing women in video games. Anita Sarkeesian completed her three part Women vs. Tropes in Video Games series, feminists had words for The Last of Us’ depiction of women, Call of Duty: Ghosts announced female playable soldiers in their multiplayer reveal, and readers as well as one PC Gamer editor was in shock and disgust of a scene in a demo for Hotline Miami 2: Wrong Number. Today on the Guardian, Dan Houser made a few points to explain their decision as to why they excluded women protagonists in GTA V.
Point One: “The concept of being masculine was key to the story”
While there’s nothing wrong with centering a game on masculinity as movies like The Expendables wouldn’t necessarily be regarded as sexist, it’s easy to criticize the long running series – over a decade – for not having female protagonists, especially in a game where there are three. Many have reasonable stances to slam the series’ for their depiction of women, although it’s had their share of strong female characters. None the less, with a game that prides itself with social commentary from race to socioeconomic status, to religion, to politics that plants little diamonds in the ruff of societal ill, it’ll be nice to see how Rockstar could have written a female lead in these cities with many vices.
Point Two: “…allows us to create nuanced stories, not a set of archetypes.”
This reinforces the point for its adherence to maintaining a masculine tone. It’s respectable that this is a game about three different characters that compliment and complete one another when together and expose their weaknesses when they’re apart, both in story and in gameplay. It makes more sense both in narrative scope and in gameplay.
While I don’t terribly align with the phrase, “a game about masculinity”, for reasons that are perhaps outside of their own, I can settle. I have faith in Rockstar’s writers, however I can’t help but easily imagine an offensive shoehorn depiction for a woman just for the sake of having one. Any which of the following could sit uneasily with players: “The only woman on the team who’s a lesbian that may have some special ability that is ‘feminine’ like healing or be a means of distraction”. These are extreme examples, but writing a female lead in the world of GTA that’s filled with outlandish stereotypes could be tricky.
However having a married woman whose specialty is with guns and acts as a reflection of the city’s reactions to her as a female would be interesting.
Point Three: “We liked the idea of a protagonist retiring with a family, and how awful that would be… yada yada yada.”
Here’s where I completely change my tone. The context of the story is irrelevant. Like movies such as The Expendables (not a fan I might add), writers have the right to tell whatever story they wish to choose, and how they see its elements fit together in their narrative. Would it have been nice to write a story of a retiring female mobster? Yes. But so would have been a story of a mother escorting a young boy across the United States fighting off looters and infected humans, yet we got Ellie and Joel in The Last of Us.
We can have a discussion about how storytellers need to inject more diversity within their characters in games; but regardless the fact, a good story is a good story, good writing is good writing, and interesting characters can be all White or all Black or all women.
If Rockstar wants to tell a story about
…a man who’s retired from the criminal life, a thug who’s looking to move out the hood, or a crazed lunatic living in the outskirts of a major city, then so be it. As long as it’s conducive to the story and not to the target audience that’s more likely to buy games if a male (or three) is on the cover.
A difficult approach is to appreciate creators for the work that they’ve done whilst challenging them explore writing a female leads into the story in the future and make them relevant and organic to the story instead of having it just because it would be nice to pander to a certain demographic. It would be more insulting to depict a character that reinforces tropes and stereotypes than write a better one that excludes other diverse groups.
All in all, we can all agree that the industry should be moving towards a diverse representation when necessary.
Game that makes you feel good about eating Chipotle (9/13)
I willingly wish to remain ignorant to the food prep wizardry that goes on behind the farms, factories and/or plants that Chipotle gets their food products from, but if their game is any indication, The Scarecrow iOS title and short film exemplifies the chain restaurant’s proposed principle of naturally farmed food.
Developed by Moonbot Studios, The Scarecrow, a game about the titular farm prop completing a variety of tasks built within  a series of mini games, follows the lanky hard worker at Crow Foods, a plant that prides itself on 100% all-natural food. In the Disney-esque short film, we follow the scarecrow going through the motions, working the food factory and – for the sake of the film’s message – pumping food right out to consumers with a guilty shot capturing their initial digestion.
Visibly fatigued of his monotonous life style, as the scarecrow peers behind the factory’s “All-Natural” sign, we discover their true processing procedures, pumping chickens full of chemicals, and then later, a warehoused extraction from labeled cows.
Consciousness begins to take over on his train ride home as he passes by the actual farms which are commanded by towering mechanical crows beaming god-knows-what into the crops. The slender figure reaches home as he’s greeted by a fresh pepper grown on the plant before him. Then it becomes time to change his ways as he spends an afternoon preparing fresh meals, shamelessly resulting into that Chipotle basket we all know and love.
Regardless in what Chipotle’s practices are, they certainly got their message across: a game, and an adorable short film, about the awareness of organic foods.
Check out their short film below; and while you’re at it, enjoy Fiona Apple’s remake of Pure Imagination.

VIA: Polygon
A Week In Gaming Special Feature:
Idiosyncratic Reactions to Women in Game Development
Originally reported on September 11th 2013

I’m confident that many of us are aware to the overt sexism that goes on in the games industry. The jokes, the harassment, the puzzled look follow by, “You play video games?” It’s present, it’s unfortunately consistent, and thankfully, there have been raised voices against it.
But in the nature of prejudice, there are different stages of “recovery”. Much like racism and somewhat with homophobia, we’ve moved passed the blatant “queer” and segregation of yesteryears. Now, we’re in a period of off colored Black or “Muslim” jokes and mumbling “Look at that gay guy over there”; all circumstances knowing that a shameless calling out is a quick way to get your ass kicked. With an employer hiring a woman, they may try to cover themselves by saying, “you’d better be able to take a joke.”
Sad.
This is the period of recovery in which the developers Hills describes in her piece. For us men in business environments, how many times have we caught ourselves reaching to hug a woman or kiss her on the cheek rather than issue the same response we give other men with an innate extension of our arms for a handshake?  I know I have, but this may be perceived as viewing women as unequal colleagues and business partners.
As a social worker, I work around plenty of women, though after working at Homedepot for 5 years, unless a woman is in a very clear managerial position, it’s, “Hey new girl” or “Hey, young lady”. As Hills described, there seems to be this level of discrepancy between women in their twenties and women over 40. Male developers can walk in fresh out of college and earn a high level of collaborative respect within months. But the presumed “cuteness” and “sex appeal” of a woman in their twenties will keep her just as eye candy until she stops being “sexy” any more and that’s no longer a distraction from her raw talents.
Women try to fit into these environments. They try so hard. We men have all hung around the woman (or that girl in high school) who hates chicks, would rather be around men, and makes more off colored jokes about herself than you would feel comfortable to. Ever take the time to think that she’s doing her best just to fit in? Doing her best to free you from feeling like walking on eggshells around her, further highlighting that she’s a woman?
Even the little things add up: the “nice” gift sitting on the table, the dark women’s bathroom since they’re the only woman working there, the late nights feeling more alone and unsafe.
Very few of us work in the games industry while the rest of us wish we would, but all of us work with women. So take a step back and shaker her hand, try looking directly at her and compliment her work instead of her physical features, don’t be the creepy guy that positions yourself awkwardly over her, “How you doin’?” And if you’re in a supervisory position, give her a chance, she might impress you.
Let’s move past this stage of recovery and build idiosyncratic gender equilibrium
And to the women out there, thank you for all your hard work; it’s deeply appreciated.
Source: Kotaku

SAINTS ROW IV REVIEW: GOD MODE

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Sunday, September 8, 2013

Reviewed by: Jamaal Ryan
It’s very difficult to get the super human sandbox sub-genre right. Games like inFamous and the original Crackdown nailed it with central thematic game design, while others such as Prototype stumbled with a lack of focus. This is what makes Saints Row IV so interesting. Departing from its conventional yet outlandish roots, Volition seeks to out-do The Third, which stands as one of the best sandbox games of this generation. Super speed, super jump, and a whole host of super powers, Saints Row IV aims sky high… literally, but not without occasionally forgetting what made the third installment such a fantastic game and what this sequel set out to do in the first place.
Saints IV begins to develop an existence in spite itself almost from the very beginning. Soon after stopping a nuclear threat, planting your ass in that seat in the oval office, then getting abducted by aliens and thrown into a Matrix-a-fied version of Steelport, you gain the abilities to trample directly through traffic at high speeds, and leap over buildings in a single bound. This effectively amputates the need of vehicles immediately, and later on more gameplay options ahead.
This begins to highlight Saints IV’s biggest problem. It serves you an entire pizza dish’s worth of content and gameplay options that’s often dwarfed by its bolstering super powers. Some can be ignored while others have to be suffered through the main story line.
A great example is that from very early on in the game, you’ll spend so much time booking it on foot, and shortly thereafter, gliding in the air, that whenever you’re forced to hop behind the wheel, it feels like a chore rather than a thrill no matter how fast or how cool the vehicle is. Given the opportunity, I went out of my way to avoid jumping in a car. There are certain side missions ask you to deliver a vehicle over to any one of the selected garage locations throughout Steelport. Wait, you want me to DRIVE there? Fuck that shit. I’m just gonna use my telekinesis powers and carry it on over.
I’m not gonna steal it, just gonna toss it over a bridge.
The more powers you get, the less interested you are in entire categories of upgrades. You can easily get away with divorcing yourself away from vehicles entirely, and fellow Saints have little use next to your super human abilities.
It’s difficult to blame Saints IV for being different, especially in an industry where samey sequels are so scrutinized. But what added to The Third’s value were the bevy of upgrade options available – many in which aren’t as relevant here. And acquiring and piloting certain vehicles was rewarding and gave a great change of pace in the last game, however now you'll entertain yourself more playing catch with them. Super powers are much appreciated, but not entirely at the expense of the inadvertenly relinquished enjoyment of what it’s like to be human.
Saints IV’s pacing is jarring thanks to uneven mission design. The main storyline takes you to reconstructed fabrications of your homies’ imaginations. Your powers are often taken away forcing you to engage in competent to downright boring sequences. Shooting down choppers and blowing up enemy vehicles with a rocket launcher? Yes please. Mowing down wave, after wave, after wave of foot soldiers? No thanks. It isn’t until the end that your powers take center stage, but narrative linarites are no match for player agency freedom.
Well… at least the main story has bro-mance.
Got that? Good. Now here’s what makes Saints IV still a hell of a lot of fun.
Your time is better spent satisfying your crew’s deranged and often impulsive desires, letting the main story take a back seat as side missions give you the widest degrees of freedom to use your powers to the fullest (with the exception of awful hacking mini games). Not only do they lead you to activities that allow you to fuck with the city in various ways, they also reward you with valuable weapons and power upgrades which encourage you to return to the city and demo your new acquisitions.
Saints IV is at its best when you’re busy enacting crowd control. Using telekinesis to launch vehicles across city blocks or running around using said items as destructive wrecking balls, earthquake stomping your enemies into oblivion or using an anti-gravity version to shoot them down while they’re suspended in midair, all these fuel your addiction to cause ceaseless destruction that never gets old.
With just a simple wave of my hand…
A good chunk of the enjoyment in Saints games are the arbitrary activities, and Saints IV has brought back some of your favorites. Mayhem is the best platform to display the extent of your powers, and leaping 50 stories in the air and then watching your body descend and flail into traffic makes the new Insurance Fraud the best Crash Mode the Burnout franchise has never had.
My new favorite is the telekinesis based Prof. Genki’s Mind over Murder (M.O.M.) where you rush to different locations around a section of the city launching humans, vehicles, Genki and other mascot heads into the appropriate rings. Other new additions warp you to a Tron-ified alternate digital space through rifts where specific powers are put to the test. These side missions are designed around your special powers and challenge them enough to be far more than enjoyable.
Despite the level of destructibility available at your fingertips, weapons are still very relevant in Saints IV.  Favorites are bound to be the Abduction Gun which lifts targets into the sky, never to be seen again, the Dubstep Gun that emits sick devastating beats in undulating waves of dub-step, and the Inflato-Ray that can magnify enemies to hilarious proportions before they explode. My path of carnage relied heavily on the space phenomenon firing Black Hole Launcher, and the Disintergrator which erases enemies out of existence. Yes, I like to leave little evidence indicating I was even there. Both gave me the excitement of a “win button” feel without actually guaranteeing it. And that’s a testament to how well balanced and highly aggressive the AI can be.
Wub-Wub.
Combat and control is exceptional as always in Saints IV. You’re combative success is only as good as how well your fingers can react to the action on screen. Momentous animations have no interference here. I performed at my best when holding a car in mid air with my telekinesis while gunning down foes at the same time. The action can clutter, mostly by your hand, and even slow the framerate at times, but it never compromises your engagement in battle.
Movement never lets you down, even with Saints IV’s wide range of mobility. Need to escape fisticuffs with angered citizens? Leap or sprint out of harm’s way. Miss a platform scaling one of the extra-terrestrial towers? Glide, vertical wall run, and super jump until you reach the top. The controls also make your time spent collecting data clusters to purchase new power upgrades as seamless and enjoyable as possible, bringing back that purposeful Crackdown orb hunt pass-time feel.
My city.
The Saints Row franchise – particularly The Third and the game here in question – bask in their crude humor. Saints IV becomes quite comfortable and self-aware, seeking to out-parody video game and pop-culture parodies. Forced vulgarity in lines such as “I think I broke my dick bone” fall flat, and modern day references like “I’m the one who knocks” feels a little late to the game (mostly thanks to Borderlands 2). But its heavy handed Mass Effect (particularly the Mass Effect 3 elbow jab made me drop my controller in laughter), Star Fox and other game references I hesitate to spoil range from quick deliveries to entire sequences. All are well appreciated and do a fine job in living up to the reputation Volition has tried so hard to maintain.
The Bottom Line
Saints IV isn’t as good as The Third. While leaping from building to building and gliding across bridge wide rivers cutting through Steeport, you’ll pass over sports cars and will spot the occasional air craft that will give you fond memories of the joy rides you have once had before if you’ve played the previous installment. As a stand-alone game, the new abilities are still awesome, employing another level of city interactivity and destruction, both being the reason why Saints IV is still a good game. But the main storyline doesn’t properly facilitate your new powers, often taking them away for ludicrous narrative reasons. Saints Row IV is better served as a traversable and interactive plaything rather than a consistent package, staying true – no matter the cost – to a definitive sandbox title.
SCORE: C+
+ Still funny as hell with the occasional flat jokes
+ Super powers and an entire city to mess with
+ Side missions that make you appreciate super powers
- Main missions that often don’t care for super powers
- Much of what the game has to offer becomes obsolete
By: Jamaal Ryan

Let’s take a looking at a week in gaming from 9/3/13 to 9/6/13. Below is a special feature holding reactions to IGN's first hands on with GTA V.

November 22. Will Xbox One Miss Out on a Head Start? (9/4)

November 22.
The date defies previous assumptions (particularly those in the games press who actually thought that it might launch in December). IGN’s Ryan McCaffrey was confident that it will meet Call of Duty’s release date, and others thought that if not that day, the very week of. But not only did it not hit the same day or week of Ghosts, it’s coming out after the Playstation 4; at least in America.
So what could this mean?
Preorder sales during the weeks after E3 2013 were 3:1 in favor of the Playstation 4, no doubt having to do with its flawless messaging in response to Xbox One’s controversy. With the advantage of maintaining their messaging over the past few months, Playstation 4 has been the next gen favorite even since its announcement.
The US territory has been dominated by the Xbox brand for the last few years, arguably the entire console generation next to the Playstation 3. But one of their advantages was that the system launched a year ahead of Sony. Now, they’re a week behind.
The predictions of many can reign true; Playstation 4 has a stronger chance of winning consumers’ wallets this year in the US over Xbox One. Playstation has the image advantage over Xbox, who has struggled to realign themselves with both gamers and developers. That favoritism will come in full force from November 15 through till the end of the year. In addition, that week head start wont be enough to obliterate their competition, but it could just be enough to say, “Hey, you can experience the next generation NOW.”
And while more attentive gamers can parse the difference between Sony’s exclusives and Xbox One’s exclusives, indie games aside – Killzone: Shadowfall will easily be overshadowed by Call of Duty: Ghosts and Battlefield 4, Forza is a proven racing franchise over Drive Club, and Knack will be dwarfed (no pun intended) by the myriad of other releases – that extra $100 will sway consumers who are looking to play the biggest titles of the holiday which exist on both platforms.
If Sony plays their cards right, they’ll boast the $399 right when the Xbox One hits. They can ride the very short wave of coming out first to being the cheapest. Xbox One will capture the audience who’ve made up their minds (such as myself… at least until I get a PS4 for the holiday), who’ve turned in their pre orders (unfortunately, I’m not one of them), and who have racked up their achievements and/or friends list on XBL. But if Sony beats it into consumers’ heads within that week that they’re out, and then beats the cheaper price into their heads after the 22nd, Sony will own next gen in 2013.
And as fun as it is to talk about this, it matters little. Even when Xbox One was this monstrous consumer unfriendly service box, the next gen race could have equalized itself. Even that might not have been a hard predictor of what the next 8 years would look like. So for two systems that are launching a week from one another, and $100 difference, a simple game like Titanfall could swing the crowd, and Uncharted 4 can bring them back.
Who knows.
I can assure you this: no matter what system you’ll choose, you will receive an optimal next gen experience from the gate and beyond.
Rape is Hardly Contextually Justified: Hotline Miami 2 (9/5)
I loved Hotline Miami. Its tempo, its gross violence, is hyper twitch design, I loved every millisecond of it.
Hotline Miami 2: Wrong Number was demoed at Rezzed 2013, no doubt generating a strong turn up to try out the sequel to one of 2012’s most critically acclaimed games. Folks enjoyed it, including PCGamer’s Cara Ellison, until this happened.
Pig Butcher, one of the characters you’ll play as in Wrong Number, finishes his “proper” deed of slaughtering every hostile face in sight. He encounters a woman before the Mortal Kombat reference FINISH HER prompts the player. And where the game could have gone off in a direction that would have no doubt generated conflicting opinions for those who preach equal opportunity violence and those who cringe at the thought of violence against women, the game careens in a completely different angle.
Pig Butcher pins her down and drops his pants.
Stop.
The insinuation in and of itself is infuriating, disgusting, horrifying, and every appropriately negative adjective you can throw at it. The original Hotline Miami had its own under pinning of misogyny with the suggestively under-dressed damsel. But THIS takes it to a completely different level.
Then Wrong Number attempts a “just kidding” justification with this: “…and the director at the side of the screen yells “cut”. ‘“Pig Man, well done, but don’t be afraid to be rougher. And you there, blondie – you need to work on your femininity. Act more helpless and scared. You know, more girly.”’
Dennation’s Dennis Wedin had an interview with Rock, Paper Shotgun about the press’s and community’s reaction to the scene. While admitting that the team feels terrible and expresses an understanding of what sexual assault can mean to so many people, their justification for the scene’s existence was depicting the way that other players saw the game violence from a movie making-point of view, while at the same time referencing horror films’ tendency to raise the bar of shock value. However this moves closer to exactly what Anita Sarkeesian spoke about how video games fail to subvert and commentate tropes when having the player participate in what it’s criticizing. You run into the Far Cry 3 symbolized “Anglo Saxon Savior” issue.
He also claims that the scene was out of context and wasn’t intended to be controversial, but I call bullshit. It seems that Dennation is in desperate need of PR training. Showcasing a sequence that involves a rape reference cannot be justified in isolation. You can’t excuse the demo for being out of context with there being no room for context on the show floor. If contextual value is needed, then it shouldn’t have been shown in the first place.
My knee jerk reaction to this aligns with Ellison’s, I feel betrayed.
This level of betrayal grows from my love of the previous game, stems from my uncontrollable anticipation for the follow up to my favorite Playstation Vita title, and is rooted in my complete distain for violence and predatory behavior against women. Wedin does hint at that the team can address the scene in the game, with the possibility of taking it out completely.
But being that I struggle to bring myself to an open mind thinking, “Hmm, maybe this sexual assault/ grimy ‘blondie’ label has something interesting to say,” unless it manages to convey a profound message, Hotline Miami 2 will not earn my purchase with the insinuated “Pig fuck” scene in it.
VIA: Polygon
On The Hunt for Xbox One (9/6)
So I pick up my cellphone before I leave the office to see my first client today and dial the closest Microsoft Store to my house.
“Yes, hello. I’m wondering if you guys still have available pre-orders for Xbox One?” I ask.
“Yes, of course we do. I can actually set you up with one right now. Would you like to get that done?” the associate asks.
“Um, yeah sure.”
“Alright. Let’s get you started.”
Faint typing in the background.
“So…” I interrupt, “This is going to be available in November when the system launches, correct?”
“We don’t have any day one editions, but yes. And it’ll be shipped to your house.”
“Ok…” I hate shipping, “Cool.”
More faint typing.
“So just to let you know, this will be delivered on December 31st 2013. Is that ok with you?”
FUCK THAT.
“Oh, um… you know what? I’m actually going to cancel that, but thank you.”
“Ok, I’m sorry to hear that, thank you.”
“Thanks, bye.”
This past week Phil Spencer spoke with Game Informer confidently assuring that gamers should have less trouble finding available systems compared to the 360 back in 2005. I didn’t pick up a 360 until 2007, riding the Wii surge of pretty good titles until I decided that it was time for a high definition experience.
As a 24 year old gamer, the Wii was actually my first system launch (window) purchase, standing first in line at Gamestop dressed in my pajamas and robe with my winter coat giving the kid and his mom behind me the “tough shit look”.
It was a well worth sacrifice at the time, one that in present day I’ve been preparing myself for after missing the pre-order phase after E3 and slowly losing hope that more available pre-orders will become available again (all options for me point to a New Year’s Eve delivery).
So, can we rely on Phil Spencer’s confidence and depend on finding units on the shelf? Or do we have to pump ourselves with vitamin c to boost our immune system to weather the cold days if not weeks after the launch of the Xbox One?
There’s a sense of pride in waiting hours in front of a store to then be rewarded of a brand new piece of hardware.
I think I’ll take my chances.
A Week in Gaming Special Feature:
Reactions to IGN's Hands-On with GTA V
Originally reported on September 3rd 2013
It’s very possible that GTA V will be the most critically acclaimed game this fall, and may probably be the best selling right under Call of Duty: Ghosts. At one point, over 17,000 IGN fans were reading Luke Reilly’s hands on impressions and well over 1,000 were viewing the video discussion.
GTA V will be massive in every sense of the word, and IGN’s very first hands on impressions makes me feel that the $64.19 that I’ll be spending on this game will grant me more value over the next couple of months than the hundreds of dollars I’ll be dropping on next gen hardware.
Luke’s first encounter discussed was him stress testing the wanted system. The behavior of his assailants makes me curious to see how it feels like when enemies attacking from afar. This relies heavily upon how the shooting mechanics work – which have been said to be vastly improved. The example with Trevor positioning his body while belly down on a plane wing is exciting, though I’m not sure that this Max Payne style will see its way into everyday shooting. With the exception of Max Payne 3, the shooting has never been a strong suit in Rockstar Games. Let’s hope the changes feel as drastic as everyone claims.
GTA has historically been a pain in the ass about saving vehicles. By either parking them in a garage or in a parking spot, you’re able to retrieve the whip even after you boot up the game again. However once you lose them, they’re gone for good, forcing you to jack another clone in the city. GTA V seems to add an element of incentive to that system by allowing players to retrieve their abandoned or destroyed cars from the impound lot for a fee. While I enjoy other open world titles’ liberal gifting of saved cars, the retrieval fee seems like a small justification of GTA V’s monetary system.
Making things your own seems to be part of Rockstar’s intention with GTA V, and the way in which they handle weapons seems to support that claim. One of the biggest downfalls of dying in previous games was losing your entire arsenal in one fell swoop (restarting from the last check point was a common practice of mine being that the game would restart it for me at a greater cost). Now, your weapons remain even after you die; and better yet, Rockstar has finally caught itself up in modern times with weapon customizations.
The tactical play between all three main characters have been displayed time and time again in Three’s Company since the unveiling of GTA V. The system facilitates appropriate indicators of each of the three characters by flashing their portraits red if one of them is in danger and white once they’ve become useful. Trevor on the chopper, Michael in the building, and Franklin on the sniper is all well and good, and both Derailed and Vinewood Babylon feature Michael and Trevor’s alternating play, but the real question is how many missions will GTA V be able to pull off that level of dynamism with, or at least give each characters a purpose without feeling as if you can stick to one character alone?
Rockstar also seems to be embracing its mission design. The biggest criticism from IV (and existing in every one before it) was failing a mission only to return to your place of residence or separate location miles away from your mission start having then to drive all the way back and do it all over again. Checkpoints return to solve that problem, and I can only assume that replayable missions means that you can get the use of any one of the three (or however many are present during the mission) as many times as you want.
Combat interplay has clearly received an overhaul, but it’s the details described that are head spinning: “The new crunch of spinning tyres on grass and dirt. The way livid drivers angrily flip you off after collisions. The ubiquitous rain grooves of LA’s decaying freeways brought to life in Los Santos. The subtle ticking of a cooling engine after shutting off a car.”
Rockstar commits itself to detail more than any other developer I can think of now while writing this. In Saints IV, you can raise their version of a wanted level, kill every alien and destroy every tank and UFO that has the worst intentions for you, encounter one of the super powered Wardens in a final fight, and after victory, everything goes back to normal immediately. Daniel Krupa describes blowing up a car in mission, and after completion, fire trucks wiz by to fulfill their purpose. This continuity exists within the three characters as well. While one is hanging out with his boys, the other is high tailing it with a two star wanted level. This stage of persistency is almost unmatched, and has made the series an iconic example of simulating and independent ecosystem.
Together with the thousands of animations of characters in the game, GTA V seems that it will create a level of bar setting immersion that was previously set by its predecessor.
With exactly two weeks to go, the wait for GTA V is coming to an aching close. For mad gamers like me, it will take painful dedication to get as much out of it as I possibly can without compromising the experience in order to get to the rest of this holiday’s line up. For many others GTA V will be the last game they play this year.
And what a way to close the year with none other than GTA V.
Source: IGN
By: Jamaal Ryan

Let’s take a looking at a week in gaming from 8/26/13 to 8/30/13. Below is a special feature about a controversial topic looking at why Japanese games don't sell well in the states.

You Should Start Considering a Playstation Vita (8/26)


Sony had another strong press conference this year, this time at Gamescom 2013. One of the stars of the show was the Playstation Vita which looks to begin a “renaissance” as Polygon’s Colin Campbell calls it.

The value of the Vita isn’t new. Owners have been taking advantage of Playstation Plus’s monthly free games for almost a year now, and in addition, have been treated to a growing number of strong indie titles such as my recently reviewed Hotline Miami. Sony’s indie initiative has been developing for years now, giving designers the opportunity for a smooth transition over to their handheld from PC; and with Vita’s strong attach rate, developers can look forward to steady sales.

And the indie games keep coming. There were several strong titles listed at their Gamescom presentation including: Joe Danger 2, Fez, Starbound Velocity 2X, Minecraft, The Binding of Isaac: Rebirth, Hotline Miami 2: Wrong Number and Rogue Legacy. This is an incredible line up of proven titles such as Fez and Rogue Legacy and highly anticipated games such as Hotline Miami 2: Wrong Number. Indie games have a perfect place on a handheld, and Vita seems to be delivering this in spades.

AAA games have taken a back seat from Vita support thanks to slow sales. But the announcement of Borderlands 2 might change that. The Vita hardware has proven before that it’s quite capable of delivering console like experiences, and most recently in first person shooters with the Killzone Mercenary Beta. Hopefully with the Borderlands 2 announcement along with the price drop to $199, the (assumed) port will be a success, giving AAA studios the green light to resume support of the system.

But I think it’s the $50 price drop that’s the deal sealer for the Vita. Nintendo couldn’t maintain a $249 price, besides the fact of how under powered it is to the Vita, and even though before the official announcement of the Vita’s price was assumed to be much more expensive, anything over $200 is too much to ask for in a handheld device if it’s not a smart phone or an Apple product.

The Vita is prepped to make a comeback beginning this holiday (look forward to Black Friday bundles this year). With an appropriate price drop and a lineup of fantastic looking games, cost and software is almost a sure recipe for success.

Abortion in Video Games - Choice Texas (8/29)

Some of us have played games about depression, some look forward to games about pregnancy, and those that own an Ouya can look forward to a game about cancer. Two women in Texas, Carly Kocurek and Allyson Whipple, are making a game about abortion, taking the level of social challenges in games to a controversial degree.

Choice: Texas will be a point and click styled adventure game about 5 pregnant women who face abortion as an option. Each case will be different; one woman is a 19 year old who’s a rape victim, the other is an excited mother-to-be who’s pregnancy threatens her very life.

As taken from the title, the game aims to highlight the socioeconomical barriers women face when considering abortion in Texas. Abortion clinics aren’t easily accessible via transportation alone. But even once women get there, they must stand in long lines before undergoing discouraging mandatory counseling.

When not considering the choice of abortion, women face costly alternatives. Preventative measures aren’t often cheap, and natural births could cost up to $9,000 dollars. It’s a systematic fucked if you do, fucked if you don’t that has been helped set by Texas governor Rick Perry who’s most recent bill passed will mandate specific criteria that only 5 clinics in the state qualify for.

Choice: Texas has not gone unnoticed. The game has received criticism from activists groups, and more offensively, Youtube commenters who’s online behavior caused Korcurek to disable it completely. However this hasn’t discouraged them from continuing their indieGoGo campaign, rising over $5,000 for dev elopement costs and event presentation.

As one who’s pro-choice, I clearly have a bias in this game’s significance; nonetheless I think it’s important that a game like this exists. An industry that’s several decades old still gets the misconception of senseless violence. But with more games like Choice: Texas, along with several other emotionally driven and socially inspired indie titles, we’re moving further and further away from that increasingly inaccurate assumption.  

Source: Choice: Texas
VIA: Polygon
"Not forced to play as a n**ger" GTA V reactions (8/30)

Nothing is sacred, not even the highest anticipated game of this final run of releases this year.

Youtube is a wonderful space where you can watch almost everything (even porn) and post just about anything (except for hardcore porn).
But it’s also the arguably the largest cesspool of misogynistic, racist, and downright ignorant commenters. On GTA V’s final official trailer, the impulsives took to the Youtube comments section and spouted away:
NO ONE F**KING CARES ABOUT PC. THERE MADE FOR NERDS
Yes… really hot nerds.
LOOKS LAME. AT LEAST YOU’RE NOT FORCED TO PLAY AS A N**GER THO
Sup playboy…
THIS GAME HAS SWEG
So I looked up “SWEG” on urbandictionary.com cause I’m a 24 year old in an old man’s body, and this is what I found:
  1. A combined fart that smells both sweaty AND eggy. It is illegal in both North America AND South America.
  2. instead of using "Swag", you use "Sweg" to be more hipster/ indie.
  3. Out of religious sensitivity, I choose to leave this one out.
GTA V IS GONNA BE THE SHIT. LIKE OUT YOU’RE A$$ A$$HOLE

My sh*t don’t stink, so I’m looking forward to it.
DAT GIRL AT 0:42 IS SOOO HOT I WOULD F**K HER. IF THIS GAME HAD BETTER GRAPHICS

… Well, you can wait until the PC release.
AGE RESTRICTED DAMN

But your mom will buy it for you anyway.
I HOPE THIS IS GOOD BCUZ THE LAST 1 WAS A PILE OF RUSSIAN SOUNDING SH*T.

“I’m from Yugoslavia you dip sh*t.”
Source: Kotaku

A Week in Gaming Special Feature:
Why Americans Don't Buy Japanese Games: 
American Developers Speak
Reported on August 27th 2013


Few Japanese games have captured the spotlight this generation compared to past generations dating back to the SNES. “Japanese games are formulaic”, “Japanese games impenetrable”. These claims were near nonexistent 10, 15, 20 years ago, but they stand as barriers today as Western titles capture most of the industry’s attention.
Kento Kojima, a lead programmer at 2K, gave a presentation at a developers’ convention in Japan speaking about some of the responses he got when asking American developers why Japanese games aren’t selling west side.
1. The market has shifted to North America and Europe.
Though it’s difficult to pinpoint when this paradigm shifted, western titles are banking millions of dollars in sales from their very popular titles. Though the cash flow wasn’t that thick in previous generations, we’ve seen Japanese games been removed from their dominance in popularity. Looking at the top sales charts, with the exception of Nintendo, we hardly see Japanese games making a dent in the global market.There’s a cultural gap between how the west and Japan see fantasy.
2. There’s a cultural gap between how the west and Japan see fantasy.
Everything from Aliens to Star Wars to old European and overall western fantasy, games made in the US and Europe draw influence from “pop-sci-fi” and classic western fantasy. Japanese fantasy roots itself in a completely different culture, and while their fascinating worlds resonated with conventional nerds and older core gamers, with the games market so mainstream, the wider demographic is more accepting of western fiction than what’s seen in the Japanese culture. Developers recognize this (Capcom being one of the most active) and have contracted western developers to reboot their games for western appeal. Others take it upon themselves in games such as Binary Domain and Dragons Dogma.
3. Japanese games aren’t easy to get into.
This one is critical. You hear many of today’s gamers scoff at a game that takes more than a few hours to pick up its pace into the meaty gameplay. Japanese RPGs are notorious for this, in one way or another involving a characters loss of memory or introduction to a new world, acclimating themselves to the society (whether this is for the player or both the player or the character), and having the game deliver their systems piecemeal to the player. With games like Mass Effect 2 or Dead Space 2 (though admittedly action centered games), the shit hits the fan immediately, satisfying the player’s greed for instant gratification.
4. Japanese games are to talky, and their stories aren’t good at evoking empathy
This is another common complaint for Japanese titles. While western games use voice acting and require fewer encounters with NPCs, Japanese games skew to be more text heavy. This was my biggest complaint in my Ni No Kuni review, as the characters’ dialogue held a lot of fluff. For more action centric titles, characters tend to be far too melodramatic for western tastes, breaking the believability and connection with their characters. All in all, their stories follow repetitive arches that many of us westerners can't empathize with. This doesn’t happen often in western games either, but with more recent games like The Walking Dead, The Last of Us, and dialing back to the ending of Red Dead Redemption, we find ourselves fighting back more tears here.
5. Westerners don’t like the body types in Japanese games, preferring more “Roman style” bodies.
This is an interesting one, something that not many consciously realize (including myself). This may further distance the relatability between western players and Japanese game characters. This is mere conjecture, but this could stem from Gladiator builds that are muscular which is much imbedded in America’s “meat head/lets-go-to-the-gym-bro” culture. This assumingly exists at a much smaller scale in Japan as much of the population is much smaller in frame. In addition, there are several games that feature adolescents who aren’t built like fully developed adults.
6. Westerners prefer movie like performances, where Japanese games are more theatrical.
This refers back to the point of lacking empathy. Japanese games aim to personify values, principles and ideas instead of actual human beings. They have characters that represent and embody nobility, death, carnage, love, and innocence. This isn’t what our western culture relates to. This is why we see games draw inspiration from films, channel human nuances, and they achieve this by casting talented actors such as Troy Baker, Ashley Johnson and Ellen Page.
7. Japanese games are hardcore where are western games are aimed at the masses
Complex systems and brutal difficulty; these are the backings of much of Japanese game design. On top of getting over the hump of slow beginnings, many Japanese games have us getting used to complex grids, crafting and item management, or on the opposite end, memorizing unrelenting enemy patters and environmental hazards. It isn’t that western games don’t embody this, but the most successful games are streamlined to be more intuitive and user friendly rather than complex and having slow pay-offs.
8. Japanese games seem to be stuck in the past
This, in many ways, is the biggest downfall for Japanese game design philosophy. Their admirable traditionalist culture bleeds over into game development, sticking to similar methods of design; great examples include save points and random battles. These characteristics were a product of their time because the technology could not permit games to support liberal saving or rendering enemies in real time in the over world. The technology has been capable of handling this for several years, and yet we still see remnants of it today.
Western games have pushed genres forward, blended them together and even created new ones. Where Japanese development was the leader of innovation, western development has been at the forefront of it for this entire console generation.
Looking forward,
...it’s hard to see where the rise of Japanese game development will happen again. Sure, we get action games like Metal Gear Rising, RPGs like Ni No Kuni, abstract titles such as Catherine, and numerous 3DS and mobile titles. But the jump to the next generation has us excited for Watch Dogs, Titanfall, Destiny, and Infamous Second Son. I’ve yet to hear anyone discuss D4 (understanding that there haven’t been much details of it at all), nor do I hear much gamers or the press getting excited about future Japanese titles. It’ll be interesting to see what their vision of the next generation is and how that’ll evolve from what we’ve seen for the past decade.
Source: Kotaku

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