THE NETFLIX/ PLAYSTATION PLUS-IFICATION OF THE THIRD PARTY

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Wednesday, July 30, 2014


By Jamaal Ryan

EA’s Xbox One exclusive Access program was announced and released yesterday, which will allow gamers full access – ala Netflix – to their Vault of games which will be added to throughout the Access beta and beyond for $5 a month or $30 annually. Currently, that ‘Vault’ is comprised of FIFA 14, Madden 25, Peggle 2, and Battlefield 4. In addition to unlimited access, EA’s program also offers 10% discounts on all digital games and even earlier access (can’t stop saying ‘access’) to new titles. Dragon Age Inquisition will be the first to be available to subscribers 5 days before its official release date.

It’s a model that expands off of their short lived EA Sports Season Ticket program, and further apes the Netflix and Playstation Plus model. But would I be willing to pay for another subscription fee in addition to PSN and Xbox Live?

When looking at it within the context of sheer pricing and numbers, gamers could earn their money back quicker than a Playstation Plus subscription. Of the above 4 games that will be available for the Access beta, altogether, they’re worth more than even an annual subscription price, and rivals the value of a Steam sale if you simply pay for a single month.

EA makes a great case here, even if Sony doesn’t think so; however the library has to speak to me long before I even consider opting in for a 1 month trial. FIFA and Madden cater to a completely different gamer than myself since I don’t give a shit about sports games. Battlefield 4? Hah! Fuck off. That only leaves Peggle 2 which doesn’t stand on its own as being worth it for any level of commitment. As you can tell, discounts and early access doesn’t interest me in the least.

Pigeon holing it into the Xbox One could stymie the appeal of the service with such a limited list of EA releases on the platform. Say if it was also available on Xbox 360 where games like the Mass Effect Trilogy, Dead Spaces 1&2, and Mirrors Edge just to name a few were available in the Vault, and that could garner immediate attraction to a subscription.

Perhaps this may be a bit too early to introduce such a service on a new platform, but what about down the line? Unless EA Access completely tanks, you can bet that such a program would catch on to other publishers just like Games with Gold caught onto Xbox platforms. Imagine if other major publishers such as Ubisoft and 2K created similar models. Even if we’re looking at three different subscriptions ranging around $30 each, and among those subscriptions, Battlefront, Far Cry 4, and Gearbox’s Battleborn become available along with other great games across three different publishers, that alone is an instant return value.

It’s easy to cringe at the thought of EA looking for a financial commitment, especially in the wake of Sony – who leads with the universally favored service – that turned down EA’s offer comparing it to their own free games and discounts service. It’s easy to say that “EA’s just lookin’ for my money!” Well no shit, of course they are. But looking at it within the context of potentially having a large quantity of quality games available for just $30 a year? If both ‘Q’s’ match up – and having more… good games is absolutely essential – then I’m willing to fork over half the cost of a full retail game for multiple. 

DESTINY CRUCIBLE POSTMORTEM TAKEAWAY

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Tuesday, July 29, 2014


By Jamaal Ryan

This week marked the end of the Destiny beta. Millions of players across the four platforms between Sony’s and Microsoft’s home consoles had a chance to enjoy just a taste of Bungie’s new franchise for up to over a week. I’ve shot my way through Strike missions, and danced and bounced beach balls in the tower; but I simply couldn’t get enough of Destiny’s excellent Crucible multiplayer. Read more.

By Jamaal Ryan


Have you heard anyone recently still complaining about Far Cry 4 being racist? Nah, me neither.

After the confirmation during and after E3 that Far Cry 4 wasn’t the colonialist story of brute force racism everyone accused it for being, the conversation evaporated. We found out that Far Cry 4’s main protagonist, Ajay Ghale, was a native of the fictional Kyrat returning home to spread his mother’s ashes across their home country. Not white. Not a colonialist.

Though the creative direction is being led by Alex Hutchinson, who’s already proven his social taste in being the creative lead on Assassins Creed 3, the writers behind Far Cry 4 were well aware of the criticisms of Far Cry 3. In a recent Playstation event reported by Polygon, script writer C.J. Kershner stated that, "We were aware of the discussions happening about Far Cry 3. People identified some problems."

Far Cry 3 sold tremendously well, well enough for Ubisoft to quickly continue the franchise only two years later. Whereas Jason Brody was a white young male vacationing in a later to be discovered pirate infested tropical island and was then solely responsible for saving these seemingly aboriginals from their other, more savage halves, Far Cry 4 is a story of a native born refugee returning home. The difference in narrative tone wasn’t because sales were underwhelming, it was because a fair minded creative team listened to the public.

I spoke before about the importance of expressing ones opinion within the context of Far Cry 4, highlighting the influence that it can have on the creative process. While the notion of “voting with your wallet” is effective in letting the publishers and developers know that something didn’t work, it’s not enough to pinpoint the problem. Generating a discussion on what doesn’t sit well with you creates context within criticism, giving game makers something tangible to fix and improve.

Seeing a big name publisher title move from a narratively impaired, but mechanically impressive shooter, to (developing into) an even more interesting experience from both a story and gameplay perspective, is a reassuring sign that game makers are listening. So keep talking. 

MY WEEKEND DATE WITH DESTINY

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Monday, July 21, 2014


By Jamaal Ryan

With only four days since its launch last Thursday, and after spending an entire weekend in the Destiny Beta, I’ve often forgotten that I wasn’t playing the final build. Bungie has gifted Playstation owners (and will soon do the same for Xbox owners) with a robust demonstration of their latest interstellar franchise. After skipping the alpha post E3, my grasp around what Destiny is has dramatically shifted from a wishy-washy understanding of a “MMO’ish FPS” to a strong conceptualization of a heavily inspired multiplayer experience. Read more.

By Jamaal Ryan


Just a few months ago, Destiny was more of an idea than what you’d expect from a game that was said to have a $500 million dollar budget behind it. Destiny’s relevance was solely based off of the name of the developer behind it rather than tangible footage or press previews that explicitly illustrated what Destiny was all about.

“I don’t know what this game actually is” was a quote I heard over and over again for the past year. Sure its strike mission gameplay reveal was at Sony’s 2013 E3 press conference; sure there was a dev diary on the competitive multiplayer, but neither showed anything all that novel or interesting, which was concerning coming from the studio that’s largely responsible for the shooter genre on home consoles as we know it.

Then came the Destiny alpha which changed many opinions of the press and fans alike. “I don’t know what this game actually is” quickly changed to “I’m a believer”, paralleling their experience to milestones such as Phantasy Star and Guild Wars 2 mixed with Halo and Call of Duty. It was a springboard to begin a real discussion for Destiny.

Today marks the second day of the Sony platform Destiny Beta, and word is all over the gaming community. Getting into the beta might have been a bit bumpy, but Destiny works, it’s deep, and it’s fun.

While gamers look to toil around the Crucible battle grounds and the decrepit Old Russia for the next week, Activision is watching their experiment take its course. Seeing games like Watch Dogs and Wolfenstein do so well on new hardware is a strong indicator that system owners are hungry for games to play. The Destiny Beta couldn’t have hit at a better time, with literally no major game releases in its beta window. In fact, Destiny will be the first major release outside of Metro Redux after the beta closes next week. This helps keep Destiny in the conversation as the beta will be fresh in the minds of many gamers by the time September 9th rolls around.

The beta also ostensibly clenched many sales of the game through preorders. Gating beta keys behind required preorders, the beta asks for players to buy in before trying. And while it reeks of the preorder bonus nature that the industry has gone in from Alien Isolation’s Crew Expendable to what we might see from GameStop getting involved in game development, what the Destiny Beta has to show off is impressive, perhaps impressive enough to ignore that we’ve fallen right into Activision’s plan.

With no major release between now and September, and likely a high volume of preorders, Activision’s marketing strategy for Destiny is tactful and seemingly effective thus far. Bravo Activision.   

HAVE YOU HEARD ABOUT ZELDATHON?

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Thursday, July 17, 2014


By Jamaal Ryan

After our morning meeting at work yesterday, the substance abuse wellness specialist on my team handed me a newspaper with an “Outhouse-Run” as the front page story. “Just so that you know what kind of Red Neck I am” she says.

As I flip through the paper, I picked out another front page story about a “Zeldathon”. Puzzled that I saw something related to gaming in a local newspaper, I continued to read.

The Zeldathon, based in Meadville PA, is your home grown gaming focused fundraiser, this year working with St. Jude’s Children’s Hospital. Zeldathon, as the name suggests, is comprised of an established group of gamers marathoning through Zelda titles. Starting last Thursday and ending just yesterday, the Zeldathon raised $2,000 within the first two hours, and $18,000 in just its first day. With a goal of $75,000 and a stretch goal of $100,000, Zeldathon surpassed its goals, sitting at $100,890.

But Zeldathon hasn’t only collaborated with St Jude’s Children’s hospital. They’ve also partnered up with American Cancer Society and the American Red Cross, raising over $215,000.

With all the gaming centric charities that are out there, it’s nice to see one that hits so close to home for me.

You can check out Zeldathon’s site here, and you can check out the original story here

Reviewed by: Jamaal Ryan

The name "Wolfenstein" lingers with intangible meaning to many gamers, including myself. Its relevance is encapsulated in an era where shooters only allowed you to look left to right, while future installments revel in mediocrity – with Return to Castle Wolfensein being the stark exception – and are eclipsed by the 1992 classic. Because of this, by name, Wolfenstein means nothing to me. However Machine Games' interpretation of the brand with Wolfenstein: The New Order isn't only capable of associating fond memories to the franchise for me, it's also capable of being recognized as the best single player shooter experience on newer consoles thus far. Read more.

By Jamaal Ryan

From free games, to gamedeals, to indie titles, Playstation Plus has pioneered consumer friendly digital distribution for home consoles. Their direction has been so successful that it’s been a selling point for all of Sony’s gaming platforms, and has even pulled Microsoft into the fray, offering free games and game deals of their own.

Now, in spite of previous discussions with the press, and how uncharacteristic it would be for the console space, Sony is looking into Early Access.

Early Access on Steam has been a funny thing, controversial at best. The service allows players to access games while they’re in development for the purpose of providing feedback to the designers for a fee. It benefits the developer as a form of wide spread QA testing while reaping revenue, and it empowers the consumers with insight into what games look like as a work in progress.

But while Early Access best serves as a mutual agreement between developer and consumer, many criticize the model for its “anti art” development process, and “tricking” gamers into buying unfinished products even though disclaimers are provided. Some concerns are justified, as art is traditionally created within the mind of the creator and not its spectators, and some early access games have proven to be too broken to pass for legitimate purchasing.

It’s a model that suits PC gaming so well with its flexible and easy-access nature, and committedly engaged community.

…Something that console doesn’t necessarily share, or at least, not in the way PC does.

And yet, here we are. Speaking with Gamsutra at E3, Playstation’s VP of Publisher and Developer Relations Adam Boyes discusses the possibility of Early Access on Playstation:

“We're figuring out what's ok. We obviously have our tech requirement checklist that people have to adhere to. So we're internally discussing, what does that list look like this? What are the caveats? Stuff like this. So it's still a project that a lot of minds are considering. No details yet, but it's something on the top of my mind every day.

Ideally, Playstation’s version of Early Access will, as Boyes states, have a set standard of how far in development games will have to be before they appear on the store. Steam’s Wild West nature has let some real shit slip through the cracks. Nonetheless, popular concerns of Early Access fall solely on the responsibility of the consumer. If it’s labeled “Early Access”, then you should know what you’re getting into. It’ll just be up to Sony to ensure that the game meets that expected stage of development.

But how will the developer curate feedback? Early Access existing on a console instead of a PC immediately adds an additional barrier in terms of how consumers will deliver feedback. The expectation can’t be that gamers have keyboards hooked up to their PS4s. So what will you have them do? Run over to their computers and send messages to the developer? The whole notion of console/couch gaming is keeping gamers confined in one comfortable space. Perhaps implement a voting system similar to Assassins Creed IV on the quality of the content? Hmm… I think it needs to be more comprehensive.

This leads up to one of the biggest challenges of Early Access that directly interrupts the meaning of the service. Many consumers of Early Access titles simply dick around, take up space, and offer no meaningful feedback to the developer. Such a phenomenon has forced developers like Derek Smart to gate their Early Access games with high price tags ($99 for a free-to-play game in his case) just to ensure that those who buy in are serious about participating in the true Early Access process.

Much like free-to-play, Early Access is an easy idea to conceptualize, but harder to execute. The system bares its imperfections on PC as is with questionable development processes both artistically and logistically. Let’s just hope that Sony doesn’t screw this one up. 

By Jamaal Ryan


It’s summer time. I’m low on money. My gaming has fed off of Playstation Plus and Games with Gold free-bees as well as trade-ins. On July 17th, my fiancé will be visiting her mom on Florida for 8 days.

So what’ll keep me company for over a week? The Destiny beta of course.

When picking up Wolfenstein: The New Order last week (look forward to my review early next week), the GameStop representative gave the whole, “Would you like to pre-order anything today?” spiel. Usually the answer is a quick “no” by the time they get to “pre-order”, but knowing that PS4 owners will be treated to a almost 10 days’ worth of the Destiny beta, and pre-ordering would grant a beta key, I couldn’t resist. However, after reading about Gamestop’s rumblings of more intrusive pre-ordering deals, it made me feel a little gross.

Pre-ordering as become more and more irrelevant in the traditional sense as day & date digital versions of retail releases are standardized. Walk in to your brick-and-mortar for shelved copy of Call of Duty/ (Enter popular AAA release hear) upon launch date, chances are that there might still be a few available. Because of this, pre-orders have mutated into a different form of incentivization. They surpass the call of special editions, offering (ideally temporary) exclusive content depending on the retailer as Walmart, GameStop, and Best Buy vie for customers.

But in this multi-way tug of war, GameStop is planning on hiring an Icelandic strong man into the competition. Originally reported by Gamesbeat, the chain has sat down with investment company R.W. Baird to discuss more intrusive methods of pre-ordering. GameStop’s PR spokesperson Jackie Smith has confirmed that:

“We are working with our [development] partners to build in a longer lead time…And we are working with them to get both physical and digital exclusives for our customers.”

In other words, this could very well mean that we’re looking at permanent exclusivity through GameStop purchases only.

This smells like shit.

It almost sounds like the sort of thing that the FTC would investigate as it not only interrupts the battle grounds of retail competition, but it is completely antithetical to consumer choice. As AAA consumption can be completely digital, and the indie market is booming with digital only titles, GameStop is getting desperate, and this is an ugly move on their part.  

Imagine if there were exclusive directors cut versions of films that were only available and AMC theaters, or certain chapters in books were only available at a specific chain of book stores (I know, a bit of a dated example to all you e-readers out there).

Though I can’t imagine that the potential exclusive content would be much more than side missions rather than significant mainline story beats or multiplayer exclusives (because no publisher would agree to anything as fucked up as that, right?), this is still one of the most despicable corporate moves I can imagine in the games industry.

So the next time I’m asked if I want to pre-order anything, my internal reaction would be…

“Fuck off.” 

I PLAYED A GAME ABOUT DATING VIOLENCE

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Monday, July 7, 2014


By Jamaal Ryan

On the day after Valentine’s Day in 2006, high school honors student Jennifer Ann Crecente (the niece of Polygon News Editor Brian Crecente) had fallen victim to dating violence and was murdered by her ex-boyfriend. It’s a terrible story, one that hurts for me to hear as my mother was physically abused by my father.
In her memory, Jennifer’s father founded Jennifer Ann’s Group, an organization geared towards building awareness for dating violence and abuse. Since 2008, Jennifer Ann’s Group has held contests for video games that raise dating abuse awareness while avoiding the use of violent gameplay. This year’s winner was The Guardian, which is available for free on Android now. Driven on both a personal and a professional level, I set aside time to play it. Read more.



By Jamaal Ryan

UPDATE:

And there you have it folks, IGN reader respectedgenius informed me that the IeSF has pulled an Xbox 180 and reversed their stipulations in excluding women from Hearthstone and other tournaments that will be held at Assembly Summer 2014. The IeSF has kept their word in opening up female only brackets, and has opened all tournaments to female gamers. Internet outcry has indeed prevailed, and thus they've stated the following:

On 2nd of July, 2014, the IeSF’s policy about gender division, which separates the female division and the male division, has been brought into question. The IeSF has listened to the gaming community and has carefully considered their opinions. Upon hearing these concerns, the IeSF convoked an emergency session of the IeSF Board to respond.
As a result, IeSF shall have two event categories: “Open for All” events and events that are reserved for women. The events which were initially set aside as the male division will now be open to all genders, and the events which were initially set as the female division will remain as they were.
The IeSF Board addressed its reason for maintaining events for women, citing the importance of providing female gamers with ample opportunities to compete in e-Sports—currently a male-dominated industry. Female gamers make up half of the world’s gaming population, but only a small percentage of e-Sports competitors are women. The IeSF’s female-only competitions aim to bring more diversity to competitive play by improving the representation of women at these events. Without efforts to improve representation, e-Sports can’t achieve true gender equality.   
In order to apply the new policy with consistency, IeSF has added an “Open for All” Tekken Tag Tournament 2 tournament, which was initially set aside for female-only competition. Therefore, the amended plan for the 6the-Sports World Championship BAKU 2014 is:
Open for All
DOTA 2
  - Participating teams may consist of 5 male players, 5 female players, or mixed team.
StarCraft®II: Heart of the Swarm®
  - Players of all genders can participate in the event.
Ultra Street Fighter 4
  - Players of all genders can participate in the event.
Hearthstone: Heroes of Warcraft
  - Players of all genders can participate in the event.
TEKKEN TAG TOURNAMENT 2
  - Players of all genders can participate in the event.

Female Competition
StarCraft®II: Heart of the Swarm®
  - Female event is conducted separately, in parallel with “Open for All” event.
Tekken Tag Tournament 2

  - Female event is conducted separately, in parallel with “Open for All” event.


By Jamaal Ryan


As we’ve seen in past controversies concerning gender inequality in gaming, they range from misrepresentation – or no representation at all – to unjustifiable exclusions as well as sexual harassment in the work place. But the Hearthstone tournaments that will be held at the Assembly Summer 2014 by the International e-Sport Federation (IeSF) in November fully excludes female participation, gating it as a “male only competition”.

Initially defending the segregation, Assembly head Markus "Olodyn" Koskivirta issued a statement to PC Gamer, commenting that, “"In accordance with the International e-Sports Federation's (IeSF) tournament regulations, since the main tournament event is open to male players only. This is to avoid possible conflicts (e.g. a female player eliminating a male player during RO8) among other things."

Before you flip in a what-the-fuck fit, Koskivirta’s statements could have used some elaboration. If women competed in IeSF tournaments, they wouldn’t be eligible for Championship finals. Does it make it any better? Fuck no.

But in defense of their tournament regulations, IeSF attempted to justify them as follows:

"1 - promoting female players. We know that e-Sports is largely dominated by male players and females players are actually a portion of the overall player base. By hosting a female-only competition, we strive to promote female gaming on a global scale.
"2 - International standards. IeSF is very close to get e-Sports recognized as a true sports like it should be. Part of that efforts is to comply with the international sports regulations. For example, chess is also divided into male / female leagues."
These reasons are unsubstantiated, as while there are female only leagues, they don’t exclude female competitors from being matched up against male contestants. In addition, there seems to be an ulterior motive in becoming recognized as an international sport that could churn more funding, better recognition, etc, because all in all, splitting genders in video game competitions makes no sense.

Though there are undoubtedly female athletes that can, and have, outclassed their male counterparts, it’s understandable that if both genders were mixed in the same league, there would be a disproportionate disadvantage when matching up different genders in a physical sport. But Dota 2,  Hearthstone, Ultra Street Fighter IV – each held as male only competitions by the IeSF – and fuckin video games for that matter don’t lend themselves to gender differences like athletic sports do.

In addition, a Facebook commenter highlighted that this decision is seemingly in conflict with Article 5 of their statutes:

Article 5: Non Discrimination and Promoting Female Participation
1.       The Practice of e-Sport is a fundamental right for all.
2.       All parties related to IeSF’s events including its Members and partners shall take all appropriate measures to eliminate discrimination against women, and to promote and elevate the participation of female players in order to ensure, on a basis of equality of women and men, the same rights, in particular, to participate in recreation, leisure and sports activities and all aspects of cultural life.
3.       Discrimination of any kind against lineage, gender, religion, politics, individual, organization or any reason is strictly prohibited and punishable by suspension or expulsion.

Each of the IeSF’s excuses sink faster than a cinder block strapped to two anvils. Video games aren’t sports in which males have any hormonal advantage over females, other female-only competitions don’t disqualify females from jumping into male dominated competitions, and the IeSF’s decisions look to contradict their very own standards. These segregations look more to be efforts towards international “recognition” rather than table setting for future female representation as they claim

In the meantime, I encourage you to begin your own Hearthstone tournaments, or join this one

DARK SOULS REVIEW: SKULL AND BONES

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Tuesday, July 1, 2014

Reviewed by: Jamaal Ryan
Dark Souls embodies a teaching method of old, sending students into the wilderness stripped and fully exposed to the elements like the Spartans seen in the movie 300. Dark Souls is a “do it again” instructor, delivering a swift and lethal “thwack” to the back of your head every time you slip.
Not everyone will pass; and like me, some of you will go home.
But I’ve learned that Dark Souls is relentless, it’s brutal, and above all else, it’s intoxicating. Read more.

THE BEST POKEMON CREATURE DESIGN YOU'LL EVER SEE

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Friday, June 27, 2014


By Jamaal Ryan

This is how artist Gavin Mackey interprets Pikachu. You can check out how he sees 38 different Pokemon here.

SAVE THE MALE HOSTAGES FROM THESE FEMALE ASSASSINS!

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Wednesday, June 25, 2014


By Jamaal Ryan

While Ubisoft desperately and successfully tried to gravitate attention towards Far Cry 4, The Crew, and Rainbow Six Siege, one of the biggest stories from E3 was not only their lack in female assassins in their upcoming Assassins Creed Unity’s 4 player co-op, it was their justification for the exclusion: “too much additional production needed”.

To be fair, the way in which co-op works in Unity is, indeed, centralized on the main protagonist: Arno. Players will always be seen and play as Arno in multiplayer, but they’ll appear as other characters in another player’s game. With that in mind, just having customizable genders that will only be seen by another player is pointless.

 But a proper question to ask would be: “Why was co-op set up where players will only control Arno in the first place?” It doesn’t help that Unity has cut out the franchise’s excellent competitive multiplayer, which would have been the ideal outlet to allow for female assassins.

For a multi-million dollar production funding a several hundred man and woman project, it’s difficult to buy the argument that animating a female assassin is too much extra work. Some would say, “Just stick a girl in there.” Sure, but is this woman written in the game from the perspective of a woman, or from the narrow-field and un-researched perspective of a man? “Well, where are the creative female leads?” Ah, now we’re asking the right questions.

But of the many publishers that churn out long running franchises, Ubisoft is certainly one of the more progressive. And within the context of E3, just look at Rainbow Six Siege.

Originally reported on Rock, Paper, Shotgun, technical artist Oliver Couture confirmed that there won’t only be female hostages, but male hostages as well. Though we’ve certainly saved male hostages in military shooters before, it’s nice to see that this is another tactical military shooter that won’t juts have the relied-on female damsels. Perhaps even we can customize the gender of the defenders and attackers to truly meet gender equality.

There is a “but” to this story though, as Couture stated that the reasoning behind showcasing the female hostage was to generate more empathy; they didn’t feel that seeing a male hostage would trigger an emotional reflex of protection. It was a candid honest answer. And to be candid and honest myself, I saw a movie over the weekend where a little girl was shot and killed. Immediately after I thought to myself, “Would I have felt as bad if it was a little boy?”

We seem to be giving Ubisoft more of a hard time than they might deserve, or perhaps not giving everyone else an equal amount of attention. This is the same studio that has had a woman, a Native American, and a Black as leads in their Assassins Creed titles. Not many publishers can boast such a wide range of diversity. But the unsatisfying answer of “not enough time and/or resources” does inadvertently reflect on the larger problem sexism, gender representation, and gender equality in the games’ industry.

Just check out these GDC reports

Reviewed by: Jamaal Ryan


If Watch Dogs will be remembered for anything, it’ll be how divisive the game is. You’ll come away liking it for reasons in which you didn’t expect, and annoyed at how it negatively defies expectations as both a genre entry and what you would have wanted from Watch Dogs. It’s likely because this new open world play-thing more resembles the work of profit handling executives, and looks less like a product from a creative team of designers.

And yet, despite a severe lacking sense of identity, Watch Dogs still turns out to be a pretty good game.

Ubisoft is going to get themselves into trouble from all the wasted hot air they fill your head up with at trade shows and incessantly aggressive marketing campaigns. Table setting buzz lines like “Every citizen’s darkest secrets will be at your fingertips” and “You, Aiden Pierce, a man shaped by violence…” that carry an emphasis on world building and character development, sets a false precedence to what Watch Dogs really achieves.

In reality, Aiden and his quest for vengeance following the death of his niece is lukewarm at best. Any investment Watch Dogs expects from the player isn't earned with an artificial effort in attempting to get you to care for his family’s safety. His gruff, one note and painfully monotonous attitude in executing his own line of justice against those sons-of-bitches, and his superficially developed relationship with his sister and his nephew isn't nearly enough to evoke any significant level of emotional attachment to the plot direction Watch Dogs ungracefully wobbles itself towards.


 Don't care.

It doesn't help that Watch Dogs fails to upkeep the whole notion of "vigilante". Aiden's notoriety is similar to that of the protagonists from the Infamous series as the citizens respond accordingly to your actions. If Aiden pulls up his scarf to mask his identity whenever he jumps into action, why is it Chicagoans point out "Hey, isn't that the guy from TV?" as Aiden casually strolls the streets? And when Aiden seizes the identity of someone else while still donning that trench coat and baseball cap, why is it that no one recognizes him then?

The title itself, “Watch Dogs”, refers to the privacy violating oversight that a centralized network-powered city allows with the fictional ctOS. Watch Dogs has been paraded as the video game equivalent of social commentary on wiki leaks and the NSA. However these winks and nods only come in the form of unsubstantiated reminders, depicting an unconvincing and occasionally campy alternate reality rather than the unnerving “What if?” Watch Dogs tries to be.

Aiden’s cell phone is the single most powerful weapon in Chicago, capable of carrying out acts of war-on-crime terrorism from exploding underground steam pipes, raising bridges, and commanding traffic lights – to looting bank accounts through the phone’s profiler, gathering intelligence, and tapping into phone exchanges to predict crimes before they even happen.

The use of Aiden’s device turns car chases into Split Second like affairs with satisfying ease that’s more empowering than most city sandboxes, and it allows enemy infiltrations to replicate what we’d imagine if the Dark Knight himself ditched the cowl and his non-lethal code.


Nailed it.

But even with Aiden’s puppet master control over Chicago, Watch Dogs often feels like it misses what many would imagine a hacker to be. The one-button prompts and the nature of often only a single domino falling instead of a cascading deliberate chain reaction made me feel less like a hacker and more like a voodoo priest. I admit that I’m being almost entirely unreasonable, but somehow I expected more.

Nonetheless, once you take away Aiden’s cell phone, Watch Dogs then becomes the latest and most obvious example of what a game production factory Ubisoft really is. As Gamespot’s Danny Odour stated, “Watch Dogs is a game without a soul”, Frankensteined together with an amalgamation disembodied parts that create an ugly yet efficient and anthological machine.

Watch Dogs’ most faithful preservation is proven in how it arguably has the most mechanically sound cover system to be used in any open world title. The Splinter Cell and Ghost Recon influences are striking. And though they’re basic in comparison to other Ubisoft’s core cover based stealth action games, the cover system here is incredibly organic, allowing you to adapt to any makeshift situation much like the traffic pile up seen in Watch Dogs' original reveal in 2012. Though Watch Dogs was, in many ways, a concept two E3s ago, this is one of the few elements that have sustained its promise over the years.

Watch Dogs’ stealth systems is best executed in this franchise’s publisher wide version of “outpost infiltration” design; better known here as Gang Hideouts. It’s here that the term “Phone Batman” really comes to play. Lures are similar to Far Cry 3’s “rocks”; but with their sticky characteristics, they can attach to any surface including gas lines and transformers in which Aiden can detonate when enemies are within range. Aiden can dictate explosive traps of his own with proximity and standard IEDs in hand. Tried and true methods of enemy disposal are equally as satisfying with intimate takedowns and the use of silenced weaponry. And each headshot sounds gratifyingly gross.


In control.

Though I may fret about how “un-hackerly” Watch Dogs is, using cameras to manipulate your enemies is the closest you’ll ever feel to being a hacker. You can remote detonate enemies’ grenades (why Blume Corp – the company behind ctOS – thought it was a good idea to connect grenades to the internet is beyond me), disrupt communications for a halting distraction, and activate objects in the environment to lure the attention wherever you see fit. Almost everything you can tinker with via cameras can be controlled by Aiden directly, but camera use lends the advantage of operating from a safe distance.

Watch Dogs can be as much of a sensory overload as Assassins Creed, feeding you heaps of notifications via the profiler and the HUD itself to give the illusion that there’s always something to do. But much like Assassins Creed, Watch Dogs’ mission structure boils down to generating off-shoots of a small handful quest types: chase, infiltration, getaway – and rarely offers anything truly imaginative and unique.

Unless you pick up on Digital Trips.

Ubisoft couldn’t get away with delaying Watch Dogs at such short notice without coughing up some sort of explanation. The best answer we got was the developer having to address the game’s “repetition”. And while it would be silly to expect a candid reason, I’m convinced that the complete self-determining and tonally inconsistent Digital Trips were Ubisoft’s answer to 2013 Watch Dogs’ repetitiveness.

Digital Trips are more than just world mini games that you’d come to expect in any open world title. They are, for the most part, self contained experiences that withhold their own level of progression (The creepy and weird Psychedelic is the only one of the four that is strictly a high score chaser). Madness and Spider Tank more align with your expectations as arcade experiences, though each have their own skill trees in which you build up. Alone, however, is a separate mini campaign within Watch Dogs in which Aiden must sneak his way throughout a sector of Chicago lighting beacons while avoiding patrolling cyborgs along the way. Of these meaty distractions, Alone is the most significant, and is perhaps Watch Dogs’ best demonstration of what stealth looks like in an open world capacity.


 Run and hide.

Unfortunately, Alone contains Watch Dogs’ best open world design, as the city of Chicago is uncharacteristically uninspiring. To be fair, Chicago isn't as easily recognizable as New York and LA, as both are the most iconic cities in America. Having said that, being that I’ve never been to Chicago myself, nor am I able to point out the land marks of the Illinois city, Chicago looks like nothing more than a technically impressive Liberty City without the unmistakable attractions such as Time Square and the Brooklyn Bridge.

THE BOTTOM LINE

Watch Dogs will become a franchise no doubt. However it’s one of the few Ubisoft IPs that lacks distinction. While Assassins Creed feeds off of historical aesthetics, and Far Cry pits players against exotic elements, Watch Dogs isn’t so much impressive by the sum of its parts as it can be appreciated by where and when it does something really cool. 

+ Excellent cover system
+ Great take on Ubisoft's infiltration mission design
+ Digital Trips

- Forgettable plot
- Uninspired open world

SCORE: C+

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Wednesday, June 18, 2014



By Jamaal Ryan

I've spoken at length about depression along with other mental and emotional struggles within the context of video games, but I've never quite seen it done like this:


There's a sincerity in everything Simon Karlsson presents in this video: the paper craft structure, the music, the theme, his reserved Sean Murray like demeanor. This is a soul touching Kickstarter project, and I encourage your support.

By Jamaal Ryan


There’s a strange phenomenon that comes from the expected social dichotomy of the “social norm” between men and women. When men are assholes, they get more positive attention, are ostensibly more successful at dating, and even revered as leaders in some instances. But looking through this patriarchal lens, women are held to a polarizing standard. Women should be nice, pandering, and passive in order to align themselves with gender expectations.

These gender differences have been given empirical context in a study conducted by members of Virginia Tech, and Ohio & Pennsylvania State Universities. The experimenters played Modern Warfare 3 on PS3, taking on gender specific monikers such as “Ashley…” and “John…”. Their performances online varied, but the independent variable was their online behavior, ranging from spouting phrases such as “nice shot” to “you suck” before sending out friend requests after matches. The concluding factors or the dependent variables were the responses to these friend requests, which the results then reflected that men who were jerks and women who played nice got more friend request responses than men who played nice and women who were jerks.

It’s a rather eye opening phenomena that deeply reflects the attractions, expectations, and even desires of online players. It’s easy to compare online behavior to high school, since it’s safe to assume that a profound percentage of console online competitive shooters are dominated by high schoolers. Remember that douche guy who was loud, obnoxious, and fed off of bullying others? He was quite popular, right? And though it isn’t as cut and dry to nail down that high school girls who reflected the same behavior as some of the more popular boys struggled socially as they had their fair share of followings too, girls with a more “submissive” attitude were far more socially successful than submissive boys.

“Nice guys finish last.” That’s a phrase that my friends and I kicked around when discussing dating in       high school and college. The sort of dickish behavior we see from men is often coupled with dominance, and in the worst cases, leadership. It is the bullish machismo mentality that one must steam roll without abandon to get out on top, and men who don’t adhere to this expectation often have their masculinity questioned. And while women can have equal success with such behavior, it’s rarely met without resistance. Within the context of Call of Duty matches, the motivation in accepting a friend request from a female who played nice is often sexual:

“These differences would affect others’ reactions when they become aware of a user’s gender, in which one type of reaction is sending sexual messages to female users.

We seem to be reduced to our most primitive and most impulsive form online, drawing hard cut expectations whenever any identifying factor is revealed in game, whether it alludes to sex, race, religion, or sexual orientation. In the context of gender, we are most responsive to those who behave along the lines of our perception of sex, and ignore or actively distance ourselves from those who violate it:

“The videogame social environment is quite masculine, therefore male players would behave and expect very masculine social interactions and the opposite is true for female players, they should behave submissively or what they think women ought to be. Should a female player violate these expectations by asserting herself, social punishments ensue such as questioning her legitimacy and competence as a gamer . Should a male player violate their masculine expectations, well other men will denigrate their manhood and competence.

MY TOP 5 PICKS FOR E3 2014

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Monday, June 16, 2014

By Jamaal Ryan

Last week, E3 2014 happened, and while I left a bit cynical about the lack of titles that have surprised me, there were at least some games that have truly caught me off guard. Here are my top five picks for E3 2014:

THE ASSEMBLY

Though Palmer Luckey attended E3, and Sony gave a brief nod to Project Morpheus at their press conference, games that support VR didn’t get a whole lot of attention this year. Enter The Assembly, a new title by nDreams that will be supporting both VR devices. The Assembly, written by the same mind behind FTL and The Swapper, sinks players into the underground organization of engineers and scientists of the same name who have ducked away from the public light to conduct morally ambiguous experiments for the greater good.

The Assembly will be a structured as a puzzle adventure game. And while the term “puzzle” is usually a deterrent for me, developers seem to be moving away from academic structured puzzles, and skewing towards more environmental and practical design when it comes to developing for VR to enhance the immersion factor. I’m terribly intrigued by the plot centered on moral ambiguity within the context of science fiction, and I’m also glad that such a game is coming not only to the Oculus Rift, but to Project Morpheus as well. Read more.

By Jamaal Ryan


The Wii U as been determined all but dead. Sales are abysmal, third party support is scant, both matters in which would kill any other console. Nintendo’s E3 digital event, marking their second year in bowing out of doing a traditional E3 presentation, had to be set to justify the Wii U as a viable platform not just for existing system owners, but most importantly: untapped audiences as well.

Super Smash Bros has been leading the charge for Nintendo since its announcement 3 years ago. New character reveals were expected, as we’ve seen here with Palutena from Kid Icarus, and a tease at a possible alternate costume for Pit. But what’s most exciting was the introduction of Mii Fighters which can be customized based on three different fighting styles: Brawler, Sword Fighter, and Gunner. It’s a step above the expected effort from Sakuri and his team in allowing character customizations for the series, and allowing players to design fighters to their strengths.

Of course, Smash will be the first title that will feature the Wii U’s NFC capabilities, Amiibo. Sure, it’s neat that the same figure that you use for Mario Kart will work in Smash; but what’s unclear to me is how Amiibo features differentiate themselves from simply picking the character in game, and how the use of the Amiibo figures add to each game differently.

With Bayonetta 2, Xenoblade Chronicles X, and Hyrule Warriors, Nintendo is showing some serious lacking in third party content (perhaps they’re considered second party, but I can’t keep up). We’ve seen each of these titles on at least two different occasions, none of which have had anything to add at this digital event. Why are we seeing yet another gameplay demo of Bayonetta 2? Why aren’t we seeing new gameplay footage of Xenoblade? What makes Hyrule Warriors more than a Dynasty Warriors game skinned in the Zelda universe?

The only title that had a worthy return was Yoshi’s Wolly World, the seemingly final state of the Kirby’s Epic Yarn inspired Yoshi title.

Previously seen games aside, Nintendo debuted some exciting new games at their digital event. Capitan Toad is a full realization of the mini games that were spliced in Super Mario 3D World which operate like cubic puzzles that have players navigate a mining masquerading Toad. It very much works like Nintendo’s take on puzzlers such as Echochrome and Monument Valley.

The much rumored Mario Maker was unveiled, allowing players to design their own levels ala LittleBigPlanet. This is arguably Nintendo’s first Mario platformer that pulls from the ideas of modern day conventions. UGC is quite common among side scrolling platformers, and Nintendo would be wise to give Mario Maker tremendous support post release, supplying players with new level editing tools.

But among all their announcements, Splatoon and the new Legend of Zelda stole the show, and have climbed to two of my most memorable announcements at E3.

The new legend of Zelda appears to be the Zelda title that fans have always wanted. There have been many clamoring for a Skyrim like Zelda game, setting a new adventure in an authentic open world setting. Zelda producer Eiji Aonuma discussed how the franchise has “faked” open world design in the past, and how that differentiates from what they’re planning for the franchise’s next installment.

It goes without mentioning that the new Zelda is one of the most visually striking games at E3, adopting Wind Waker and Skyward Sword inspirations and crystalizing them from the ground up on HD hardware. Just as Mario Kart 8 has become one of this year’s most visually impressive titles, the new Zelda looks to wield an art style so impressive that it negates the limitations of the system that’s powering it.

Splatoon on the other hand has a special place in my heart for various reasons. Splatoon is Nintendo’s take on the shooter genre, a genre in which they’ve never developed in-house, and has stayed away from since Geist on the Gamecube. However Splatoon wouldn’t be a Nintendo title if it were just another hair trigger/direct conflict type of game. Instead of shooting one another, Spatoon arms players with paint guns that’ll be used to mark the entire level in their team’s color. Whoever covers the most real estate wins.

Splatoon is Nintendo-esque in the sense that it takes a genre and makes it accessible in which this case, standard twitch shooters aren’t. But what makes Splatoon the biggest surprise out of Nintendo’s digital event is that it’s an entirely new IP. Nintendo has justified the repeated use of Mario as a Trojan horse for new gameplay ideas in place of completely new IPs because, to be quite frank, Mario sells. This is Nintendo taking a complete risk with a new IP in the shell of a new genre. Bravo Nintendo.

Nintendo’s digital event was exclusively focused on their home console, something that they’ve never done before. They’ve made an extra effort in presenting the Gamepad as integral part of the console. We saw it in the unveiling of the new Wii U title Kirby and the Rainbow Curse and its very DS inspired functionality. Gamepad features have also been baked into other announced titles as well such as assembling levels in Mario Maker, and viewing your team’s painted level progress in Splatoon. Nintendo closes their event with Shigeru Myamoto speaking directly to audiences about the importance of the Gamepad and their priority in making its utilization synonymous with future game design [update: with what looks to be Star Fox running in the background].

Absent from Nintendo’s digital event was Devil’s Third, the new third person action/shooter title from former Team Ninja director Tomonobu Itagaki. Itagaki stated in an IGN interview that his team has done research on contemporary shooters, and it shows. Custom loadouts and killstreak rewards appear in the multiplayer trailer. These modern conventions were accompanied by goofy spin-offs such as chicken chasing and watermelon carrying multiplayer modes. Unfortunately the shooting looks rather stiff which can hamper the multiplayer significantly.

Framerate issues were claimed to be on the stream end instead of the game itself. Nonetheless, the game looks to hover around 30 frames at best with some stiff animations, somewhat unlike that of what was seen in his previous work on the Ninja Gaiden series

One would assume that the Devil’s Third was missing from Nintendo’s digital event because of its sexuality, profanity, and gratuitous violence. However Nintendo’s tone this year was wildly different from that of past E3s with a Robot Chicken powered skits and a second showing of Bayonetta 2.

Nintendo’s digital event was the best Nintendo’s done in years. While void of much third party support, their first party line-up on Wii U was strong with a brief glimpse at the new Zelda and Splatoon as the show’s highlights. However, outside of Bayonetta 2, Nintendo’s event was very Nintendo-esque in tone, bashfully confident and self-aware Robot Chicken bits aside. While Nintendo displayed charm and confidence, I’m not so confident their digital event will grab the attention of consumers who’ve avoided picking up a Wii U. Nintendo is still doing Nintendo, just better, however that might not align with where the larger gaming audience’s focus.

But it certainly did a hell of a job preaching to the choir and rallying existing owners such as myself with a diverse line-up of almost certain to be successful titles. 
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