E3 2018 Conferences Review

E3

Word Count (What I’m Writing); Updated Daily (mostly)

  • Project Paradise Word Count: 357
  • Project Skye Word Count: 1617
  • Project Independence Word Count: 3365 (+324)
  • Project Ship of Shadows Graphic Novel Page Count: 12

Changed the way I write.  I moved back to Scrivener in order to utilize the word count tracking feature in the program.  I tried to find a web version (& I did), but it seemed silly to try to wrangle three different websites when I have an all-in-one solution in Scrivener.  Once I did, I was able to to get writing done.  I also reconfigured my workspace so let’s see if that helps.

Currently Reading (What I’m Reading); Updated Daily (mostly)

  • For Fun:
    Oathbringer by Brandon Sanderson (Fantasy Novel, Stormlight Archive Book 3) (somewhere in 700s in terms of page count–more than half way finished.)
  • For School:
    Rhetoric in the European Tradition by Thomas Conley (A Book on the History of Rhetoric)
    Ancient Rhetorics, Digital Networks: A book that combines New Media (digital rhetorics) and combines them with ideas and theories of the Ancient Rhetorics.
  • For Research/Personal Development:
    Great Aircraft of WWII by Alfred Price and Mike Spick (for Project Skye)

I wanted to read Oathbringer over the summer break before classes started again, but BS said that it might be helpful to read a Novella entitled, Edgedancer, before starting on Oathbringer.  I finally found a copy at MTSU’slibrary and I’m reading it now.   Great Aircraft of WWII is a book that I’ve had in my collection for sometime–I’ve glanced at it periodically, but never read it cover-to-cover.  Now, with Project Skye, I intend to do just that.

Game Mode On (What I’m Playing); Updated Weekly (Mondays)

  • Tom Clancy’s Ghost Recon Wildlands (Ubisoft Multi-platform): Open World, Third Person Tactical Shooter–About ¾th of the way through.  Special Ops/Military combat in a fictional Bolivia taken over by a Mexican drug cartel.

    Still working my way through–I’m trying to clear out a province a week, but because I’m catching up from E3 so I only got to clear about ½ of the province I’m currently working on.  I was planning on finishing that province today, but I have far too much to do today, so I’m not going to get to play it next week.
  • Until Dawn (Sony PS4 Exclusive): Third Person, Horror– branching storyline game that features a variety of choices that affect the outcome of the story using a system call the “Butterfly Effect.”I got further along, but now I have a decision to make: do I let the “creepy” best friend die, or do I let the character’s potential girlfriend die.  I decided to stop right there.

Bethesda

Fairly disappointed in Bethesda’s conference as the games that I really want to play are Starfield and the next Elder Scrolls game, Elder Scrolls VI.  Both were teased with basically an environment and a logo, but did not show anything even remotely like a cinematic or gameplay.  They are also at least another year, probably two years away.  Their main game this year was Fallout 76, an online game in the Fallout universe.  That means that there have been (or will be when F76 comes out) two games in the Fallout universe this generation and none in the Elder Scrolls universe.  While I don’t begrudge other players their Fallout high, I’m not really a Fallout player.  I’m intrigued by Starfield as it is a new IP in what seems to be a Sci-Fi (spacefaring) setting, but as it is an unknown quantity, it is hard to get too excited for it.

C

6/19/18 Edit: I forgot that Bethesda also released a trailer and gameplay for the game Rage 2.  Having played the first Rage, I found it fairly interesting so I’m looking forward to this game, so I’m raising the score from its original C- to C.

Square Enix

So, the new Tomb Raider game, Shadow of the Tomb Raider looks pretty good as did the trailer for a new IP called The Quiet Man.  I’m also interested in the new Dragon Quest game as I’ve not yet played a game in that series.  Still, it was a short conference (half and hour) and its main claim to fame, Kingdom Hearts III, already had a trailer to drop before E3 started, so it was a bit of a let down.

C

Ubisoft

I though Ubisoft had a particularly good showing.  Their conference was fun and had a lot of energy and they had a mix of games that I’m interested in playing among the ones that I’m not all that interested in.  The Division 2, The Crew 2, and Assassin’s Creed Odyssey are all games that I’m looking forward to playing, although I’m one Assassin’s Creed game behind and I need to catch up.

B+

Sony

So, Sony showed the best games and gave the most detailed look at their upcoming portfolio for their various studios/projects, but they only went into detail about four games: The Last of Us, Part 2, Death Stranding, Ghost of Tsushumia, and Spider-Man.  Each of these projects got an extended look and they all look fantastic.  The problem is that Sony only showed these four major games (in addition to several lesser trailers with Control being the highlight of these trailers).  None of these games are listed as coming later than 2019 (although a couple had no date whatsoever, but I have a feeling they will also be 2019 games).

I’m guessing (and ONLY guessing) that Sony’s strange conference is due to the fact they will probably be “reloading” in 2020 with “next generation” games (perhaps even hardware–aka the “PS5”–as the system will be six years old in 2019 and seven years old in 2020).  My best guess is that 2019 will be the last major “swan song” for major releases for the PS4.  Bold prediction, perhaps, but that is the only thing that makes sense given both the age of the console and the paucity of gaming announcements at Sony’s conference.

B- (A- for the in-depth look at the games, but C for the overall showcase in general).

Winner

Ubisoft–while I didn’t like all the games Ubisoft debuted, they had the most eclectic mix, the strongest conference, and provided the most fun out of all the E3 Press Conferences that I watched.  Hopefully, Sony will get there act together next year (hopefully, with next generation games/hardware)

Sidney




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The State of Destiny (Destiny 1 and Destiny 2)

Today, I want to quickly talk about the video game series Destiny and its current slate of games (Destiny and Destiny 2).  After a strong start, Destiny 2 is currently in free-fall with its players.  Many hardcore players are leaving for other games.  The original Destiny supposedly had a slow start, but found its footing after the release of the Taken King.  Those of you who read the blog from the beginning know that for the longest time, I had a Destiny countdown clock widget on the side of the blog.  I was an avid Destiny player.  However, Bungie, the creators have made a few mistakes that have caused me to fall away–but they aren’t the same mistakes that the current “narrative” would have you believe so I’ll cover what I think are a couple of the biggest ones.

“Shared World Shooter” vs “MMO”

Bungie was quick to point out that Destiny wasn’t an MMO (which has certain connotations in the game community), but was rather a “Shared World Shooter” (implying that it was a shooter first and that it was a shared world between you and other players).  You could intersect with other players or go “lone wolf.”  Well, that appealed to me–however, in actuality, the game functioned like an MMO.  You needed a “crew” to do the best missions, The Raids.  The content they added changed the game and the paradigm, and they kept tinkering with the game mechanics, rather than creating new (better) content to flesh out the world.  They “sold” the game in marketing one way, but the presented the game in practice another.

“Vanilla” Destiny was actually better than “Taken King” Destiny

So this is one where the majority of Destiny players and I part ways: “Vanilla” Destiny, before all the myriad of changes, was actually pretty good.  Bungie got too involved in listening to criticisms and changed the game based on people who had left rather than those who stayed.  Their goal all the way through The Taken King seemed to be to “recapture” those who had left the game rather than on those who had stayed.  Those who stayed just wanted more story.  Had Bungie prioritized that over changing weapon balancing, fixing “cheeses” to bosses (ways of defeating boss characters in ways unintended by the developers), etc., I don’t think Destiny series would be in the position that it is.  They made a different mistake with Destiny 2, but the result was the same.  They focused on story in Destiny 2, but forgot that the players wanted compelling content for the endgame (additions that I didn’t care for, but seemed to resonate with other members of the hardcore Destiny community–such as Trials of Osiris).  Destiny 2 should have included all the major components of Destiny and added new components to satisfy gamers until the next major expansion, but this didn’t happen–they went back to changing systems and mechanics that worked perfectly fine in Destiny, such as having two primary weapons, etc.

Here’s an example of Destiny 2 gameplay (PvP) from a high-level, highly skilled player, “Ms. 5000 Watts”:

The Social Network is not always Right.

The point that I’m trying to make is that by listening to the vocal fans who don’t even play the game and trying to create a game for them, Bungie lost focus and helped to dilute the game for those who were still playing.  I no longer play Destiny because of the multitudinous game currencies, not getting enough story and answers about the The Traveler and The Darkness.  I’m sorry, but I’m not all that interested in the “Lore” of the Guardians–The Curse of Osiris DLC, I’m looking at you–I want to find out what the Traveler and why its Light is gone and how I can “heal” it and I want to find out what the Darkness is, why it hates the Traveler and what I can do to stop it.  I want to be able to do that on my own or with a team of 3-6 players (no less–sorry to inform you BungieDestiny is only fun by yourself or with a full”fire-team” because that’s how you designed it.  Those 2 player events are annoying!  To be honest, anything under a full 6 players is not really ideal, but I understand how hard it could be to get 6 players together to do all the content, but Bungie really should be designing with 1, 3, and 6 player/players in mind).

Basically, if anyone at Bungie reads this post, please stop listening to the forums and start listening to the people who actually play the game and to your own designers.  The people who have left the game and who are “slagging you off” in the comments are never going to be satisfied with what you create–no matter how good it is.  Your best bet is to follow the original creative vision you had to tell an epic story about The Traveler and The Darkness and let the fans who are really invested follow you along for the ride!

Sidney



Commodore 64 Nostalgia Review: Super Cycle

So, Super Cycle is one of my favorite games.  It isn’t my favorite game, but it up there.  I really enjoyed playing it and wish that the series had continued into present day.  It is a racing game (which, when done right, is always a crowd pleaser with me).  It featured racers on motorcycles who raced across the country in various settings.

It wasn’t anything too special and it wasn’t very unique.  It was just a motorcycle racer, in various environments (which were really just green for meadows, yellow for desert and bluish black for night), in which you raced the clock to get to the next checkpoint before time expired while avoiding other racers and obstacles on the side of the road.  It essence, it was a motorcycle “clone” of the very famous and very popular Pole Position video game (which was similar in design, but featured a “unrecognizable” jumble of pixels that was supposed to represent a Formula One/Indy car).

It didn’t have the depth as some of the racing games that I bought and enjoyed, but I always enjoyed putting the disk into the C64’s disk drive for a good while and I always remember that I had fun with it even when I wasn’t doing so well (crashing and the like).  I think the only thing that could have made it better for me would have been more stages/environments.  I think the C64 version topped at 3–meadows, desert, and night (although I could be mistaken).  Regardless, I don’t remember it being able to capture my attention long-term (for hours) because of the quickly repeating stages/courses.  Still, I remember it fondly and it is one of the reasons why I still gravitate to the racing genre in games even today.

Here is a YouTube Video for the game (ah, that intro music really brings me back) 🙂

The game was developed by Epyx, a studio that I don’t know too much about–they were never really profiled in magazines like hot new studios such as Electronic Arts (EA), Activision and Imagic were at the time (I suppose I can do a google search and report back on what I find at some point), however I remember the few games that I got from them–I know I have at least one more–their games were pretty good–always above average in terms of quality and fun factor.  Like Super Cycle, I wish they were still around and programming/producing games as a Design Studio.

Well, that’s all for today.  Have a great day!

Sidney
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The Death of Single Player Games?

eashutsdownvisceral_YouTube

EA shuts down Visceral Studios, Image Source: YouTube

So last week was a bad week for gaming in general and the single player game, in particular.  Two of the largest gaming companies, EA and Activision, both had stories hit the media that showed that they are not necessarily committed to the development of strong gaming experiences for their player base (especially players of single player games–like myself), but may be using the games a “vehicles” to increase their own war chests with anti-consumer practices.

To be brief, EA shuttered a well known & respected gaming development studio that was making a Star Wars single player game. They moved the game over to another division in order to (paraphrasing) open it up to better reflect their players’ wants in a game.  Activision, on the other hand, had a patent discovered by players, that could be used to match players together, not based on skill, but on the purchase of extra content and could match players with “premium” content with those who had not yet purchased the content in order to create an unfair skill gap between the players and incentivize the non-purchasing player to go out and buy the “premium” content to stay on a level playing field.

So why does this matter?  Players were incensed last week with these revelations and decried the death of the single player video game.  The problem is that this situation was made BY THE PLAYERS years ago.

“Knack is Kack”
I still remember this statement made by staff member of the Official UK Playstation Magazine on their podcast when the Playstation 4 was announced at Sony’s reveal way back in 2013.  Knack was a platform game that was developed to show off the potential of the hardware.  It was a good game, not great, but it was widely and roundly criticized in the media and online as being “old game design” and “antiquated.”  Now I personally liked it so much that I earned the Platinum Trophy for the game (do all of the in-game “requirements”) which shows how much I enjoyed it.  But if I had listened to the critics and the online community, I wouldn’t have given the game a second look as they considered it a waste of development time.  This attitude continued and now (in 2017) there are a dearth of good, triple A platforming games–their all either shooters or open world games.

The Order 1886
Here is another example of the market deselecting a type of game.  The Order 1886 was an alternate history game that full of promise and hype when it was announced.  However, that hype turned to bitterness and vitriol online when it was discovered that it was a short (5-8 hour) gaming experience and that there was no multiplayer involved when it was released in 2015.  What once was a darling of the press for its unique setting became an also-ran and a dog for its short campaign in regards to its price tag.  And based on the pricing models of games in 2016/2017 that are the same length (Ratchet and Clank remake and HellBlade) which are in the 29.99 price range instead of the 59.99 price range of The Order 1886, perhaps the price of The Order was too high, but the critical reception for both of those games (as well as the online reputation) is completely different that it was for The Order and that response to The Order was noticed by game development companies and (more importantly) game publishers.

Yes, last week was a bad week for gamers who like to play offline, single player games, but we have to remember that it is our choices as gamers that ultimately drive the market.  By being so dismissive to the single player experiences in 2013 and 2015, we gamers shouldn’t be surprised that publishers no longer want to fund or make these types of games in 2017.  Much like real life, if we say that we want diversity in our experiences, we actually have to show that we value that diversity.