October 31, 2011

Mommy, What's a Seizure? - Some Words on Battlefield 3

Disclaimer: I don't condone Mature rated games be played by children. Except it's hilarious when kids fight with grown men over Xbox Live. 

If you are epileptic, Battlefield 3 isn't your type of game. Many factors work against those prone to seizures. Primarily, the title and loading screens. DICE is obviously not fond of the infamous Porygon episode of Pokemon thirteen years ago, deciding to employ the always colorful but unusually annoying Hollywood-like menu screens. This is Battlefield; you expect massive explosions and chaotic action, not DICE trying to cause death before you partake in one of the more problematic game launches in recent memory.

There are certain assumptions by fans from DICE's masterful series, known for exemplary gameplay and the delicate balancing done daily by the studio. But from sifting through the forums, declaring if the game met those expectations is debatable. Some glaring issues like server lag are unavoidable post-launch, especially on EA-operated servers, but design and mechanic choices are scolded as well. Some commenters, including this guy, proclaiming a decade-long adoration for the series, had a laundry list of issues.

Playing through the Xbox 360 version, I agree with some of his complaints, but generally the game is as anticipated. The notable hair-pulling antics I am troubled by are the consistent choppiness on certain maps, being killed when the enemy is listed at 0%, and not having the ability to hold grenades before throwing them. The game is easily adaptable with these nagging issues, predominately playing with friends, but still irritable. And why DICE felt it necessary to include a campaign when Battlefield is known strictly for multi-player is a mind-boggling choice. The developer probably wanted to appeal to console audiences, but those mindful of gaming know Battlefield as a strategic, squad-based, exclusively multi-player franchise.

After such a messy launch, I hope DICE respects the response and dutifully makes the needed changes. Otherwise, most of the game is perfectly fine. The other forum-goers are just a bunch of crybabies.

October 30, 2011

With Rips in His Cape, Batman Still Manages to Soar

This isn't an official review. Just sporadic thoughts (in no particular order) I wanted to share with you guys. I rented the game so I didn't get the Catwoman DLC. It felt wrong to review a game I hadn't fully experienced. 

Playing through Rocksteady's latest, Batman: Arkham City, it's hard to ding the game for doing anything wrong. No game equates perfection, but some titles come so close. The Cape Crusader's newest thins the fine line separating sheer perfection and just stellar under the microscope of the franchise's fanatic league of admirers. Following Asylum, Rocksteady exceeded all expectations to give everyone a delightful taste into the underground battle for Gotham City. I just wanted to highlight five noteworthy aspects. (Spoilers regarding the last point.)

1. The game is one giant classroom. It's mightily rare these days for a game to educate, especially a game built for fans, but somehow the studio found the delicate balance between overwhelming newcomers and whetting the satiable appetites of the hardcore comic geeks. Meticulous care was taken to include many of Gotham's most villainous creatures, but beyond that is the multitude of mini-games and extracurricular activities found throughout Arkham City that plays like an elongated encyclopedia. Indirect actions between characters appropriately outside the campaign build an incredible backstory which deconstructs the sickest minds previously incarcerated in Arkham Asylum. For example, the Joker leaves Batman quite amicable voice messages and another maniac is contacted by answering payphones across the city.

2. Too much stuff, not enough time. Players will waste endless hours pillaging through the tightest corners of Arkham City investigating Riddler trophies. To clarify, there's little over 400 to find. Shuffling through that, other tasks litter the particularly cold streets, including finding mysterious characters, playing crime scene investigator, and searching for Easter eggs and references to other known villains. But the game's release date disallows that, coming a week before Battlefield 3. Not that DICE and Rocksteady should have, maybe, colluded on separating dates to give consumers' wallets a sigh of relief, but the thought is appreciated nonetheless.

3. The hypersexualization of female characters. A majority of consumers purchasing this game will be male. That goes without saying. And although Firefox doesn't recognize "hypersexualization" as a term, sex sells. Sadly, it's a prominent marketing technique that continues today. Catwoman, the only female playable character (excluding future DLC) is featured heavily in screenshots, a free form of marketing for publishers. The low-cut top will unquestionably capture the attention of many interested in the game, but it isn't just Selina Kyle. Poison Ivy, also only featured in the downloadable content, is wearing revealing clothing as well. Whichever entity orchestrated the downloadable episodes clearly intended to use the sexualized characters as advertising to boost sales.

4. Engaging the player. While flying around the city, it's easy to get distracted. But comforting the journey is the pleasant banter between criminals thanks to a hacked radio system. Often the chatter relates to events of the main campaign, but rarely other points are touched on bringing on all types of emotion. Usually laughter, but hearing the prisoners beg for food or complain about the cold just breaks the heart. Then Batman knocks them unconscious and nobody's the wiser.

5. Taking full advantage of the universe. Having an entire franchise at one's disposal is a true blessing, and unfortunately Rocksteady didn't flesh out every villain. In the very first scene, Catwoman is held hostage by Two-Face. After Batman handles the situation, Two-Face seemingly disappears. Doesn't he seek revenge? Not giving hyped characters their due and incorporating the characters for the sake of them making an appearance is tremendously lazy on Rocksteady's part. Sure, appeasing the fans is the goal, but working a character like Two-Face into the larger plot wouldn't be difficult.

No Silverblade Sunday this week. I've got too many games to sift through and too many posts to write so the next entry is on hold for now. Otherwise, look out for my thoughts on Battlefield 3 tomorrow.

To the reader: Do you guys agree with my points? There were a few nagging issues I didn't include on purpose, but any destructive or adoring comments are fair game so get your disagreement on! 

October 28, 2011

Confessions of a Gamer's Girlfriend - Five Things a Gamer Guy Finds Attractive

Jessi is back! This post was unexpected (but heartily welcomed) and she should be commended for her efforts in contributing to Volatile Mode. She doesn't blog often, but her random thoughts can be found here. Send her a message or comment out of gratitude! Always keen on her female perspective, I am looking forward to the next in her series.

Congrats ladies, regardless of skill level in the gamer world; men are always going to find you amazingly adorable for playing (or trying to). While there are many different ideas about the ideal ‘gamer chick’, there always seems to be a common shortlist of things the guys find irresistible.

1. Being a newbie. No real experience? No problem! Guys are always pleased when the ladies in question are taking an interest in one of their favourite pastimes. Don’t be afraid to ask questions – even silly ones – when playing. Showing a keen interest in something they enjoy, and putting in an honest effort will endear you to their hearts.

2. Being an expert. Whether it is sports, cards, cars or our beloved gaming; guys love it when a woman can quote facts in verbatim and has mad skills in multiple regards to the subject. Knowing that the special lady sitting next to them not only can comprehensively play their favourite game, but also actually give them a run for their money is a HUGE turn on!

3. The time we invest in designing our avatar. While not every guy will invest (or admit to investing) much time on his avatar, the way we appear on screen can say a lot about who we are – and they know that. Don’t be shy about fussing with your character’s appearance and fine-tuning all the little details. It doesn’t even matter if the end product looks like a cooler version of you, or a crazy alter ego. Many guys find this attention to detail cute or comical, which will win you many brownie points in their hearts.

4. The way we look when we play. Whether guys will admit it or not, they are secretly checking us ladies out when we play. The way we stare intently at the screen, how we tightly grasp the controller, even how our eyes light up or our noses crinkle based on how we are doing. There is nothing more attractive to a man when he can see how into the game we are. Which will pay off as we learn and grow as gamers ourselves.

…and above all else…

5. How we develop our own gaming style. Sure guys love to share all their knowledge about the games they love, and how to best play them. They also love when we develop our own way of playing and assert ourselves as gaming individuals. Knowing that they have not only taught a certain special lady how to play and play well, but they now have created a worthy adversary to play with – it’s enough to make any guy smile and pat himself on the back.

Remember ladies: while its fun to impress and endear our male counterparts to us through the art of gaming, it’s only a good idea if it pleasing to oneself also. If your faking enjoyment and only playing to impress someone else, in the end its YOU who will be cheated out of a good time. So if you love it, do it. Grasp that controller with pride and show the men what gorgeous gaming material we are made of!

I'm still here! Jeff is still alive and kicking. I'm just having trouble playing through all my games right now, but I should have a review for Battlefield 3 and Batman: Arkham City up shortly. Be patient! Jeff and Jessi out. 

October 26, 2011

The Greatest GTA V Wishlist Ever Written

Is it wrong to feel incredulous when writing a list of my desires for the most anticipated title of all-time? In retrospect, perhaps. But no single soul can blame millions of fans for wetting themselves. Dare I say it: Grand Theft Auto 5 is finally coming! Following months upon months of speculation and rumours and more rumours and even more speculation, Rockstar's greatest franchise is back. Thousands have weighed their opinions, and I have yet to do such a task, so it's my turn! November 2nd can't come fast enough (trailer pending!).

Location

Early reports, apparently "confirmed" by Kotaku, suggest familiarity is the likely culprit. San Andreas had players trash a fictional version of Los Angeles, known in-game as Los Santos, and Rockstar appears to be revisiting the metropolis. It's discouraging to see the studio do something of old, not attempt to move the franchise forward and freshen things up.

I'd love to see an entirely new setting not previously introduced in the series, possibly somewhere outside the United States. Shanghai, Hong Kong, Mexico City and Rio de Janeiro could act as great playgrounds for destruction, but the next game will likely take place on American soil. If that's the case, Chicago or Washington, D.C. would work beautifully. Both cities have recognizable landmarks, centuries of history, and are prominent enough to feature an open world environment. Other choices were Seattle, Miami, Phoenix and Charlotte.

Campaign

Not the focal point of the series, but a terrible campaign reflects poorly regardless of importance. I want to feel an emotional attachment to the main character, not just treat him/her as a vessel for destruction. Rockstar is known for crazy and extremely colourful characters, purposefully (and almost ridiculously) flamboyant, to suit the tone of the storyline. A character without basis, without an attachment to his/her actions beyond murderous tendencies, shouldn't be considered as a character at all; merely an empty shell so the player can dissipate real-world frustrations.

A heartfelt campaign, maybe revenge for a loved one, isn't necessary. It's obvious why someone plays a Grand Theft Auto game. But it will show the audience Rockstar is serious about evolving this series, a process it definitely needs. GTA IV was a step in the right direction, and if the developer can continue pushing the boundaries, fans won't feel remorse for their pixelated victims. Maybe they don't anyway. (I know I do.)

Multiplayer

Grand Theft Auto has always been about one man's quest for validation, for a spot among warlords. But why blow stuff up alone? Enjoying the many sultry explosions and maniacal ponderings solo soils the fun rather quickly, and having a buddy means more explosions. Who doesn't love more explosions? The competitive multi-player introduced last game needs to stay. Not innovative, but brilliantly executed by Rockstar. More character and match customization and more unlockables, and fans will be singing in the clouds (in pieces, after being shot by an RPG).

Co-operative gameplay is essential and should be worked into the main campaign. Other games have worked around this: Fable 2 had partners labeled as henchman. Presuming the next game is rife with gang violence (of course it will), gang lords have cronies and personal bodyguards. But this person really likes blowing stuff up. And can magically fly helicopters and operate military equipment. The setting is picturesque. Oh, and all stats acquired in a friend's game are carried over. 

Downloadable Content

Continue the episodes! Continue the episodes!

The greatest GTA V wishlist ever written. Tell your friends. No, really, please do. The blog can't reach new readers without you guys spreading the word! I love you guys, my readers, and I devout all of my waking moments conjuring up ideas to give you the greatest commentary possible. But I want more people to read my work! Tweet, subscribe, even resort to Facebook and Google +1. I'll love you in return. I make cookies! Jeff out.

The Strangest Influences of Gaming on a Common Product - Part 1

Bahahaha. I had fun thinking of this title. No doubt gaming has influenced many outside the industry, leading to some quirky combinations. Some so immeasurably absurd by the sober human conscious. Not that I'm hinting at drunkenness was involved in the creative process of these decisions, but it leads nicely to my next point. I don't know if this will become a series, but applications influenced by gaming on everyday products are commonplace these days. People have unique methods of displaying affection -- let's go with that.

A little insight into my gaming habits: whenever I go for a hardcore session, usually I'll sip on something caffeinated. Coffee is my guilty pleasure; anything to awaken the bones and my mood livelier. But some gamers take a different approach; to each their own. Although their 'About' page is void of any useful information, it's fair to say these entrepreneurs hopefully weren't drinking when this came into conversation. I'm gonna guess partying one night, maybe sneaking some out to enjoy with the gang, partake in a little Gears 3 multiplayer, and BOOM. Idea hits like a freight train.

Of course, I am taking about GamerWine. The alcohol industry's finest combined with the horribly childish reputation of gaming to create magic. Carrying a heavily sarcastic tone even when describing the wines, for instance: "...Stunlock may be just the thing. Perfect with a couple of your favorite Hot Pockets, a plate full of pizza rolls...", clearly their intended audience is very niche. I'm no businessperson, but I give these crazy characters some props.

The site was found by @jimrossignol on twitter. Go follow him!

I'll try and message these guys for an interview or something. Any exposure will surely help out their prospectively profitable business. In the meantime, my wishlist for Grand Theft Auto 5 will be up shortly. And don't forget to follow me on twitter and subscribe via email! Let's become friends.

October 23, 2011

Silverblade Sunday #13 - Mobile Gaming Transitioning to The Mainstream?

In the gaming world, consoles were always the go-to platform for developers, guaranteed to generate massive sales given the right advertising structure and other factors. But the unprecedented and historic rise of mobile gaming, specifically on Android-enabled smartphones, has turned the traditional formula upside down. Now, inexpensive releases on smartphones are eclipsing sales figures on consoles, and the biggest publishers are battling for promising mobile studios.

This summer, Electronic Arts bought Popcap, makers of Bejeweled and Plants vs Zombies, for a staggering $750 million. In most business deals this is a small figure, but considering Popcap only earns $100 million annually in profits and EA's total market cap is $7.5 billion, that's 10% of the publisher's entire value spent in one transaction. The deal works extremely well for both companies - EA finally enters the mobile market where the company lacked a position before, and Popcap has the opportunity to expand their brand globally.
With the deal, presumably, Electronic Arts is trying to compete with other formidable names in the space, but no one developer can match the unparalleled success of Zynga. While the company prepares to launch its own social gaming network to escape the confines of Facebook, Zynga has also harboured long-term ambitions of a listing on the NASDAQ. The social game developer's titles are rather infamous among gaming circles, specifically FarmVille (any mention and undoubtedly someone will scream), but the raving fans are just carnivorously consuming digital content, further growing Zynga's brand in the mainstream.

The debate lies in one question: can mobile gaming overtake consoles as the preferred platform for developers. In many ways, yes, but consoles are so engrained in gaming culture that the traditional machine will never die out. But producing a mobile game can be done cheaply, efficiently, and within a reasonable time period. Console development can span one to five years, average being two, while a smartphone title is finished within six months. Also considering the cost of distribution, digitally is significantly more cost-effective when budgets are tight.

The transition has started. In five years time, console gaming becomes a niche market and smartphone gaming will be the norm. Or the entire industry is a bubble and a financial collapse mirroring the crash of 1983 is inevitable. Pondering up doomsday scenarios is always thrilling.

October 22, 2011

Highlights From World of Warcraft's New Expansion: Mists of Pandaria

The expected announcement of this year's BlizzCon, based off the well-publicized trademark registered back in July, was a new World of Warcraft expansion, Mists of Pandaria. Instead of the Horde and Alliance bonding over a common enemy threatening all existence, the war for Azeroth is pushed into the forefront. Concentrating on the conflict is something Blizzard hasn't done since the early Warcraft days, and since subscription numbers are dwindling and stories validating WoW's demise are rampant, could Mists of Pandaria save the behemoth MMO or has the developer officially jumped the shark (or turtle)?

The expansion brings a delightful plethora of great additions, most notably being a new class and race. Players can now journey through life as the Pandaren, an anthropomorphic race resembling panda bears, a very elusive people with a rich history. Their isle is discovered accidentally as the Horde and Alliance engage in sea warfare, and the two main tribes are each wooed by the factions who plan to exploit the island. New Pandaren characters actually level on the back of a turtle, known as the Wandering Isle, and players assume a faction by level ten.

Of the many races in the Warcraft universe, the inclusion of the Pandaren isn't surprising. Though the lore states they are fiercely combative, their amicable appearance will appeal to the younger audiences and other casual players, now that most of the hardcore has left. To counteract this, primarily focusing on the PvP (player vs. player) side is brilliant marketing by Blizzard. With every expansion, the war was overshadowed by one singular, menacing enemy forcing everyone to unite. PvP has always been extraordinarily popular, and players who loved the mode have a reason to return.
Monk, a new class akin to the beloved Druid, is also being introduced. Like the Druid, the Monk has three separate talents: Brewmaster as Tank, Mistweaver as Healer and Winderwalker as a melee class. Like the Hunter and Warrior, Monk uses Chi, a resource limiting the class' moves. Though not a hero class, many veteran Feral players might welcome the change given the beating Feral Combat has taken in recent updates. No existing class does specialize in hand-to-hand combat, and really the only class well-suited for fist weapons is Enhancement Shaman. 

Another addition getting some love (and a huge ovation from the BlizzCon audience) is the new pet system, where players' little creatures can battle, acquire skills and levels, and actually move beyond pure aesthetics. High level pets could become valuable commodities depending on how competitive the mode becomes. Complementing this mode, Blizzard plans to release many new pets to feed the frenzy, alongside the hundreds that already exist. The combat is inspired by Pokemon -- teams of three in turn-based battling with equipped items and special abilities. IGN even sarcastically noted: "...the graphic mockup looks curiously like Pokemon Stadium on the Nintendo 64."

Finally, Blizzard has answered the many who desired such combat. This implementation is perhaps a direct response to the dwindling subscription base, aimed at lost fans eager to start playing again. The introduction of pet combat also symbolizes an attitude change from Blizzard with this new expansion, adjusting the traditional gameplay and not just pouring on new content. Even a mini-game has been added where "wild pets" are randomized throughout the world and can be captured for battling, extremely rare ones probably going for high prices.

This post is getting long so I'll cut it short here. There were a lot of changes announced, so any guide or fan site online can go way more in-depth on the changes. Here's a link to the IGN page I found though my research. I just wanted to cover some highlights, the details I found most interesting. Thanks for reading and tune in to Volatile Mode for more gaming commentary! Silverblade Sunday is still scheduled for tomorrow. Jeff out.

October 20, 2011

Epic, Listen Up: Include These as Gears 3 DLC

With the "Horde Command Pack" coming soon and the announcement today of "RAAM's Shadow", Epic has been quick in supplying fans with a wealth of downloadable content. However, many devout followers want to experience other aspects of life on Sera, and I'm included in that group. The following is a list of additions I'd love to see:

1. The Pendulum Wars. Subtly mentioned plenty of times in the trilogy, notably toward the ending of Gears 3, the Pendulum Wars saw the two major superpowers on Sera fight for control of the planet's resources, most important being Imulsion. More heavily discussed in the novels, of course, the trilogy hasn't seen any glimpse of that conflict. Epic has never been forthright on the inclusion of such DLC, though many fans rejoiced when the Pendulum Lancer (known as the Retro Lancer in-game) was shown as a usable weapon. It needn't be a massive episode; just to whet the appetite of fans who crave to destroy a force other than Locust.

2. Emergence Day. The single defining moment of the Gears franchise -- colloquially known as E-Day -- forever changed the surface of Sera. The Locust emerged in an unprecedented military attack, wiping out a quarter of the human population and putting humanity on the brink. References to the monumental event are littered throughout the series, but those are purely stories. I want to witness the carnage, citizens fighting back with every inch of their being as the Gears scramble to save the innocent. Gears 3 attempted some emotional scenes, but those sequences didn't convey much. Letting players observe for themselves life in Jericho as E-Day happens could set a welcome precedent for future Epic releases.

3. The Hammer of Dawn Counterattack. The most significant event of the Locust Wars, Colonel Prescott held the burden of practically eliminating every major human settlement, including every city, outside the Jericho Plateau. Hammer of Dawn blasts turned millions of people into ashes and destroyed most militaristic equipment, forcing the Locust on equal footing with the rest of humanity. Since Epic is integrating comic-exclusive characters to the games with "RAAM's Shadow", it's possible this piece of downloadable content could star a regular citizen. A potential scenario could be Maria growing up on the streets of Ephyra, a nod to the dream sequence in Gears 2 when she presents Dom with breakfast the morning of E-Day.

This franchise has a rich backstory rarely discussed in the games, and that's unfortunate. I have yet to read the books fully (though I have read Aspho Fields), but post-Gears 3 is the perfect time for Epic to dazzle fans by exploring the history. Or the future. Sera's rebuilding phase as news of the Locust eradication spreads. I hope Epic is reading this. If not, please spread the word!

To the readers: What other DLC episodes would you love to see and why?

October 18, 2011

I'm Reluctant to Try Arkham City

I watched the clock pass midnight and imagined all the loyal Batman fans lined up row-by-row, anxious to grasp the very throats of Two-Face, Calendar Man, the Penguin, and other villains sheltered in Arkham City. That hypothesizing got me thinking: why didn't I feel the same way? Batman has flabbergasted audiences for a century, and yet I hadn't felt a shred of fandom toward the famous Dark Knight. I even tried Arkham Asylum and I wasn't blown away like my fellow gaming comrades. Rocksteady did a fantastic job, don't get me wrong, but not being an original fan I didn't understand the slight references to important events or to Batman's other adversaries.

I'm reluctant to try the new adventure. While I'm sure audiences everywhere will be captivated, it's difficult for someone not involved in comic culture to feel attached or even relate to these characters, and that's one of the driving forces of why I play games. Every emotion can be portrayed through a character's actions, even one supposedly sturdy like Batman, but relating to a gaming figure is impossible without knowing his/her origins. I know that his parents died, I know of his infamous broken back courtesy of Bane, and that's it.

The other main reason I'm so hesitant is because I wouldn't truly feel gratification to the exemplary job Rocksteady has done. Arkham City, judging by the reviews, is a game made for fans. The developer's first Batman set expectations way too high with the extreme attention to detail, making sure every fan grilling the game left the experience appeased. Feeling overwhelmed is an understatement, but it would also feel like a jab at Rocksteady if I didn't purchase the game not being a fan. And that's the last thing I aim to do.

The first time I enter Arkham City, I'll be blown away too. And it sucks having two major plot points spoiled for me: the ending, and a significant event early on tying the two games together. Maybe a review is pending if I can find a rented copy. Having the week off from class is a beautiful thing, I guess.

October 16, 2011

Silverblade Sunday #12 - Mobile Gaming to Meet Demise?

Economically, mobile gaming is flourishing. If a game like Angry Birds can sell 100 million units with ease, obviously other titles can replicate that success, but most won't. And that's why the decision for any developer to go mobile is risky - without proper advertising, any release is just another game, nothing special. The popularity of the platform has forced an influx of promising and terrible developers, each claiming a unique idea or mechanic, unto the market. This isn't even comparable to the crash of 1983, but the current environment indicates a bubble is pending.

The tragic events of that year, where the market was flooded by budgetary, low-quality games, is reminiscent of today, almost scarily. But one profound factor is pricing. Twenty-eight years ago, gaming was still in its infancy and a specific pricing pattern was never established, so many studios played follow the leader. To their dismay, however, there was too much competition for demand. Everything was priced the same and that led to the rapid oversaturation of the market. Mobile gaming is going through a similar phase, but development and the games themselves are far cheaper, meaning consumers are likelier to buy more than one title concurrently.

Graphically, games have marched along in three decades, and recent mobile releases are vastly outmatching the second generation of consoles. It's almost no contest. Infinity Blade captures this point beautifully, being the honourary first mobile game to employ Unreal Engine 3, mirroring some console titles. A sequel is coming and it looks even better, a marvel and true sign of how far gaming has come.

It's commonly a cliche to say "time will tell", but no other phrase can fit better. Mobile gaming has only been popularized within three years, and to have the industry reach its current level is remarkable. If smartphones are sustainable, gaming on the platform will survive. And it will grow. Probably to unprecedented levels. Eerily similar to the insane popularity of the Nintendo Entertainment System once 1987 rolled around. Just sayin'. Jeff out.

October 15, 2011

Guest-blog: Rage Review - A Raging Blast From Years Gone Past

This isn't the conventional form I take with reviews, but Tim, the writer and good buddy of mine, preferred this presentation so I obliged. Tim's blog is actually on the Blogroll, Geekidian Times, but you can find his other ramblings here. Take a look! He knows his stuff about gaming and other nerdy things of interest.

If the Mayans predictions come true and the clock does end up running out for all of us, then I hope we’ll have the foresight to keep our precious belongings locked away in safety deposit boxes for future civilizations to discover.
If it were me, I’d make sure my box included; Stephen King’s The Dark Tower series, (because it’s awesome) anything and everything Arrested Development related (because it’s comedy at its finest) and a copy of Id software’s Rage just so they can laugh at how ridiculous our concept of humanity’s end was.

The first time I played Rage was when it was still an on-rails shooter demo for the iOS to show off what kind of grit Apple’s touch devices are made of. Not surprisingly, Rage’s console and PC incarnation has festered into (drumroll please) a first-person shooter.

What gives Rage the winning hand in the shooter standard is its simplistic approach to gunplay, acquiring upgrades for your character, and all-around attention to detail. I highly commend Id’s design choice of basically taking a wasteland exploration game and making it “fun.”

If you took a game like Borderlands or Fallout 3 and trimmed away all of their skill treed micro-management elements you’d have yourself Rage. Right after the opening cinematic you’re thrown head-first into the desert wasteland this post-apocalyptic Earth has become and start doing missions for your rescuers and their town armed with nothing more than a pistol and a buggy. The more missions you end up doing for people, the better your rewards – eventually gaining yourself a shotgun, razor-sharp wingsticks, sniper rifles, and even RC cars rigged with explosives.

Like an RPG, you also get the ability to sell your junk, craft items, and upgrade your load out (with explosive rounds, for example) and different ways to bring the pain to those desert-dwelling baddies.

Ah, but the fun doesn’t stop at mindless FPSing, oh no. There’s also a number of minigames you can take part in as your travels take you across the wasteland.

There’s collectibles, racing, side-missions, and time-attack missions that reward and add to your repertoire of killing skills while still keeping true to Rage’s RPG roots of becoming a better character.
Let’s talk graphics in one word; gorgeous. Most (if not all) of these props go to Id and their newly developed graphics engine Id Tech 5. Seriously, point the camera up at the sky and you will see photo realistic clouds, sky, hell even rock walls look like they’ve been hollowed out of granite, sand, and whatever else you can imagine a post-apocalyptic desert setting to look like.

Character models have that Doom 3 design quality about them (it’s good thing, especially when you’re moved by the attention to the steam-punk nomadic detail Id’s given to the world of Rage.)

Bottom line, Rage is hands-down one of gaming’s best-looking graphical endeavors to date.  That being said, you’ll occasionally run into a number of texture pop-in instances that range from very minor to major.  

There’s a reason this game came on 3 DVDs for the 360; annoying but not surprising.
Id’s game stories have always followed the mantra of keeping things simple. Rage is no different in that respect but the game also manages to stuff itself with a hearty serving of extras that soars above and beyond any run of the mill eight-hour long arena shooter with story cues.

The planet’s hit by a spoilerrific space rock in the game’s first minutes and your science buddies have put everyone in cryo-sleep, hoping to wake up in a better tomorrow. The game starts with you waking up some time later to a post apocalyptic wasteland ruled by bandit tribes, mutant zombies, and Big Brother’s little brother; The Authority.

You’re rescued by one of the wasteland’s saner inhabitants who takes you back to his shanty town, gives you a gun, a buggy and this is where your adventure begins. You’ll spend your time in the wasteland doing quests for settlement VIPs, help a resistance movement fight Authority commandos, and eventually start piecing together what happened in the years you were asleep.

I’m happy to report that Rage is neither too long or too short. You’ll spend eight or more hours on the campaign and can easily add many more if you take on side missons, races, card games and other such nonsense.

Rage’s music, like its story, is simple. Almost to a fault. There are some nice throw back’s to Id’s older games with some very recognizable sound effects (the running heavy breathing sound for example) and you’ll often hear country-themed pieces when you walk into bars and important settlement buildings. On the flip-side there’s also tension building pieces in use for stressful combat situations. It doesn’t grate on repetition but it’s not quite playlist material either.  

Honestly, there’s really not much to rage about Rage. Surely Id’s taken nods from post-apocalyptic shooters like Borderlands and there are loads of extra missions, activities, and collectibles to feed a completionist full. Deep down inside, Rage is still a mindless shot-fest that Id-ites will love to bloody chunky texture popped pieces.

Final Breakdown:
Music – 22 out of 25
Story – 23 out of 25
Graphics – 22.5 out of 25
Gameplay – 25 out of 25

Final Rating: 92.5 out of 100

October 13, 2011

Intentionally Difficult Games are a Great Marketing Tactic

As I watched my good friend get effortlessly slaughtered, disemboweled, mauled and disfigured in many painful ways, I came to the sudden realization Dark Souls isn't a game for everyone. From Software charmed the market with a painstaking test of nerves, rewarding players' preparation and pinpoint movements, and breaking the norm of hand-holding gameplay. New releases these days have lost that challenge, coming neatly wrapped with the guaranteed gratification of victory. This gloomy easiness inundating games today has made us feel godlike, a feeling both disturbingly potent and increasingly stale. Unfortunately, many refuse to acknowledge From Software's multi-platform masterpiece, debating if the toughness is tolerable.

What Dark Souls has triggered is a reminder of the days of yore, nostalgic stories involving conquering fiercely unapologetic obstacle courses in BattleToads or the entire Ninja Gaiden series. Developers back then were only concerned about game design and not profitability (mostly) and relentlessly tormented players. But economics have crept into the industry, and clearly the intent for publishers is to make as much money as humanly possible. Basically the thought is easiness equals sales. But enslaving players to become obedient, to battle agonizingly easy enemies, is both dishonourable and disrespectful. That's why Dark Souls is so refreshing, and the game has received cult status to boot.

From Software's newest doesn't just transcend the confines of convenience, it also keeps players coming back. The challenging gameplay calls for breaks, but players always return. Dark Souls, appropriately, is one of those games that has players clamouring for years, while they revisit it again and again to overcome that one boss fight. The unadulterated satisfaction of completely destroying a massive enemy is something Dark Souls prides itself on, and its developer should be commended.

It's upsetting when a game can separate itself for being too difficult. And that is the brilliance of From Software -- capitalizing on the consistent elementary nature of gaming today to create a wonderfully unforgiving title. If Dark Souls sells a significant number of copies, idealistically more companies should jump on the bandwagon (because this entire industry is built on trends) and the historical era of the NES will flourish once again.

Current sales are comfortable, but the limited advertising in North America will bar sales. Dark Souls will probably break the million part soon, if it hasn't already, and likely that's the marker outright confirming a series continuation. I'll be renting it soon, maybe, embracing the hardness. And I can't wait. Jeff out.

October 12, 2011

Zynga Making a Name For Itself Even More

When Zynga is mentioned in everyday conversation, most people will recognize the name. Only those incredibly disjointed from life to not partake in the greatness of gaming or routinely visit Facebook will be annoyed by any mention of FarmVille or Words With Friends. Impossible to ignore, however, is the immense success currently enjoyed by the amicably-named company, and how the once-small studio forever changed the business of gaming. What some have called the most profitable company ever, Zynga is preparing to launch its own online service, with gamertag replicas and all, seemingly to separate from Facebook entirely.

Celebrating the launch of "Project Z", the company plans to release a bunch of new games, including Castleville, a medieval FarmVille with a virtual marketplace, and an iOS companion game to Mafia Wars 2 called Mafia Wars Shakedown. The company is appropriately making great strides to relieve itself from Facebook to whom it pays tremendous profits. The move shocked investors and the gaming world, but ultimately makes sense considering the company desires independence. But can Zynga survive without the social networking giant?

Well, yeah. Zynga has built a solid reputation and fanbase that will likely migrate to the new service. Arguably, Zynga waited too long -- the popularity of FarmVille is waning and other Zynga releases are starting to pick up the slack, but the process has been slow. A suspended IPO hasn't deterred the company, but strategically waiting to launch this service post-IPO would have driven up the stock price, no question. It was bound to happen eventually, but economically speaking, this is a calamitous decision.

The focus has been about Zynga, but people tend to forget Facebook still exists and won't be going anywhere for a while. Zynga's vocation for independence is newsworthy, but this leaves a huge gap for the consistent Facebook gamer. Many companies will surely seek to capitalize on the behemoth's sudden disappearance, perhaps replicating the addictiveness of Zynga titles or inventing new strategies in tandem with Facebook. And the social network will be more than willing to accept any promising titles as its previous main moneymaker is leaving.

Quite possibly, the greatness of Zynga is still to be shown. Perhaps the company can reel in billions more on the new service, though timeliness isn't working with them. The incredibly slow process might flop completely, customers reluctant to sign up with another service. As the famous cliche so aptly says: "Only time will tell."

To the reader: Would you be willing to part with Facebook to play FarmVille and other Zynga releases? Also, do you think Zynga can survive as its own entity? Post your thoughts in the comments below!

Mass Effect 3 Details Directly From Bioware!

With the lingering rumours now confirmed, Bioware has given out the first details on the four player co-op mode to be included with Mass Effect 3. Known as "Galaxy at War", players create customizable characters (aka no Commander Shepard) from the many races, all with varying attributes and special skills. Perhaps including Hanar and Elcor, where Bioware says the famous phrase: "Never say never..."

Mass Effect 3 won't lose its single-player campaign. Bioware remains dutifully dedicated to having Shepard's story stay his or her story, but this multi-player mode will have a direct impact on the main campaign. How much of an impact is still unknown, but it's great to have an alternate method of stopping the Reaper invasion. The developer tossed around the word "complement" quite a bit, supposedly enriching the main storyline - any class, any race, battling for various areas around the universe. The new mode will have a leveling system, weapon upgrades and other character progression, but no details were released.

All other details can be found here including a fancy video with Casey Hudson.

I'm liking the sound of this mode. Keeping the tone of the story, competitive multi-player wouldn't work nor would it improve the single-player campaign - Bioware's main focus. Every race in Citadel space united against the Reaper invasion - there's no playable conflict there. But I'm admiring their ambition to give players even more choice in dealing with the plot. Not only does any decision have massive consequences in the single-player campaign, Bioware even gives us the choice of how to tackle playing through the campaign.


Probably inspired by the wave of Horde replicas recently, Bioware is melding the two modes without losing the greatness of a single-player campaign. I can't think of any other developer attempting such a gimmick, but with Bioware at the helm, things are already looking positive. With DLC forthcoming, it's easy to speculate where Bioware will focus a majority of the content, expanding the multi-player mode to be as accessible as possible etc., but the more components the better.

The confirmation is still worrisome, though. What if the mode doesn't pan out and turns into a huge failure? Being Bioware, that's unlikely, but toying with the formula of an established franchise is something worth discussing. As more details spill approaching the March release date, confidence will fluctuate, or maybe that's just my paranoia. Keep at it Bioware.

October 11, 2011

The Best Fights on Xbox Live (Profanity Warning)


Last night, I was playing a Horde game on Gears of War 3 and two people, presumably past friends, got into a fierce argument that warranted muting. Normally I don't take such drastic measures, but when the two combatants are under the age of 15 and have whiny voices, it's hard to ignore. The following are the greatest fights I've found over Microsoft's online service:


Split into thirds, this series of videos exemplifies how spoiled some kids are today. After hearing the other people in the party talk about Taco Bell, this kid goes on a tiresome, rage-filled rampage about curse words, the British vernacular, verbal pronunciation, and the ability to eat milk. They say save the best for last, but this is the best by far. Respect your parents, kids.


Without any context, this video doesn't make sense. But that doesn't understate his anger, his racial slurs, and the fact that his teammates "ruined his montage". Video games are meant to be fun, not stressful, so tone it down there kids.


Being Canadian, it's hard to identify with this video because some of the British lingo I don't understand. And hearing them trying to shout over each other is rather irritating, but it's still hilarious nonetheless. The woman, who I assume is older, is arguing with a 13-year-old. Now that is what defines the Xbox Live Experience.


This video isn't a fight, but it epitomizes why games rated 17+ should only be played by people of that age. It's heartbreaking to see this poor kid lose his bearings over people leaving, but that's the nature of Call of Duty.


And now the last of the bunch. This, simply, projects the uselessness of GameBattles, and how people take it too seriously. Gotta love how the majority of the videos I found came from Call of Duty, not a surprise however.

October 10, 2011

Silverblade Sunday #11 - A Powerful Brand Means Everything


If you like this, check out the other posts in my Weekly Series! Click here.

David Ogilvy, one of the brilliant minds of advertising in the twentieth century, said: "Any damn fool can put on a deal, but it takes genius, faith and perseverance to create a brand." And today, this quote summarizes quite beautifully the state of the industry - the plethora of sequels as the proof. As gaming blossomed, the idea of brand dependence grew steadily as sales numbers rose, and the publishers began to realize the lucrative potential of an established fanbase. Unfortunately, the publishers are still working through this process of what works and what doesn't, so many great franchises have fallen victim to oversaturation, degradation of quality, and other terrible scenarios. Therefore, simply, how powerful is brand recognition in video gaming?

Essentially, for some franchises, a brand means everything. The Battlefield franchise, for instance, is renowned for co-op gameplay and the meticulous balancing DICE does on a daily basis. This has led to millions of fans, especially in Europe, participating in exhaustive marathons during the beta. A fellow first person shooter franchise, Call of Duty has relied on that same recognition, and now the series claims over 100 million sales and the best-selling title of all time in the United States. Activision even wanted to drop the name from its Modern Warfare series, but the fanbase had its say.

Brand establishment is why a new franchise is such a risky investment. Review scores can only be so meaningful, and calculated hype is just one factor in determining the success of a new IP. This is especially difficult for new studios, having to compete against prominent names (also considered a brand) like Bioware and Bungie. Reputation is necessary for long-term success; gaming fanatics are likelier to notice "from the makers of Mass Effect" than "from the makers from that small time release way back when that nobody played." (The name is still in progress.)

Having a marketable brand can mean life or death, even for studios. Rockstar's sleuth-wannabe L.A. Noire got rave reviews and the sales showed, but reports later surfaced of a tumultuous working relationship and Team Bondi went bankrupt. The name "Team Bondi" was associated with harmful behaviour and the studio paid the ultimate price. Their brand was tarnished.

The gaming industry is built on branding, and how to properly market that brand. More business means more brand utilization, recognition being the name of the game. Branding is extremely powerful in all forms of media and it shows how far gaming has come comparable to films and TV. In the future, brand dependency will rise dramatically, and those times should be quite interesting when commercials start rolling in. Happy days! Jeff out.

October 6, 2011

Apple Should Enter Gaming Soon


Over the next week or so, millions of people will dedicate a tweet, blog post, video, or newspaper article to the man who revolutionized modern society, Steve Jobs. Because of his unfortunate death, Apple's actions and influence will be under the microscope, intensely investigated either to the point of ridicule or superiority. Through his company, Jobs' influence on every modern industry is undeniable, vastly improving popular technology to outfit quicker and more precise production. The comparisons to Henry Ford and Thomas Edison aren't without basis, though his prominence and impact are still to be fully realized.

In 2007, Apple rebranded by dropping "Computer" from the corporate image and introduced the iPhone, creating the smartphone phenomenon. Subsequently, the insane popularity drove customers to purchase "Apps" in droves, including many of the popular mobile games of today. Specifically Angry Birds which has sold over 100 million units. Unintentionally, probably, the company created a formidable force in the gaming industry, a platform for small developers to make a name for themselves while producing inexpensive titles. This new market is already rivaling consoles, and is due to overtake other markets in a reasonably short period.

Dominating all other platforms, the likelihood of Apple specifically targeting video games is increasing with each passing day. The company holds practically a monopoly with its iSeries of products, and daringly established two new industries: smartphones and tablets. Globally, mobile gaming is not nearly close to peaking, and if Apple wanted to continue wowing its audience and re-identifying the corporate persona, tackling gaming is the next logical step. A major unknown is whether Jobs had any plans for his company to enter this industry, but it's safe to assume there has been discussion within those conference meetings.

Apple's next product will likely determine the company's future. Without Jobs' brilliance, the current lineup can sustain expectations for an undetermined length of time, but eventually the devout fanbase needs satisfying. Through music, smartphones, and tablets, Apple has confidently shaped the future of human interaction. Gaming is next. And I'm calling the new product's name now: the iPlay. Suitable name.

October 5, 2011

A Few Hours With Dark Souls


Oh man. Luckily I had the day off yesterday, and so did a good friend of mine, so I gladly tagged along to watch him play Dark Souls for a couple hours. It felt improper to take notes, so all of this is being rifled off mentally - though with the game this memorable, it's hard to forget even minor details.

From Software had a masterpiece two years ago with Demon's Souls. The insane difficulty - a trait unshared in modern times - had fans buzzing, and the game compiled a massive underground fanbase. Fast forward to current times and Dark Souls, the non-exclusive spiritual successor, hit shelves yesterday to critical acclaim. I wonder whether Dark Souls will outsell id Software's newest, RAGE (which, hopefully, I'll be renting soon to write about).

Being essentially the same as its predecessor, the formula of Dark Souls is instantly recognizable. Since Sony aided From Software with development with Demon's Souls, the game turned into an exclusive and Sony claimed rights for the brand. To change things this time around, players now have the freedom to traverse an open world environment, respawn at checkpoints and play cooperatively. And, to the delight of many fans, the challenge has been improved significantly with more frequent enemies in more diverse environments, and increasingly difficult boss battles.

Talk about unforgiving. Don't enter a boss encounter prepared? Prepare for death. This game is a giant experimentation of trial-and-error, but it's surprisingly refreshing. Fortunately, Dark Souls reinforces the notion that gaming hasn't universally lost the extreme quandaries established by legendary titles like Battletoads and Ninja Gaiden. Though the game is actually really good, not playing the right state of mind (void of outside influence, completely focused) can mean certain death. Movements are exceptionally precise and enemies are inhumanly adaptive to every strategy (appropriate since every foe is mostly zombified).

Tackling each foe can be done in numerous ways, and the class system caters to most playing styles. My friend was playing as the Sorcerer, but spellcasting is severely limited, and can only be restored at bonfires (acting as spawn points). On my personal play-through, I would have gone heavily defensive; probably Knight, or defensive magically like the Cleric.

This isn't an official preview, though it's worth mentioning how beautiful the game looks. Especially the castle area early on: a glorious view of a mountain which someone thought was worth a message.

Desirably speaking, I'll be renting the game before Christmas to give my own take. Probably not a review given the lateness, but an enhanced interpretation of this post. Instead of an official preview, think of this post as a preview for my review (if it happens). Check back soon!