December 29, 2011

The Top 15 News Stories of 2011

As I'm barely moving from eating mountains of food last night, I thought it appropriate to write another year-ending post. Remarkably, we made it through this year mildly unscathed drowning in sequels and particularly memorable news bits that challenged the norm. Each company had a string of wavering successes and failures, making 2011 an incredibly eventful year. Dominated by stories of unprecedented attacks, notable anniversaries, ambitious acquisitions, and unfortunate studio closings, this year shook the fragile foundation of this industry and changed it forever.

The following are my picks for the top news stories of this year:

15. Skyrim's Notorious Glitches
Bethesda's open world releases are known for their horrendous and absolutely laughable glitches, but the universal GOTY had the most troublesome of all. With the first patch slated to fix only minor problems, it caused a slew of major issues including backward-flying dragons and ineffective magical resistance. Easily fixable on PC, but my console brethren were left vulnerable for over a month. A laundry list of bugs is here.

14. The Year of the Emotional Trailer
Dead Island earlier this year and The Last of Us at Spike's Video Game Awards, each focusing on survival, caused a splash with heavily emotional trailers. Especially The Last of Us that trended fourth globally on twitter after the broadcast. Movie talks began almost immediately when the Dead Island trailer made the rounds, and Lionsgate quickly acquired the rights. Hopefully 2012 will bring more recognition to deserving trailers.

13. Mass Effect 3's multiplayer fiasco
Bioware caused a stir when the studio confirmed rumours of cooperative gameplay coming to Mass Effect 3. To not take away from single-player, multiplayer features customizable characters from every race, each with different abilities. Bioware's move continues the trend of other exclusively single-player franchises making the jump, especially when the series is supposedly meeting its end. As I've stated previously, this is Bioware preparing for something bigger, possibly an MMO in the future.

12. The New Xbox Dashboard
Lots of squares. Very block-ish. In a bid to integrate all the company's services, Microsoft follows the path of competitor Sony in trying to establish a solid network between various platforms. Evidently, the response wasn't very enthusiastic; the design was berated by indie developers because the redesign makes it challenging to find indie games. In somewhat redeeming fashion however, beacons were added so instead of mindless sending invites, a neat message pops up saying one is looking for friends to play.

11. Zynga's Soft IPO
Once called "the most profitable company in the world", FarmVille developer Zynga was recently listed on the NASDAQ. Extremely hyped, the stock's debut was meager after skeptical analysts accused Zynga of being overpriced and a deal "too good to be true". Turns out they were right. But the social media mogul still managed a cool $10 billion, though well short of its projected goal of twice that.


10. Some Notable Anniversaries
Few franchises rarely withstand the test of time, but somehow The Legend of Zelda and Sega's darling Sonic the Hedgehog have remained strong for 25 and 20 years respectively. It should be noted that each franchise is going separate directions. Popularity of Sonic has fallen dramatically in recent years while Skyward Sword graced the GOTY conversation. Still, a remarkable milestone for both and congratulations are very deserving.

9. Australia's Rating Debacle
Exactly why Australia is having a crisis with its video game rating system is unknown, but punishing consumers (who can make their own decisions) because lawmakers believe false accusations of how games influence children is ridiculous. Even though the country had instituted a Mature-like rating, games like Mortal Kombat are still banned for extreme violence. Let consumers make their own choices and raise their kids how they wish, not how the government wishes.

8. EVE Online Players Riot
The latest major EVE Online patch allows players to venture out of their ships for the first time. With the update, CCP instituted an in-game store, allowing customizable items for avatars. What players didn't realize was the outrageous prices. $80 for monocles. Just a pair of digital glasses for more than the average game these days. Players took to the streets -- literally -- by entering the main square and firing lasers into the air. A classic Hitler meme video shows the frustration.

7. The Rise and Fall of Team Bondi
Who knew a game's launch would lead to the fall of a studio? Considered innovative, L.A. Noire released to critical acclaim and sales to match. But poor mishandling after seven years of development and a failing relationship with Rockstar lead to the studio's demise. Overworked employees and despicable management caused a firestorm after IGN questioned the long development time, forcing investigations into the studio's inner-workings. A hefty shame too because L.A. Noire is actually a decent title.

6. Grand Theft Auto V Gets a Trailer
Questions arose when a mysterious logo suddenly appeared on Rockstar's website with a countdown. Everyone knew news was coming, but no one knew when or where, or by what means. After the trailer hit, it was listed immediately on the globally trends and every site did a comprehensive analysis. Every frame, agonizingly glanced at over and over. Los Santos was later confirmed as the setting, with a conspicuous shot of an older Tommy Vercetti (what everyone thinks) sending the twitter-verse ablaze.  2011 was the year of the trailer undoubtedly.


5. Nintendo Embraces the Third-Dimension
Nintendo launching a new product is always exciting, and the industry got a double whammy this year. The 3DS, capitalizing on the three-dimensional craze, had a problematic beginning as overpricing meant an early downfall. But a price cut, a Mario game and a new colour saved the handheld from demise. The 3DS has quintupled sales over its newest competition, Sony's PlayStation Vita, a trend to continue into the new year.

4. The Vita is Finally Here
It's been a long time coming. Seemingly every week from last year until now featured a new rumour regarding the PSP's impending sequel, but early hype (at least in North America) has fizzled. Avoiding the Christmas rush, reports surfaced claiming depressing sales figures from Japan, usually a hotbed for anything Sony. Let's hope once February comes, Sony is looking more attractive.

3. EA Makes a Gamble
TechCrunch first reported that Popcap was looking for buyers. Later, news came that Electronic Arts was the likely buyer, with the amount ranging from $500 million to a billion. Huge numbers considering the size of this industry. A mighty gamble on EA's part, spending upward of 15% of the entire company's worth, but smart since the publisher lacked a formidable standing in mobile gaming. We'll see how the deal unfolds next year.

2. Breaching the PlayStation Network
An unprecedented breach by a renegade sect of Anonymous left many PlayStation users wondering about their financial future. 90 million accounts were compromised in one of the biggest security breaches in history, and Sony's horrible response and elongated maintenance period put the future of the PSN in peril. Once the debacle was over, network users approached the situation like nothing had transpired. And Sony learned a valuable lesson.

1. Prepared for the Wii U?
The eighth generation is finally close. While Microsoft and Sony hold off, Nintendo is pushing forward with another innovative machine. Based on a tablet, the original showing at E3 left many questions unanswered. The announcement came as no shock either since Nintendo confirmed the rumours of "Project Cafe". The company has remained tight-lipped, not surprising given the Wii is still selling massively, but 2012 should be Nintendo's year. The prospect of 3DS success and a new machine already positions it to reign even before the new year begins.

2011 was impressive for a wide variety of news. Next year shouldn't be any different. Jeff out.

From Console to PC: Battlefield 3

Yesterday I had the pleasant opportunity to see my good friend's new gaming rig, built entirely by him, with a 32" inch screen to boot. I should clarify I know nothing about a computer's hardware, only a limited knowledge of software, so perhaps I'll ask his specs and report back later. He planned his machine as primarily a gaming station, buying the must-haves for any PC gamer from this Christmas: Battlefield 3 and Skyrim. After showing me his aspired projects in Minecraft, we tooled with some resolution settings and started up Battlefield 3.

He described the game as a "point-and-click adventure", and judging by how easily some kills came, he was correct. We entered one of his preferred servers, a 32-on-32 grudge match on Caspian Border. I've been playing DICE's masterpiece strictly on console, featuring only 12-on-12 games, usually three bases in conquest, and each map comparably diminutive to PC. Battlefield on PC is unfamiliar territory for me; well, PC gaming in general is unfamiliar to me. But the comparisons between versions are extraordinary.

First off, the amount of players changed the game considerably. At least on Caspian Border, each team begins with the same group of vehicles, and each round feels properly like real warfare. The limited scope on console is generally better for the Deathmatch modes, whereas the grander scale on PC is perfect for Conquest and Rush. Larger maps leave players with more options, more room to operate, and squads become more invaluable.

Second, it's clear the cultures differentiate. Battlefield is still relatively novel on consoles where Call of Duty dominates, and players have migrated in droves out of frustration. For CoD fans, it's all about the kill/death ratio and a win doesn't matter. Evidently, on PC, the attitude is quite different. Hardcore players are motivated by victory than stats, meaning they aren't as reserved when games go down to the wire. That makes matches immediately more thrilling and a better experience overall.

Lastly, and this is just a complaint from the console perspective, but tanks operate much better on PC. The "point-and-click" mentality is most noticeable here, where the main turret moves seamlessly compared to consoles. The slower turning often leads to death from the ambitious C4 user.

I never actually played because PC gaming and I don't mix. Perhaps it's my lack of mouse-keyboard coordination, or how I've been console gaming for all my life. Regardless, just sitting here watching my buddy tear through enemies was enjoyable and incredibly satisfying. Don't they say one man's destruction is another man's devastation? In Battlefield, all bets are off.

Would you guys make sure to follow me on twitter or subscribe via RSS feed? Not only does it show you like the blog, but it means you care! 

Vita Not Popular in Japan, Doomed to Fail Elsewhere?

 
The PSP was an anomaly. Sony was heralded for getting into the handheld market and threatening Nintendo's dominance, and the hype led to strong sales initially. But the system's popularity dwindled, and with reports of overwhelming piracy, it wasn't financially sustainable for developers. The profitability was lost. After the PSP tragedy, rumours spread of a subsequent project, becoming weekly fodder for the gaming media. The Vita gave Sony the chance to learn from past mistakes and reclaim its former glory.

Sony's new handheld just hit Japanese store shelves and apparently they don't approve. IGN via Andriasang noted sales drastically slowed during the second week, beat even by PSP numbers. This is disastrous for Sony as it prepares for a worldwide launch. Releasing globally in February, a weak response from Japanese consumers -- usually loyal to native companies -- is a terrible sign. More importantly, according to Andriasang, sales of the 3DS quintupled the Vita's numbers. Although Christmas isn't celebrated in Japan, the totals should've been higher just based on the system's novelty.

Additionally, the second week's charts had no Vita games in the top twenty. The highest-selling title was Hot Shots Golf 6 placing 37th. Weaker totals cast doubt on the system's first week worldwide, particularly in North America, and its ability to compete with Nintendo. Certain launch titles like Uncharted: Golden Abyss will sell remarkably well among Western audiences, though system sales should reflect the Japanese totals. Crafting a presence in North America and Europe prior to Christmas might've been the smarter move, as elevated numbers leads to headlines, and more media attention beckons more units sold.

We'll be patiently waiting until February 15 to see how the console performs against the 3DS, and if the Vita can find some solid ground. Until then. the handheld rests comfortably in purgatory.

Would you guys make sure to follow me on twitter or subscribe via RSS feed? Not only does it show you like the blog, but it means you care!

December 27, 2011

Volatile Mode's Year in Review

While perusing the blog of the almighty Super Philip, I found a list of his greatest articles from this past year. A collection of his favourite articles including reviews and a multitude of lists to delight the curious all in one handy post. Now in the blogging world a list of previous posts usually signifies the lack of a good idea, but I'll let it go considering it is New Years'. Anyway, I thought I'd emulate it. As a resource to new readers who don't want to backtrack or the long-term crowd who wants to reread something, this is what Volatile Mode accomplished in 2011.

Articles:

1. Zombies Aren't Just Bullet Sponges, They Have Feelings Too
2. Reflections on a Year of Blogging
3. The Greatest GTA V Wishlist Ever Written
4. A Discussion About the Gaming Blogosphere
5. The Future of MMORPGs After World of Warcraft
6. Eve Online Fans Riot Over Outrageous Prices
7. Tom Cruise Inspired the MMO Genre
8. The Addiction of Hunting for Achievements and Trophies
9. How Tiny Creatures Changed My Life
10. You Can Teach The Old Republic New Tricks

Reviews:

1. Tron Still Needs Some Evolving - Tron: Evolution
2. My Eyes Are Melting Inside My Face - Marvel vs. Capcom 3
3. A Great Second Time Coming - Beyond Good & Evil HD
4. Same Old Greatness - Pokemon Black & White
5. Explosions and the Eradication of Humanity? What Could Go Wrong? - Battle: Los Angeles (Film)
6. Woah! I Can See Myself Through the Wall! - Portal 2
7. Slaughtering Locust Ain't Never Been More Fun - Gears of War 3
8. With Rips in His Cape, Batman Still Manages to Soar - Batman: Arkham City
9. Mommy, What's a Seizure? - Battlefield 3
10. Skyrim's F*cking Awesome! - The Elder Scrolls V: Skyrim
11. How Ridiculous is Saints Row: The Third? - Saints Row: The Third

Please read through and tell me what you think! 2011 has been a blast, and I'm always looking to improve year-over-year. Maybe 2012 is the best year yet? As long as the world doesn't end of course. Anyway, over the holidays I received a game or two, so I'll be writing reviews for them later on, probably before the New Year.

Also, don't forget to check out my retrospective series going through every major release this year in order, and I have some other posts in the works as well. The Christmas holidays have dragged on longer than I anticipated; I promise I'm not slacking! Jeff out.

Finally, Nintendo is Embracing DLC

Inevitably, it was going to happen. Somewhere, somehow, Nintendo would understand the potential profitability for post-release content, especially given the rabidness of its diehard fanbase. At a showing held a short time ago, the company unveiled plans for the 3DS in 2012, including a launch date for Fire Emblem 3DS (April 19th in Japan) and new projects. Perhaps the creepiest moment was Nintendo's President, Satoru Iwata, sitting with a virtual girl on a hotel bed. Oh, you kinky guy you.

The highlight, though, is Nintendo acting on something implemented earlier this month. Along with the summer price drop, to further promote the handheld, a system update was instituted to allow downloadable content. Until now, the console manufacturer hadn't embraced the idea of content after a game was released; surprising considering some of the sales totals from, for example, Call of Duty. The situation makes me wonder if Skyward Sword was a missed opportunity, or if we've acquired some insight into what the Wii U could offer.

Various sources are reporting Fire Emblem is being honoured with the first content. But details are sketchy beyond that point. Not a recognizable franchise on par with Mario or Zelda, Fire Emblem is insanely popular in Japan, so clearly Nintendo plans to work westward. There was no information regarding a European or North American start date, but sporadic reports claim March is likeliest. As well, third-party content is reportedly being allowed by the summer.

This marks Nintendo's transition to matching what Microsoft and Sony already offer, but three years too late. The next logical step to improving the standing of the Wii U would be a standardized online system, emulating the PlayStation Network or Xbox Live. The company was certainly innovative upon revealing its ambitious, incredibly unique, new console, so Nintendo has no excuse not to create a solid online network.

Evidently, Nintendo is setting a great precedent for next year. Even the timeliness of this presentation seems like a strategic move. Regardless, would it be unfair to already call Nintendo the winner of 2012? The competition was quiet, and Microsoft left the Consumer Electronics Show. In January, Nintendo has a hot start. 

December 25, 2011

Happy Holidays Everyone!

Since I'm likely not able to write a post on Christmas Day (spending the day with family and such), I'm writing this post in advance. I just want to personally wish my readers and everyone visiting this blog for the first time a Merry Christmas, Happy Hanukkah, Happy Kwanzaa, or whatever you celebrate. This time of year is supposed to bring everyone happiness and that longing sense of togetherness, and I dearly hope you all have someone to share in the festivities with.

In Canada and the rest of the British Commonwealth, we celebrate the day after December 25. It's not Christmas though, it's more Black Friday for us. (Black Friday is the day after the American Thanksgiving where everyone gets up early to go shopping for insane deals.) Here it's called Boxing Day. Orgasmic deals of 60% - 90% off everyday items and I'm sure my family will be hitting the caffeine around midnight as we scrounge through other shoppers for the best items. Personally, I'll be shopping for games.

Maybe I'll even host a giveaway in the near future. You know, as an ode for people who are long-time readers, but also to reward people for finding my blog for the first time. In the blogging world, it's often a cheap gimmick to attract readership, and in most cases it works, but this time is to celebrate a year of sticking with me through thick and thin.

Sadly, since I'm writing this before presents are exchanged, I already know one of my presents. It's a game from a certain franchise from Ubisoft that recently became annualized. I'll let you guys decipher what it is.

Anywho, please enjoy your holidays, and share with me what you guys got! I'm always curious about what other people give at Christmas, so shoot me an email or tweet me and spill the details! If I get enough responses, I'll make a separate blog post.

Cheers everyone. Make 2012 a year to remember.

Jeff out.

December 23, 2011

Who Pussified the Xbox Live Avatars?

 

When the Mii-wannabes launched with the refashioned dashboard to support Kinect, the Xbox community fell into despair. Their beloved console was being slowly overtaken by the new-and-improved social audience, only playing motion control titles. It was obvious Microsoft intended to capture Nintendo's loyal followers by introducing the human-like avatars, with more customizable options to boot. Needless to say, the idea never caught on with the 'core' players. Even I thought it was a joke, though I'm guilty in purposefully going after avatar awards just to boost my online ego.

Making the option attractive to typical gamers was a daunting task. While earning the awards from mainstream games seemed like a neat bonus, the notion didn't explode in popularity. Microsoft tried, but failed, and ultimately decided to solely focus on Kinect players by instituting a strict list of rules; anything from glamourizing violence to vulgar acts to giving the characters a voice was now prohibited. And now, the iconic weaponry of Gears 3 is being banned because of an update to the policy covering "gun-like items".

Not the smartest marketing from Microsoft. I don't think the company states specifically the profitability of avatar items, but iconic weapons from a popular exclusive franchise must sell remarkably well. Also, instituting this next year is going back on something the company said previously. When the NXE (New Xbox Experience) first came, weaponry was banned, and the Lancer and Hammerburst fire dangerous bullets. I think that qualifies them as weapons.

I'm thinking Microsoft doesn't trust their avatar army with anything dangerous. They'll still offer content from M-rated games, but not what makes it Mature in the first place? Dear lord Microsoft, could you dip this story more with irony?

MW3's Spawn System Ain't Great, 76 Killstreak in a Minute


As much as the community rails against Modern Warfare 3, what's not understood is there are serious issues underpinning any Call of Duty multiplayer. Yet, the games continue to sell millions. The following video highlights the terrific spawning system of MW3, where a 76 killstreak within a minute is possible. The commentator, iFeN0M, goes 270-26 and barely moves an inch. 

Here's the video:

 
 
I don't intend to accuse Activision's studios of lazy developing, but spawning complaints have prevailed since the days of Call of Duty 4, four years ago. The problem is anything branded Call of Duty is bound to sell tremendously, and the publisher thinks it can get away with lackluster multiplayer. Add this video as a testament to the multitude of others and maybe Treyarch will commit to changing the franchise's multiplayer come Black Ops part 2.  

December 22, 2011

You Can Teach The Old Republic New Tricks

Tradition states the blockbuster releases must date between September and November to take advantage of the pre-Christmas buzz just in time for Black Friday. But that shaky mold is crumbling. Lately, like in recent years, the most popular games have seen a range of release days, anything from Portal 2 in April to Red Dead Redemption in May. The reasoning varies with every studio, but developers are considerably more comfortable saving their games for a space in the release chart than drowning it amongst others in a short timeframe.

The average consumer doesn't get his/her shopping done until Christmas Eve (and for the tremendous slackers later Christmas Day). Therefore, a later release date is either to avoid the wealth of games released between that time, or the decision is purely economical. Thinking about Bioware's recent MMO, Star Wars: The Old Republic, a project footing a reported $132 million payroll, December 20 was probably chosen for developmental reasons. Just nudging out before Christmas with any fixing to be done post-release.

Luckily, Bioware's first mass-scale project isn't just another "WoW clone". Even without seeing gameplay firsthand, clearly the developer set aside significant preproduction time to give the game its own identity. Thousands of characters individually voice acted is historic, and even the inclusion of decision trees pushes the capabilities of this genre forward. Veteran players don't usually pay close attention to plots, but since decisions affect the outcomes of quests, it's now necessary to listen. And all without having to read blocks of text!

Response has been overwhelming. With two hundred separate servers, a significant portion come with wait times. And long wait times, too. For some, a few hours. Naturally, the novelty of anything is too infectious and players desire to play for prolonged periods. Bioware seemed unprepared for the amount of traffic though, and even if first-week hiccups are common the MMO is off to a rocky start. But a game with such a grand scope is expected to have early problems, so the developer could hardly be blamed.

Bioware has long expressed interest in entering the MMO field, and Lucasarts presented it with the perfect platform. Anything Star Wars is bound to get heaps of attention, and the Bioware brand grants instant recognition from fans. It's a marriage of perfect equals, almost seems storybook.

The Old Republic is more invaluable to the future success of Bioware than people realize. Not only does it give the studio a taste of handling one of the world's most ambitious games, but more importantly, the experience of fashioning new worlds. I've long said how the next logical step for Mass Effect, if Bioware chooses to continue the franchise, is the MMO path. The success of SWTOR will signal whether Mass Effect ends next year or marches to greater things. To leave a well-crafted universe like that is an immeasurable shame.

52 weeks from now, I hope I'm not writing about how SWTOR inevitably crashed and burned. As things change in the new year (and I possibly get a computer that can run it smoothly), I might start playing. My last MMO experience was only eight months, beginning shortly after Cataclysm launched. I miss the daily grind of leveling, but also engaging with an unknown universe and meeting lifelong friends through it. Oh, the magic of massive multiplayer games.

Part two of my preview for the year will come tomorrow. I plan to cover May - July. Exciting times for games! Jeff out.

2011: A Year of Great Games, Glitches, and More Great Games - Part 1


'Tis that time of year, folks! With every blog reflecting on the year that so quickly passed, I felt I should do the same. My six part series for last year was received quite well, even when the blog was technically still in its infancy, but this holiday season is shaping up to be a busy one. I don't know if six parts will come about this time. These things you can't plan for. But with the stellar lineup of games, I might force myself to scrounge some time between the maddening chaos to pump out some opinions.

Before Sony had one of the most troublesome years in recent memory, January was very beneficial for the company. Working on closing the gap with Microsoft, the long-awaited sequel of Media Molecule's ineffable LittleBigPlanet hit to roaring acclaim. The game received much praise for vastly improving on the "make-your-own-game concept" for the everyday aspiring game developer. Ultimately, what won Sony the month was Mass Effect 2 finally coming to the PlayStation 3. Obviously a beloved franchise, with Bioware's masterful storytelling and gorgeous graphics, only enhanced by Sony's console.

Capitalizing on a much-forgotten genre, the first Dead Space brought the shock element back to gaming. And so it was appropriate to release a sequel in January -- the gloomiest month -- to critical praise. I didn't play much of Dead Space 2, but my fondest memory is playing it horribly wrong. Going through on the easiest difficulty, instead of shooting and being conscientious of wasting ammo, I beat down every Necromorph I came across. I didn't fire a bullet until 45 minutes of playtime. My friend watching wasn't too fanatical of my performance.


Except for the cult classic Shadowrun, magic and guns rarely mix. Defying that logic, eight Swedish students got together to create the first notable indie game of the year. Magicka made the commentary rounds on YouTube and several playthroughs popped up almost immediately. More impressively is Arrowhead's first title sold 200,000 units, a monstrous amount for any indie title. Alongside Minecraft, Magicka showcased the immense talent of Swedish developers to make fun and marketable games. The question now is what's to come from Scandinavian minds next year?

After Marvel vs Capcom 2, Capcom spoiled the chance of massive success by waiting eleven years. Thanks to copyright laws, they didn't actually have the right, but fans sighed regardless in February when MvC3 was released. Boasting a modernized cast, surprising additions included Chris Redfield and Tron Bonne from Mega Man Legends. Because of the earthquake, Capcom packaged what was originally intended as downloadable content into Ultimate Marvel vs Capcom 3 for a discounted price. The new game included Frank West, Phoenix Wright and other characters, and brought necessary multiplayer improvements.

Beckoning calls of Gears in a sci-fi setting, Epic commissioned People Can Fly to create Bulletstorm, a game where most dialogue contained a dick joke. Utilizing a new mechanic called "Skillshots", the entire point was to kill enemies as creatively as possible and rack up points. Receiving respectable scores from reviewers, Bulletstorm reaffirmed the notion that despicably terrible games don't always attract an audience. Epic unveiled the publisher didn't turn a profit, thus a sequel is unlikely.


Continuing Sony's hot streak, after a failed second iteration, Killzone 3 blew everyone away by sporting some of the best console graphics ever seen. Furthermore, two other claims to fame are the first game presented in 3D, and the first game to use the PlayStation Move. While many fans thought Killzone 3 ended with the trilogy, Guerrila later revealed another was in the planning stages. Sales were incredibly strong and reviewers loved the game, so Killzone 4 would be a great launch title for Sony's next system.

Sequels are often ridiculed for copying the formula of previous games, yet somehow Nintendo avoids persecution with each Pokemon generation. Pokemon Black & White was no different, bringing updates and new creatures to the mix, but the iconic formula stays unchanged. White forced me to purchase a DS, one I still use frequently, and the first generation I've bought into since Gold & Silver. Maybe I had grown tired of the series. However, very few franchises stay attractive over 15 years and by that logic Pokemon will stick around for a long time.

What's become an annual tradition of the MMO space is the infamous "WoW-killer". When applied, it means almost certain death for that game, and another has its claim to fame. World of Warcraft will die out some time, and 2011 brought a promising title along. A large migration occurred when RIFT launched, probably because of its newness. Trion Worlds built a system that sought to emulate WoW and earned the presumptuous title of "clone". Throughout the year, subscription numbers stabilized and a steady fanbase formed. Though, the effect of the recently released Star Wars: The Old Republic is still to be felt.


With Mass Effect, Bioware manufactured an approachable system combined of decision-making and heart-pumping action. Sporting a different setting, the developer applied its formula to fantasy rather than sci-fi and Dragon Age was born. Origins reintroduced similar mechanics to Baldur's Gate, an idea many fans adored. Dragon Age II, however, received ambiguous results. Questioning the story, the lingering setting and the combat system, the game was clearly rushed. Further causing a stir was a Bioware employee reportedly posting positive user reviews on Metacritic. Hopefully the developer can turn things around with Dragon Age III.

The timeliness of Kim Jong Il's death aptly memorializes THQ's most pre-ordered title, Homefront. Detailing a North Korean invasion of the United States, the premise seemed extremely promising. But a short campaign and a feeling of familiarity to similar shooters dragged the game's average score, leading to a significant dip in THQ's stock price. Confusion over the advertising campaign got relative coverage from the mainstream media, including San Francisco residents complaining of 10,000 flying over the city. Homefront did bring a compelling argument, though, for THQ's role as a growing major publisher and its ability to compete with the big boys.

Known for pushing the graphical boundaries allowed by modern machines, Crytek first made a game look gorgeous back in 2007 with Crysis. Four years later, and perhaps the best-looking console game to date, Crysis 2 showed the entertainment world the capabilities of pixelated realism. Set in the urban jungle of New York, a new Prophet must stop an alien invasion of the city. Nothing original, but still largely engrossing based on how realistic the setting does look. The nicest touch by Crytek was the rebuilt World Trade Center seen in the background.


The second major fighting game this year, the rebooted Mortal Kombat breathed life into a dying franchise. Praised for its story and exemplary online play, especially the King of the Hill mode, the revival marked a new beginning for Netherrealm's long running fighting series. The most likable aspect was the feeling of nostalgia, reintroducing Animalities and Babalities as an ode to fans.

Rounding out the month of April, and part one of this year in review, certainly last but not least, is Portal 2. Valve continuously spits out ingenious masterpieces and Portal 2 tops the list. Expanding the campaign almost tenfold, delicate yet masterful pacing, and two endearing characters for co-op melds a beautifully woven package suitable for a sequel. If Portal 2 was the first, there's no way Valve could exceed it, and a third game (if there is one) should be interesting to see. Until Skyrim, Portal 2 was my game of the year.

After two hours, 18 minutes and 37 seconds of writing, part one is finished. I'm aiming for part two to go up tomorrow, covering May-July. If you like what you read, please tell your friends, family, companions, acquaintances, and anyone else I'm forgetting. Thanks for the continued support and let's make 2012 a year to remember. Jeff out.

December 20, 2011

The Greatest Minecraft Commentators on YouTube

I can't pinpoint why Minecraft playthroughs are so thrilling to watch. Maybe it's the hordes of zombies, skeletons, spiders, and other unworldly creatures hellbent on massacre. Perhaps unlimited creativity entices players to manufacture extravagant traps and colossal replicas of famous buildings and statues, and the extreme effort is borderline infectious. Regardless, regular guys who love the game are earning fans left and right, and substantial salaries in the process. The following are some of the better known commentators specifically on YouTube.


2. BrenyBeast:








6. Zisteau:








Ten Years Ago, Final Fantasy X Graced American Shores

Still etched in many hearts, it's hardly surprising to find myself writing a retrospective piece on one of gaming's greatest treasures. What Final Fantasy X accomplished not only set new standards for a genre, it also firmly reestablished Square's storied dominance. Minus this notorious scene, the game received universal praise upon release and quickly became a fixture on the highest-selling charts. From then on, FFX has held a concrete place on many "all-time" lists, including fifth on IGN's "Top 25 PS2 Games". It goes without saying recognition after ten years is severely understated.

Ten years ago, I was only eleven. An innocent child forever lost in the imaginative boundaries of digital entertainment (mainly Pokemon like every other kid). I had limitedly enjoyed a fully-realized, pixelated adventure, though I did think of myself as badass when I snuck off to a friend's place to relish in M-rated carnage. The Christmas of 2001 was particularly tough, but that holiday season further matured my admiration and respect for this industry. 

Exactly a month before, my eleventh birthday, I received a PS2. Living a voluntarily sheltered life, ripping open that present was perhaps my greatest moment to that point. That age, I barely knew of Final Fantasy, so when I finally loaded later that day I didn't know I was immersing myself in what would become a heralded classic. I didn't fall asleep that night (pulling my first all-nighter in the process) and the next morning I begged my father for caffeine as we marched to conquer Boxing Day.

(Spoilers beyond this point. Even if you continue reading, I highly advise you play the game regardless. You're doing yourself an injustice by not.)

The story revolves around Tidus, a Blitzball star from the Lost City of Zanarkand. During a match, Zanarkand is destroyed by Sin, a mysterious creature who roams Spira. After being confronted by hordes of enemies, Tidus and Auron, his father figure, are swallowed alive and transported 1000 years ahead, where Zanarkand lies in ruin. The events that transpire after involve Tidus figuring out his purpose, Sin's existence, and aiding a young summoner named Yuna sworn on defeating the behemoth.
Upon completion, I came to idolize Tidus. The way he managed his circumstances I found ultimately relatable to my own life, essentially growing up depending on one parent. Through the game, he grew into a selfless individual without losing his charismatic nature, willing to sacrifice everything to save Yuna. I found those qualities nothing short of admirable. Looking back, it's odd to find inspiration from a bunch of pixels, but I guess growing up without a solid form of guidance, I sought that elsewhere. Though I'll admit he's probably the whiniest character of any Final Fantasy to date.

Like many other games in the series, the world of Spira lives on a razor's edge. Ten years of prosperity, celebrating the goodness of people and life, a time to simply enjoy, all eradicated by the presence of Sin. Spira's residents pontificate Sin is a manifestation of past transgressions, sent by unworldly beings as punishment. From the onlooker's perspective, this is semi-true from a metaphorical viewpoint. Revolving orderly every decade leading to disaster; sounds strangely reminiscent of today.

Seeking a new direction, Square took a different approach to change the identity of its aging series. X was the first game to feature a sequel, hinted at after the credits. Yuna's quest to reunite with Tidus became a prominent underlying theme in X-2. Utilizing the technological advancements of Sony's new machine, the game portrayed some of the most realistic facial animations at that time, along with traveling through 3D environments which is now the norm.

End of Part One.

I could ramble on for days about my feelings toward this game, and I know I'm leaving significant portions of important gameplay out, but I don't want to make this too lengthy. A followup will come in the next few days. Now I've gotta go prepare for the day! Jeff out. 

December 18, 2011

Silverblade Sunday #16 - Microsoft Abandoning the Gaming Audience?

Simply saying Microsoft is "abandoning" any audience is perhaps unfair, but from the 'core' perspective, this emphasis on streaming TV, constantly reinventing Xbox Live, Kinect, and the amalgamation of all its platforms into one service, the company is setting a dangerous standard. Becoming too idealistic. A precedent that could be followed by other "beloved" corporations.

It's been an elongated process, but over the years Microsoft has realized the moneymaking potential of its gaming service. Looking beyond just the traditional crowd, and capturing the overdue transition of many non-gamers into the culture, Microsoft has pitted Live in a unique position. While competitors have integrated the same services like Netflix and Hulu Plus, they don't have millions of users paying annually. 

Microsoft, somehow, has held on to that audience, mainly because making players purchase time forces them to interact with the service. And with the overwhelming profile of Kinect, especially over the Move, alongside the dashboard redesign, the company has set up the right circumstances for easing the fanbase to its new streaming TV service.

Through all this, the company's ambition has clearly shifted. It is positioning the Xbox to become an invaluable part of any entertainment center, not limiting its uses to just gaming. Furthermore, giving consumers the option exposes millions of new faces to the popular releases of today, potentially growing the business exponentially.

Although appealing to a broader base makes business sense, forgetting the traditional market -- the people paying since the beginning -- is troublesome for Microsoft's next console. Probably launching within two years time, thinking ahead is best economically, and a roaring start is what MS is looking for.

Considering the circumstances, Microsoft has nothing to worry about, yet. But right now is the time to fix its transgressions and focus on who's actually playing the games. What the company does now reflects on its next console, and leaving an impression prompts Sony and Nintendo to take notice. Desirably, Microsoft heeds this advice (regardless of reading this or not) and emphasizes the console's majority.

December 15, 2011

Why No Offers to Purchase Mojang?

While a game defining a genre is rare, even rarer is one defining an industry. The last two years Minecraft has unequivocally dominated the indie development scene, thus Notch and his studio have become the poster-child for successful self-made titles. In terms of popularity, even through the elongated beta period, Mojang's first project has transcended to a new level, in turn giving independent studios a heightened profile.

That said, with Minecraft often mentioned in the same sentence as Angry Birds or Words With Friends, why haven't the big publishers marched on Sweden's doorstep to purchase the company? Companies like EA are happily betting on mobile developers to create the next Zynga, so why don't they feel the same regarding Mojang?

It's not a difficult argument to make. Minecraft has 18 million registered users and 4 million individual purchases. The studio's next game, Scrolls, recently went through a well-publicized ordeal with Bethesda over Skyrim. The latter studio's claim was indeed ludicrous, but their suit shows they see Mojang as a competitor, one that could potentially steal sales. If Scrolls was Mojang's first project, there'd be no court case.

Like Bethesda, Mojang also receives that godlike response from fans, and the community is just as amicable. Minecraft playthroughs are extremely popular on YouTube, with famous commentators like EthosLab, Yogscast and CaptainSparklez regularly receiving hundreds of thousands of hits per video. Admiration toward Scrolls will be different, as is for every game, but the circumstances have vastly changed. It'll be scary to witness how much love Scrolls gets upon release.

If Mojang is ever bought out, other indie developers will rise to the challenge to replace Minecraft. Or the studio will remain free of corporate influence and continue to dominate the space. The whirlwind of popularity has led indie development into an odd position, but the benchmark now exists to achieve greatness. What will become the next Minecraft?

December 14, 2011

Zombies Aren't Just Bullet Sponges, They Have Feelings Too

When the world goes to hell, sales skyrocket. And evidently since gaming worlds are entirely fictional, or least digital, until society reaches technological pinnacles, recounting the events of Tron won't be a cliched grandfather tale for ages. This thought sprung forward after a labouring night of slaughtering Draugr in the universal GOTY The Elder Scrolls V: Skyrim (kudos to Bethesda). However, the most popular zombie-related media right now is AMC's The Walking Dead, based off the graphic novel series. A show I'm sure I'll praise once I'm old and grey, or when a real outbreak happens.

In retrospect, what caught my attention was how utilizing such a tragedy for the background is favoured nowadays by game developers. Dead Rising, Left 4 Dead, Call of Duty, Resident Evil, Castlevania and Dead Island just to name a few. Except Resident Evil, zombies only serve as bullet sponges. Or electric wheelchair sponges. And the characters are apparently killing machines who have no moral objectivity of their actions. No singeing memories of lost loved ones. Solidified and unbroken; perfect templates for survival.

Realistically, humanity isn't like that. We have feelings, emotions, transgressions, moral and ethical boundaries; we are full of complexities. Not every person is built like a pixelated killing machine, and games where the sole aim is zombified massacre are missing the point. Slaughtering slow-moving, soulless sacks of skin is extraordinarily fun, but portraying these characters -- the unlucky folks tasked to do our bidding -- without reprehension, and in some cases take it on gleefully, is a missed opportunity.

The chance to engage and challenge audiences about the detachment suffered through this type of ordeal is rarely committed to by publishers, you know, the corporate guys with all the money. Resident Evil, and to a lesser extent Silent Hill, display the crippling brokenness of an overly distraught person. While a fading genre, prominent survival horror titles show brilliantly how vulnerable we are as a species. And that's what makes survival horror so enticing. Aspiring game developers can learn something.

I mentioned before The Walking Dead, perhaps the greatest example right now of what I'm arguing. Characters relying on each other more than ever before, seeking a permanent place to call home. All while the rest of the world lies in ruin. People mature, achieve greatness, and make mistakes, and for them the consequences are increasingly dire. Given the extreme popularity of the TV series, undoubtedly driven by the graphic novel's fanbase, it's fair to say fans would shell out cash for a meaningful zombie game. The Last of Us, only recently announced, seems to be moving in the right direction.

I'm enamoured with this genre. Not a huge fan of zombie horror, but this genre possesses the unique attribute of almost instant character development, an important facet in building respect for a dying genre and the industry in general. Hopefully, one developer will read this post or just become inspired to create a future masterpiece. 

December 11, 2011

The Curiosity of The Last of Us


There was a subtle reference to Naughty Dog's newest project, The Last of Us, in the beginning bar scene of Uncharted 3. A tiny reference, but one that shows their survival-from-plant-zombies game had significant preplanning time. It's not hard to surmise both Naughty Dog and Sony are banking on the upcoming PS3 exclusive, basically confirming the console lives at least through 2012.

The trailer shows an obviously distressed pair, whose relationship is yet to be revealed. The young girl is named Ellie, and she seems quite comfortable with her blade. The older fellow, Joel, doesn't speak, so it's safe to say Ellie is the true star. I suspect the two characters aren't related judging by their brief conversation -- an exchange more between friends than family members -- but casual enough to show this isn't their first zombie-killing rodeo.

Survival games have become hot property lately, seeing a huge boost in popularity the last couple of years. A mysterious toxin spread by plants (based on newspaper articles shown) turns humanity into a mindless horde where the two main characters are seemingly immune. Near the end, Ellie says,"He tells me how these streets were crowded with people just going about their lives. Heh, must have been nice." Based on that, it's easy to assume this didn't happen recently.


For Ellie, the crisis has matured her "wise beyond her years" according to various sources, and she seems trustworthy of Joel, presumably the only father figure in her life. Looking strikingly similar to Ellen Page, she carries a trusty switchblade and can use it inhibited. She has grown to accept her circumstances by saying, "This is our routine. Day and night, all we do is survive." Though, in the daily struggle, she still feels vulnerable given her situation, rightly as any person would.

Carrying a similar premise, IGN noted the likened formula to Enslaved: Odyssey to the West, a guy-girl tag team traversing through a post-apocalyptic landscape. Mark Richard Davies, previously the lead designer for Enslaved, is now a game designer for Naughty Dog. Although it's unclear if Joel and Ellie and the only two playable characters, other humans still roam the streets, as Joel is shown beating a man to death.

Immediately after the game's unveil, The Last of Us trended globally almost immediately. The interest is definitely there, and I'd say Naughty Dog's latest came out the winner from last night's show. No release window was given, but with the backing of Naughty Dog, the sky's the limit. I'm excited, and inherently jealous because I don't own a PS3. Though, this announcement should suffice fans asking for another great Sony exclusive when The Last Guardian is somewhere in limbo. 

December 10, 2011

Every Trailer, Award, and News Factoid from VGA 2011

Watching the VGAs so you don't have to. A better show than last year, but unfortunately we had to suffer through several poor comedic bits from host Zachary Levi. The guy was trying, and probably didn't write the material, so he's hardly to blame. Many surprises however, including the opening cinematic for Diablo 3 and Bioware unveiling a new Command & Conquer game (both listed below). 

The buzz and speculation caused by The Last of Us generated great fanfare before the show, and there was a strong ovation when Naughty Dog's logo appeared. The studio is certainly moving forward after Uncharted 3, almost immediately with an incredibly strong Dead Island-inspired trailer. One of the more delightful surprises was Fortnite, a new offering from Epic Games. Although the trailer was vague, it seems the first major studio has finally emulated the Minecraft formula. Urban and cartoonish, but the type of platform is still unknown.

A more forgiving award show this year, perhaps because of the stellar lineup of games. Honestly, I'm anxious to see what next year has in store.


Every trailer:
Hitman: Absolution, Tony Hawk's Pro Skater HD, Tekken Tag Team Tournament 2, The Last of Us, Mass Effect 3, Command & Conquer Generals 2, Rainbow 6 Patriots, Alan Wake's American Nightmare, The Amazing Spider-Man, Transformers: War For Cybertron, Fortnite, Bioshock Infinite, Metal Gear Solid Rising: Revengeance, Diablo III


Award Roundup:
Game of the Year: Elder Scrolls V: Skyrim
Studio of the Year: Bethesda
Character of the Year: Joker, Batman: Arkham City
Gamer God: Blizzard Entertainment
Best Xbox 360 Game: Batman: Arkham City
Best PS3 Game: Uncharted 3: Drake's Deception
Best Wii Game: The Legend of Zelda: Skyward Sword
Best PC Game: Portal 2
Best Handheld/Mobile Game: Super Mario 3D Land
Best Shooter: Call of Duty: Modern Warfare 3
Best Action Adventure Game: Batman: Arkham City
Best RPG: Elder Scrolls V: Skyrim
Best Multiplayer: Portal 2
Best Individual Sports Game: Fight Night Champion
Best Driving Game: Forza Motorsport 4
Best Fighting Game: Mortal Kombat
Best Motion Game: The Legend of Zelda: Skyward Sword
Best Independent Game: Minecraft
Best Adapted Game: Batman: Arkham City
Best Song in a Game: Ending theme from Bastion
Best Original Score: Bastion
Best Graphics: Uncharted 3: Drake's Deception
Best Performance by a Human Male: Stephen Merchant as Wheatley, Portal 2
Best Performance by a Human Female: Ellen McLain as GladOS, Portal 2
Best Downloadable Game: Bastion
Best DLC: Portal 2 - Peer Review
Most Anticipated Game: Mass Effect 3
Trailer of the Year: Assassin's Creed Revelations E3 2011
NFL Blitz cover athlete: Ray Rice, Baltimore Ravens

December 9, 2011

Just Cause Meets Battlefield 3


In the Just Cause franchise, limitless destruction is available to anyone willing to get out of a flying plane and jump back in within seconds. It seems Battlefield 3 has the same idea. This video shows someone escaping from a stalling jet, skillfully shooting an RPG toward an enemy aircraft, then retreating comfortably as if nothing happened. All this after scoring a nice double kill. 

Without further ado:

December 7, 2011

In Skyrim, Marriage Made Easy

Approaching the Temple of Mara in Riften, I had the oddest sensation. The slightest shiver down my back as I took those anxious steps to the rest of my life. According to the priest, life in the mountains of Skyrim is tough, and rarely do two souls unite lovingly in holy matrimony. Just one amulet to discern the ultimate fate of marriage -- that's all it takes. Though, the desired character must be fond of Dragonborn, and so the only necessary precursor is completing that person's quest. After, it's sweet sweet love.

Opening those massive doors, I gave pause to realize my fate was sealed. My life, now tied by the Divines to this woman only after a brief conversation, was forever determined so long as we both continued happier individuals until that faithful trip to Sovngarde (easily avoidable with auto-saving). Outside the digital realm, a simple question plopped into my conscious: "I wonder if the term 'shotgun wedding' exists in The Elder Scrolls." Perhaps, in future sequels, the main character might use guns someday.

My bride came from Riverwood of Whiterun Hold, a village on edge after the nearby dragon sighting. Alongside her brother, she sought a prized possession returned: The Golden Claw. They claimed bandits stole the piece and retreated Bleak Falls Barrow, unknowingly important to the main quest (at the time). As bandits became acquainted with my blade, I befriended a man named Arvel caught precariously in a spider web. He was knowledgeable of the claw, but would withhold information until I freed him. Readying my blade, I slashed gloriously and he quickly dashed for an exit. Thankfully, Draugr roamed the halls and he was defenseless.
I returned and a sack of gold awaited me. After a brief verbal exchange with Camilla, she approved my proposition and I was to meet her in Riften tomorrow. The next 24 hours I sat patiently in the town square as pedestrians passed rambling about the war, mead, and other facets of Skyrim society. Pacing toward the Temple, I prepared mentally. I swung the doors open with confidence, and there laid a goat corpse. I shook it off as a sacrifice or something. In a world where I can decapitate ghosts with a mace, anything is possible.

Camilla smiled as I approached. The priests circled around the happy couple and began humming. Maramal, the soft-spoken head priest, spoke kindly about how life is tough among the mountains and that one true person is so difficult to find. Marriage is simplified, void of complications.

The ceremony commenced and she made her way to Whiterun. Breezehome is the least expensive residence in Skyrim, but arguably the coziest. And conveniently, a Smithing arsenal lays adjacent. Since I entered the province, my character hadn't done the deed, and the wedding night is traditionally a time of passionate lovemaking. Or so I thought.

To pass time while I explore the world, she wants to be a shopkeeper. Of course I obliged given the circumstance (and the longing for gold), and other than a daily pie, those are the only interactions allowed within Skyrim's code. Disappointed to say the least. The extra gold is nice though

Troubles With a Xbox Live Dashboard, Go Figure

Diving through several matches of Battlefield 3, I'm suddenly kicked off Xbox Live and prompted to download something foreign. Some invasive force pressuring me to waste precious minutes watching an install screen and not defending ethereal chokepoints and carelessly placed MCOM stations. The third major update since Xbox Live began, Microsoft always looks to revitalize its core brand. I wasn't particularly bored with the recent version, but any changes are welcome. 

Lots of... squares. The new dashboard is squares plentiful. One friend described it as "blocky". Supposedly Kinect sensitive, the design is clearly built for the motion control device. Abstaining from any menus, moving the cursor left-to-right allows for seamless access to every option. The previous design was initially cumbersome, probably designed before the company conceived the idea of Kinect. Though, the lateness of this dashboard is disconcerting considering Kinect has already been out for a year. 

As Microsoft transitions its console from gaming machine to entertainment hub, a change was necessary. Rebranding Xbox Live to be more accessible and visually pleasing (to the average consumer) is key for the console's turnaround. Though the company apparently sought inspiration from the cubism movement; while cluttering each menu is concise, the design looks unprofessional. It'll take some getting used to from the average Xbox crowd, surely. 

The one positive thing of this update is, finally, Microsoft integrating all its services onto one platform. From hereon forth, Xbox Live is available on smartphones as well, and a new menu option indicates whether friends are interacting with Apps. I'm not all tech savvy with Microsoft, but having to read a lessened number of news reports about Windows products is fine by me.

I write this post a disgruntled man. Having connection issues deterred my desire to continue gaming.

What do you guys think of the new update? Approve, disapprove, agree, disagree? 

December 4, 2011

Silverblade Sunday #15 - More Quick Time Events, Please

Heavy Rain proved something. An entire game, built around a maligned, profusely misused mechanic can drive sales if developed properly. In Quantic Dream's PS3 exclusive, the case was a comprehensive story designed with several outcomes, depending on the success or failure of certain quick time events. The French game developer undertook a massive gamble with the landmark title, and while the story wasn't perfect, the game received some GOTY awards for its innovation. Therefore, with precedence, why have developers abstained from using the mechanic; and beyond any further sequels, could another "interactive movie" hit the marketplace? (Not including Metal Gear Solid 4.)

This post doesn't discuss menial uses of the mechanic, seemingly included only to annoy everyone. Not a common trend these days, but a few (often under the radar) titles implore the frank misuse and ruin the fun. QTEs primarily act as filler when a studio doesn't know how to advance the action, and this practice must stop for the mechanic to work correctly. The game is guilty of this early on, forcing the player to shave, take a shower and brush his/her teeth before advancing the action. Eventually, instead of petty tasks, the QTEs determine characters' lives.

However, Heavy Rain solves two major issues plaguing implementing QTEs. First, failing an event doesn't hinder the flow of gameplay. With the game having an immersive story and atmosphere, restarting a cutscene removes any tension, especially if the scene is pivotal to the plot. The formulaic nature pushes things forward regardless of the consequences, resolving climactic happenings near the credits. Second, as I stated previously, QTEs are the focal point of gameplay and not some needless addition meant to annoy. Instead of a Bioware-esque conversation tree, Quantic Dream opted to revitalize the mechanic into a decision-making tactic. Surprisingly, no other studio has done something similar.


Released before the motion control revolution, the developer put out a patch after the PlayStation Move's launch allowing support. Quick movements are better suited for motion control anyway, when the player is actively engaged, whereas a player holding a controller is often sitting down unprepared. These documentary-style titles seem more tailored for the new player; someone transitioning from films to games, for example. Playing director is more engaging than wasting away watching a two-hour thriller otherwise!

I might get some flak for writing this post. That's acceptable. But playing Heavy Rain felt effortless, and the situation is perfect for a similarly styled title or sequel. Quantic has spoken sporadically about the idea of a sequel, and given the sales figures, likely Heavy Rain 2 will launch later next year. And considering all the rumours, it could turn into a launch title for the PlayStation 4. It's possible, right?

December 3, 2011

Great Ways to Generate (Gaming) Blog Ideas

The most difficult aspect of maintaining a blog, albeit one not successful (yet), is fluidly creating ideas. Especially when limited by a specific niche. Luckily, there are tons of problems with this industry today, meaning discussion is necessary. And one of the benefits of being independent is those things can be said without bias. But not all these problems are worth discussing because some are plainly obvious. I can't guarantee success for everyone, but the following tactics make life easier when having the strong urge to write a post.

1. Keep a notebook. It's almost stupidly obvious, but noting an idea as soon as possible is absolutely necessary. Many of us are forgetful creatures, and it's often the case I'm doing something completely unrelated when a random idea pops into my head. I carry my notebook almost everywhere, even when I go to the convenience store or out grocery shopping. I also make a habit of writing what I was doing at the time, just in case.

2. Engage the medium. Another staple of these lists, but important to state nonetheless. Read other blogs, get involved in commenting, don't neglect smaller blogs, etc. Having a dedicated night focusing on rifling through news stories isn't a terrible idea either. Usually, since Sunday is always the laziest day, I take advantage and do lots of reading. Sunday night, if I haven't collected ten possible topics or more, I've failed and must make the total for the following Sunday. With this process, some ideas won't translate into a great post. However, doing so lets us find the topics we're most comfortable tackling and the process steadily becomes easier.

3. Multitasking. Definitely not recommended for everyone. Handling multiple tasks at once allows us to be efficient, and when working productively we're bound to have productive ideas. It's the chain reaction mentality. For example, yesterday I was working on my first-year anniversary post while watching some crime drama on TV. The premise reminded me of Quantic Dream's Heavy Rain, the basis of tomorrow's Silverblade Sunday.

4. Being spontaneous. This definitely doesn't work for everyone. Some writers have a religious process before any words hit paper or fingers hit keyboard, and others are talented enough to write anytime. Spontaneity is simple: describe the first mental image seen in extreme detail to the best of one's knowledge. Personally, I'm always skeptical of attempting this because I prefer to write levelheaded, not after a long day of headaches. But being spontaneous can also mean ranting on a bothersome issue experienced throughout the day, a rude coworker for instance. Writing spontaneously needs to be a daily exercise to reach maximum effectiveness. It becomes routine, providing focus and pinpoint mental accuracy when identifying a prominent issue to tackle.

5. Play games! Though similar to point two, the most productive method is to actually experience the medium. Feelings, reactions, character animations; anything that seems important will resonate. While I play, my notebook is never far from my controller. See a hilarious glitch? Approach it like a story. Overwhelmed by quests? Detail the stress (or the joy) of deciding which ones to complete first. Lots of stories are still to be written, so go explore!

I repeat: these tactics work tremendously for me. Especially after a year of blogging, I've almost perfected what topics relate most to my readers. I'll continue to utilize these as best I can. Jeff out.  

Please subscribe, comment, tweet, submit to Facebook and StumbleUpon, and any other platform. I really do appreciate the support. 

December 2, 2011

Reflections on a Year of Blogging

Look out for my review of Saints Row: The Third on Monday. Hurrah!

One year has flown by since Volatile Mode began. It's a weird feeling to witness time melt away so quickly, especially when I reread my first batch of posts written in what seems like just yesterday. Around this time last year, the industry released one of the best lineups in recent memory, as Assassin's Creed, Call of Duty, Halo and Fallout left a burning hole in many wallets. Even Red Dead Redemption sold remarkably well as sales endured from being a spring title.

Pure coincidence caused the timely creation of the blog. A conversation with a college friend introduced my now-obsession with the platform, and Volatile Mode was born offhandedly during a losing multiplayer effort in Red Dead Redemption. Considering the subject matter, I knew instantly gaming was my topic; but pondering away, I also found other topics quite suitable, including gadgets, blogging/writing tips, personal development and business. (I watched a lot of CNBC at the time.) Those topics are still on the table for future projects, but for right now, VM is the priority.

365 days and almost 300 posts in that time period. In retrospect, I loved spending hours researching and building notes, building a community of like-minded fans who enjoy gaming as much as I do, and want to understand the medium more. That desire is the driving force behind the blog. While a blog might be borderline egotistical, I try and intrigue you guys by posting the most unique commentary not for my self-worth, but for your enjoyment. Warning: selfish comment incoming. Though, it'd be awesome if Volatile Mode led to career opportunities. 

While writing the original post, that very first post about how Call of Duty's success is slowly ruining the industry, my intentions were clear. I made a platform to vent, but also to attract recognition culminating in job opportunities. Simply, I wanted to write about video games professionally. And I still do. That dream will never change. But what I didn't realize was blogging about a specific topic, especially one as diverse as gaming, I grew into a perfectionist. Overwhelmed by numbers, I focused too heavily on daily traffic and lost that sensation of discovering something new.


I visualize a greater future for VM, and that's why I'm looking to branch out. After the holidays, I plan on mixing in other entertainment venues; mostly TV and film reviews. They'll be recent and relevant, and I'll pump as many as I can manage. Initially, this undertaking is experimental. I want to wage what the response is like, whether you guys are up for reading more diverse posts, and explore my other interests. This year I was floored by The Walking Dead, but as the episodes aired, I was committed to gaming. In the future I might do an overall spotlight of my thoughts on both seasons, and speculate on what the show does once it returns in February.

I hope you guys are along for the ride.

Again, I just want to graciously thank all subscribers and e-pedestrians reading for the first time, and I encourage you to interact with the blog, other readers, and myself of course. I can be reached here or here, and you can learn more in the "About" tab up above. Jeff out.