January 30, 2012

No Xbox Sequel in 2012, Anyone Surprised?

Hello lovely readers. You may notice a design change. That is because, for some unknown reason, the blog imploded last night, and instead of dealing with the hassle I just scrapped the design. I don't mean to make design choices so frequently, therefore this layout is temporary. To celebrate, here's a blog post.
 
Someone from Microsoft has finally decided to comment on the rampant rumours speculating the future of the Xbox brand. Some divisively ludicrous rumours spawned a response, while the first two here are delightfully sensible. What will happen remains to be seen, but someone corporate speaking on the matter deserves some attention, although the result was painfully obvious.
 
The Xbox 360 just sported its highest-selling Christmas ever, in part due to the maturation of Kinect and Nintendo's rapidly fading motion machine. Similarly, as noted by the interviewee, there's been no discussion of a possible price cut, as Microsoft still reasonably thinks its console can sell. 

Additionally, migrating an audience to the next generation usually complicates things, and with the company integrating (and streamlining) its tech lineup under the Windows guise and developing an "App Marketplace", it's only suitable to wait for a year.

But Microsoft's reluctance does leave the door open for competitor Sony, though the PlayStation 3 has shared similar success and a sequel this year is unlikely. However, with the Wii U releasing before Christmas, that puts imminent pressure on Microsoft and Sony to ramp up the dialogue spotlighting their console, where even rumours garner positive news.

Expect some strong language this coming E3, where both Microsoft and Sony are expected to at least acknowledge each company has a system in the works, but information will still be light.

January 28, 2012

Dragonborn is The Most Interesting Person in Tamriel (And Accomplished, Too!)


This post contains spoilers, so if you don't want to read how badass Dragonborn is just yet, please come back at a later date! Also, make sure to subscribe for further posts via the RSS feed, tweet and Like this post on facebook, and submit to Reddit and similar sites. It shows you appreciate the blog! 

It's almost predictable the main playable character in any RPG or adventure game is bound for greatness. Like the first pixel designed forecasts a rich future of heroism and success, ultimately saving a vast world from utter destruction, a situation where no one else could possibly measure up. But some games take this to a new level, for one, The Elder Scrolls V: Skyrim.

The story goes as such: a runaway marked for death by the Empire escapes, and through the fated sight of an almighty dragon, discovers he/she possesses a legendary power. Tasked with discovering what's behind the reemergence of dragons after thousands of years, the Dragonborn can tackle the main story immediately. But to add to the immerse nature of the Elder Scrolls series, there are several side-quests to complete and guilds to join.

Dragonborn can join a guild for assassins, thieves, fighters, magicians, and singers. Now assuming some skill is necessary to join these factions, the Dragonborn is essentially a young prodigy. As the hours fly by and quests are completed, eventually the Dragonborn rises to the pinnacle of leadership for each house, establishing him or herself as a polymath. They say it takes 10,000 hours to master a skill, but apparently the Dragonborn can accomplish that within days.

Here's just a snippet of his/her other commendations. The Dragonborn can:
There are missing accomplishments, but the Dragonborn goes beyond a prodigy or polymath, and becomes the most talented person of all time! The Dragonborn is more impressive than the Dos Equis guy!

To say the Dragonborn is destined for greatness is an understatement. Though, no advertising campaign could ever truly represent his/her extensive accomplishment list, but the many authors and bards of Skyrim have writing material for centuries to come. Jeff out.

EDIT: Still half-asleep, I checked the blog to see this post had been spotlighted on Rock, Paper, Shotgun, a leading PC gaming blog. I do wholeheartedly appreciate the mention, and I hope further posts get highlighted as well! Now I must celebrate with a coffee.

EDIT #2: Even several weeks later, this post still gets tons of hits. Thank you everyone for the continued support. Please make yourself comfortable and read through my other posts. I do well to write as many opinion pieces as possible. 

January 25, 2012

Developers, Please Leave WWII Alone For a While


I can say with gratifying certainty I survived the WWII surge. The actions of a past generation most definitely need documentation, and in the digital age our ability to relive their experiences as we please is a testament to their suffering. But in the gaming world, to predict the resurgence of World War II spawns a universal groan from nearly everybody.

In this interview with Steve Hart from Rebellion, to publicize his studio's upcoming release Sniper Elite V2, spoke utterly treasonous words: "Not at all, I think the market is ready for World War Two. You've seen the extra press the likes of Red Orchestra 2 have gotten because all of a sudden WWII is a breath of fresh air whereas modern conflicts aren't."

Of course, he's fluffing the point because he's advertising his studio's game. And quite effectively. Though alluding to the upheaval of what's popular shows he misunderstands his audience severely. But it should be noted that Sniper Elite V2 is slated for PC exclusivity, a comparatively different creature than consoles.

Although once popular, any mention of the conflict in the same sentence as "video game" ushers in memories of a terrible time. Wikipedia has just a rough sketch of the turbulence, a period condemned by even non-FPS fans, as this genre has definitively lost any ounce of creativity.

What the warfare crowd plays is "follow the leader", where replication (and sometimes straight robbery) is perceived to be where the money is made. As evidenced by Medal of Honor's significant timeline change, the roaring success of Call of Duty 4 triggered an inevitable interest shift from the trenches to the vast deserts of the Middle East. Adding to that interest was the extremely controversial nature of the wars in Afghanistan and Iraq, thus showing Activision capitalized on a perfect storm.

So is this resurgence plausible? Probably not for numerous years. The likes of Call of Duty and Battlefield still reign, and so long as they stick with modernized combat, competing studios will behave similarly. Though, the predictably fading success after Modern Warfare's culmination speaks to a different tide for this ailing genre: other historical wars perhaps, or even finally breaking into the boundaries of space.

January 19, 2012

Jets Can Recover from Nosediving in Battlefield 3

Usually, when an aircraft nosedives in Battlefield 3, that means certain doom. And with jets being difficult to fly anyway, how this unfortunate soul found themselves in such a predicament is beyond words. Having found this video courtesy of Reddit, I thought you guys would appreciate this person's insatiable need to continue flying.

Just watch:


January 18, 2012

An Interview with Spilt Milk Studios


Hey guys, got a fresh interview hot off the presses! My first interview with someone actually in development and this is mightily exciting. Anyway, I'd like to introduce you all to Andrew from Spilt Milk Studios, known for Crunch, Hard Lines, and an upcoming unannounced project. He took a few minutes from his busy schedule to answer a quick email regarding various things with independent development.

1. Thanks for taking a few minutes out of your busy schedule to spill some information on the life of an indie developer. What initially inspired you to get into the business?

No worries at all, it’s a pleasure to talk to you!

Way back in the sands of time, I played an awful lot of any game. Board game, tabletop role-playing, and of course video-flavoured ones too. The thing that always hooked me into any of them was their ability to let you play in a different world, and this became the obvious driver for my desire to be a ‘Game Designer’. That said, I think I was about eight years old when I decided what my professional fate would be, and little did I know I’d actually be living my childhood dream one day. Every now and then I remember that, and get a little happy chill down my spine.

2. Why the name "Spilt Milk Studios"? Every indie studio I've come across has some interesting backstory to the name. As well, what made you want to do your own venture instead of aspiring to work for a prominent developer?

The name was actually never on the giant list I’d made of potential company names. My girlfriend at the time hated all of my ideas for a name, and just came out with “Spilt Milk”, right off the cuff. I loved it, and that’s that!

The reason I set out on my own is that I’d got increasingly frustrated with traditional games development. I worked at Visual Science, Realtime Worlds and Proper Games as a designer (and at others in QA) but in each one I eventually got fed up with decisions that the management made, or the ways that they expected designers to work. I was always looking to learn more and grow as a designer too, and I began to feel that I wasn’t going to get that out of the various jobs and companies I worked at. That, combined with the appeal of really earning top dollar off of any big successes I may be fortunate enough to dream up and release meant I had to at least try to go it alone.

Suffice to say I’ve learned so much in the last year and three quarters, way more than I ever would have working for any other company, and I’m so pleased that I made the decision. Life’s too short, you know?

3. Do you feel the independent development scene is flourishing currently and where do you see the industry in five, ten, twenty years time?

The indie scene is probably experiencing the biggest and best years of its entire life right now. And they’re only going to get better. As digital distribution truly becomes the norm across all entertainment industries, it empowers the individual to create and compete on a global scale in ways we couldn’t have imagined ten years ago.

I can’t possibly guess with any reliability what will be happening in another five years from now but I’m guessing the big console players will still be around, there’ll be a ton of the mid-sized developers dead, and maybe we’ll have seen a shift more to the ‘Hollywood’ model of game production. From indies we’ll continue to see a butt-load of vibrant, exciting and downright awesome games. They’ll still vary wildly in scope, and I’m guessing there’ll be a bunch of ‘non-programming’ tools that are mature enough that almost anyone can have a go at making a game. The kind of revolution that happened in movies when home cameras became affordable is yet to occur in games, but it is not far off.

4. How invaluable was your experience working with Ruffian on Crackdown 2 DLC? Any behind-the-scenes tidbits you'd like to share with everyone?

Well it was my first contract work, and was essentially arranged so that as I left Proper Games there was a smooth hand-over to the new design team. It was really exciting working on such a well-known and respected franchise, and the DLC elements were really fun. Any situation where you get to muck around so freely within an established game system and game world is to be treasured. It also taught me a lot about the business side of what I was now doing, and how freelancing/consultancy work is different from in-house contracts, so the whole thing was brilliant for me.

5. Try and describe the elation of finally getting Crunch: The Game completed and out on the App Marketplace. You write on the website: "So when we hit the deadline and launched, I was very happy with the result," but I'd like to believe you are understating the excitement.

Ha-ha yeah. Not only was it a lovely experience developing my first game all ‘by myself’ (obviously I’d hired the very talented coder Rory Kelly to do the, well, code work) and it was something very close to elation that I felt when it launched. I’d handled a new client well – we’re still talking, so that must be a good thing – and launched a game that, while just a gentle and simple twist on existing games,  I was very proud of. It proved I had what it takes to devise, create, manage and launch a game successfully. I had a victory cigar to celebrate. And probably a few beers too.

6. After Crunch, was handling development on Hard Lines any easier having experience, or did you face similar difficulties?

Hard Lines was a very different experience. I co-created and developed it with Nicoll Hunt, a coder friend - riffing on a game with a talented chum is a much more freeform experience than simply designing something and farming out the development. That said, I learned just as much – though not necessarily about my design ability that time. I already had the confidence to make a good game, but the PR was entirely down to me to deliver on – and from what I have heard and seen since, I think it was a resounding success on that front. Tons of downloads, loads of great reviews on prominent sites like Kotaku and Eurogamer – these things do not happen to every good game that comes out. It’s so easy to get lost in the sea of new games on mobile, and I’m so very proud of the exposure the game received.

Also, while I was confident in my skills as a designer on the iOS platform, both Crunch and Hard Lines have cemented in me the desire to work on every game in the specific way that best suits me. I am a designer who relies a LOT on iteration, gut feeling, and working things out by actually playing them. I can see why some developers need lots of documentation, but I honestly believe there is a point where documentation becomes a crutch and harmful to a game; and that point is crossed a lot sooner than most people think. That’s one of the biggest reasons I’m enjoying mobile development, because the scale of the projects that fit the market suit my working methods very snugly indeed.

7. Speaking of difficulties, what are the challenges you face operating without a big budget? Are advertising and the cost of development sometimes strenuous to manage?

Advertising is not something I do much of – I’m far more keen to be active within the community of gamers on Twitter, I make use of Facebook pages, and try to encourage word-of-mouth excitement about my games. The costs of development are a troublesome thing, because if you can’t afford to pay people ‘traditionally’, then you have to compromise. I’ve been very lucky (and continue to be so) with the people I’ve been working with, and am able to find experienced and passionate people who aren’t concerned about the upfront remuneration.

That is not a position I find terribly comfortable, so I always try to be very fair with the contracts that I sign - that way I can sleep easily at night. But the aim is to get to a point where I can hire people properly for a given project. I like outsourcing and remote working, and the freedom that lends (and often enforces on) the project. I always try to take time out of the equation on game projects, because there are enough pressures to making a good game without the one that makes you launch a game before it is ready.

8. Is there a difference between developing for Android and/or iOS or is it strictly preference?

The simple fact is that iOS has fewer things to worry about in terms of complexity of the hardware, and I like what Apple stand for in terms of UI and all that. Android is still a big market and obviously you don’t have to wait on any approval processes so you can be slightly more nimble with updates, but ultimately the fragmented nature of the multitude of handsets and hardware means that a tiny team like the ones I’m working with wouldn’t really be able to handle it all and remain on-budget.

9. Any tidbits on your new game? Maybe a schedule for the unveiling or something?

Well I can say that the next game we’re working on is on iOS right now (Android a possibility for the future) and is another character-packed twist on a classic old school arcade game. It’s the perfect fit for mobile gaming and I think people will really get charmed by it.

Our OTHER next game will be fairly familiar to those who’ve played my work before, but I can’t say more than that. Both will be in semi-public Beta soon, and there are a few teasers on my website for those that want to see some of the characters from both of these games.

10. Lastly, would you do Volatile Mode readers the honour of a followup interview once your game is announced or released?

I’d love to, it’s been really fun doing this one!

Sadly, this was done by email so I didn't get to ask many followup questions I had. But surely, once the new project is shown, I'm sure he'll have more free time. If you guys have any questions you'd like to submit for Andrew or for other interviews with developers, please leave a comment! Jeff out.

January 17, 2012

At Least Kingdoms of Amalur: Reckoning Has an Awesome Demo

Like the mighty Jim Sterling, upon first glance I noticed Knights of Amalur: Reckoning feels similar to Fable. Except there's no incredulous claims from Curt Schilling, former MLB pitcher and founder of 38 Games -- an instantly welcoming fact. His studio's first major project is massive and incredibly impressive, though short of innovative.

Purely, Reckoning is an open world hack-slash RPG. Combat is noticeably tight and seamless transitioning between fighting styles allows for a greater experience. While pushing a formula not wildly inventive, the game marvelously emphasizes class choice through the use of "Destinies". The traditional rogue, mage and warrior sets exist, but players can mix and combine stats to truly define a playing style.

The cartoony visuals are eye-feasting, boasting invitingly minor details in the brightly-coloured environments. Clearly, this game vastly contrasts the common "brownness" found rampant today. Also, boasting a huge world to explore, the restricted area within the demo is quite expansive.

It goes without saying Amalur isn't brandishing any novel ideas, but it perfectly captures where other games have lacked. The demo is worth downloading for gameplay alone, allowing limited freedom for 45 minutes to explore. As well, upon completion, EA opted to cross-market with Mass Effect 3, giving players even more incentive beyond the magnificent gameplay. Only aesthetic stuff, but still brilliantly marketed on Electronic Arts' part.

Reckoning is indeed a game to watch this year. Now go download the demo. Fun times await.

Hello lovely readers, if you like this, why not subscribe on the right? It shows you care! As well, please click the ads! It all goes back into the blog anyway. Jeff out.

January 16, 2012

Slicing and Dicing Skyrim: Four Necessary Changes


Hello everyone! Welcome to Volatile Mode. If you deeply care about my opinions, could you do me the honour of subscribing on the right? If you're not a blog reader, it's called an RSS feed. The mechanism makes it easier to receive my posts. Or you can sign up via email, if you so prefer. Thanks.

This week has been quite strange. After invested upward of 150 hours into The Elder Scrolls V: Skyrim, I decided (in a caffeine-driven state) to restart my character. An action I never went through with -- and then a day later I find my save files corrupted. Maybe it's a blessing from the Nine or my luck is incredibly timely; regardless, a new file beckons new thoughts.

In the meantime, I borrowed The Saboteur, Pandemic's last hurrah, from a friend and I should have a review done by early next week.

No better time exists is rip into the game we've mocked, gawked and walked in for weeks. The following is my list of necessary changes to keep the game fresh and exciting while never losing that Northern charm.

1. More dragons. Bethesda is heavily emphasizing the creatures' existence, and clearly they are a focal point. But after playing for so many hours and annihilating one after another, the types tend to blur. When you can walk into a dragon fight knowing you'll come out on top, it ruins the experience. And since Bethesda has built theatrics into those encounters, fighting one just seems silly. That's why more dragon appearances and an increased variability would work a long way to keep players invested for years to come.

2. Make leveling skills more realistic. When the many blacksmiths of the province speak of who's best, they say Eorlund Grey-Mane, the only Nord capable of forging Skyforge Steel. And he's an older fellow, so presumably he's been doing it for most of his life. Even before the Dragonborn was born, perhaps. Magically, however, the Dragonborn can attain Smithing Mastery in a couple of hours just by making iron daggers. A cheap and uniquely effective method to acquire the best in-game armours. But spending a career making iron daggers doesn't make anyone a master. As the levels increase, lowly weapons shouldn't give any experience. The stages should progress with the player, forging different materials to eventually reaching Daedric or Dragon armours.

3. Make marriage more engaging. Life in Skyrim is hard and unpredictable, and that's why love is so easy. All it takes is an Amulet of Mara and a shared romantic interest. But marriage doesn't go beyond that. Your new wife or husband starts a stall who you can sell stuff to, and he/she gives you gold daily. That's it. No interaction other than your partner continuously thanking you for returning the "Golden Claw". The sanctity of marriage legitimately means nothing in Skyrim, but it would've been nice for more options.

4. Horses. A small gripe, but still annoying. The animals are invaluable to travel the vast expanses of Skyrim, but galloping for long periods is limited by the Dragonborn's own stamina bar. This is completely illogical. Horses have far greater stamina than anything with two legs and for Bethesda to limit that doesn't improve gameplay. It does the opposite.

There are many more issues, including glitches, quests breaking, and prominent lagging. But through virtue of this being a blog post, I don't want to stretch this into a novella. If Bethesda implements these small changes, Skyrim and its downloadable content will actually be deserving of the GOTY praise. Jeff out.

January 15, 2012

Silverblade Sunday #17 - THQ Marked For Death?


This news is speculation, but still heavy speculation at this point. Don't assume this is fact. Even rumours can be worrisome.

Not even a year gone and THQ has horribly reversed that pre-Homefront positivity. Before the North Korean invasion tale came out, many sites praised the publisher for trying something new. That lead to Homefront becoming THQ's most pre-ordered title, and seemingly beginning the publisher's transition to prominence. But the pre-release buzz quickly faded after review scores weren't as expected, touting a three-hour main campaign and lackluster multiplayer.

Now the company is looking for buyers.

After Homefront, the stock price tanked. According to rumours, what commenced was an irrecoverable spiral now priming the company for imminent doom. The consequences are dire: THQ is forced to cancel its entire 2014 lineup, and titles like Darksiders 2, Devil's Third and others are questionable. Another major victim, reportedly, is Warhammer 40K: Dark Millennium Online, an MMO in development at Games Workshop.

This news comes from the word of Kevin Dent, though until THQ confirms no one should assume anything. Regardless, the potential loss of THQ is a major blow to the gaming industry.

This news isn't entirely surprising, but the timing is throwing many people off. Saints Row: The Third received favourable scores, its WWE brand was recently relaunched, and set for this year are UFC Undisputed 3 (February) and Darksiders 2 (June). Things were going well, or so we thought.

THQ's closing would be an unspeakable loss to an already fragile industry. Of course, the future of many franchises and studios are undetermined at this point, but THQ has many reputable names under its belt. Seeing the company slice-and-diced, though, would be like witnessing the Scramble for Africa.

Honestly, if this revelation is true, I wish everyone at THQ the best. The buyers will come rolling in, probably Activision or EA, to save the remaining assets. The only possible good thing about this whole ordeal is Saints Row 4 mocking this into obscurity. Jeff out.

UPDATE: It's come to my attention that THQ has denied the rumours, but what happens remains to be seen!

January 13, 2012

How Well Will the Vita Sell in North America?

Perusing the online tubes to find something relatively interesting to read, I came across this article on GamesRadar outright predicting a sharp decline of Sony's upcoming handheld in the United Kingdom. Similar to what news reports showed from Japan, where after a few days of "robust" sales, numbers drop considerably after the first week. Then it's darkened days around Sony's corporate office as the Vita is outsold by the 3DS (quintupled through Christmas) and even by the PSP.

Everyone has been throwing accusations in every direction regarding the botched launch. One Sony fanboy in a forum claimed the economic environment was so severe that no one had any money to purchase a Vita. Whatever the case, the company is heading toward a head-splitting first few weeks. Poor sales are expected to translate from Japan to international markets, but as the world prepares for a February global release, the launch is shrouded in uncertainty.

Nintendo must be gleeful right now. Even though the company suffered through an identical scenario, apparently, Sony feels it must replicate that volatile fail-to-success story. The exorbitant cost leading to a price drop and then remedied by a few stellar, highly anticipated titles that mock the respective launches. The diabolical plan is almost textbook; but what I'm having trouble understanding is precedent now exists, yet Sony is still following through. The early downfall is the asking price, and no information has surfaced regarding the disastrous, unilateral failure of Sony's new handheld and whether the company intends to change anything.

Jim Ryan, PlayStation's European head honcho, seemed rather dismissive of the poor Japanese start: “One of the things we have learnt over a long period of time, is that whether it is PSOne, PS2, PSP or PS3, it is dangerous to the point of impossible to take any experience from the Japanese market and try and extrapolate it, and propose upon what will happen in Europe or North America." He added: "Not withstanding the fact that it is just way too early to make any conclusions."

For Sony to act so "forgetful" about what has already transpired either shows the company's lack of intuition or it is incredibly confident. But, if the Japanese don't respond well to a product, even ones manufactured by a famous native company, the product is doomed elsewhere. Japanese consumers are the best representation possible of how Japanese companies will perform worldwide, and usually their judgment holds. Sony is either ignorant to this fact (unlikely) or this is typical corporate showboating. Either way, the Vita is doomed.

As both North America and Europe eagerly (or meagerly) anticipate the Vita, it's fair to say sales will seem fairly reminiscent of Japanese numbers. Initial sales will exceed the latter's figures, but the familiar trend continues, and by the middle of March, the 3DS should quintuple its sales over the competition. Unless there's a price drop early or some magnificent announcement is planned, the Vita will taper off into obscurity, much like the PSP.

January 11, 2012

Confessions of a Gamer's Girlfriend: I Refuse to be a Skyrim Widow


After the longest of absences, Jess makes her triumphant return. Reeling with her boyfriend playing loads of Skyrim, she decided to hunker down and give the game a try. Spoiler alert: she now adores the Elder Scrolls series. Want to read more? Jess writes on her personal blog, It Ain't Easy Being Me. Her other ramblings include the difference between combat styles and some things gamer guys find attractive.

Over the years I have dated my share of confirmed video game fanatics. Maybe it’s the super strong thumb muscles, or the in-depth knowledge of cheat codes and character back stories; either way I am hooked! One unsavory aspect of dating a gamer guy however, is the period after a major game release date where you beloved boy toy locks himself in a room with his console, and you essentially become a ‘widow’ to the game.

Over the years I have been widowed over many video games including Batman: Arkham Asylum, Grand Theft Auto IV, Halo 3, even Animal Crossing: Wide World to name a few. Those relationships came and went, and I will admit that sometimes it was the excessive gaming that came between us.

That being said, I am loyal to my brand. I am currently braving it with a new gamer guy, and he holds with authority the game controller to my heart (d’awwwww). I’d already come close to widowhood with him in 2011 with the release of Portal 2 and the newest installment of the Batman franchise; though we got through just fine with many, MANY compromises on both parts. With the November 11, 2011 release date of the newest installment of Skyrim, I knew what I was up against.

This game is HUGE, and we aren’t just talking in hours of game play! With possibly HUNDREDS of websites dedicated to message boards, cheat codes, fan fiction (oh dear GOD!), and actual canon history, there is no denying people are psyched about this game. To date, I know TWO people who have locked themselves in their rooms for days at a time and legitimately FINISHED the game!

So what did I do? I created my own character.

What started off as a plan to play for an afternoon then write a review for the game, turned into a deep and awe striking appreciation for Skyrim and what it has to offer! I don’t need to sit here and write about why it’s awesome, or why my boyfriend loves it. All that needs to be said is “I totally get it.”

Do I wish I could spend more time with my sweetie? Sure. Does he wish he had more time to play a new game he loves? Absolutely. But life is all about compromises, really. Though it’s not ideal, there is something to be said about curling up on the couch with a cup of tea…and watching your boyfriend forage through crazy-cool quests, and heroically slay dragons all day.

Diablo 3 Likely to Consoles, Blizzard Needs to Confirm Confirm Already


Porting a predominately PC franchise to consoles is not like playing with fire, but with the hottest embers that induce instant death. It's a gamble, sometimes a tough sell, but at the risk of alienating an audience is potentially millions of dollars. Blizzard thinks it's sitting on a gold mine -- slowly adding credence to long-standing rumours of a Diablo 3 console version.

Bashiok, a Community Manager at Blizzard, recently tweeted Josh Mosquiera is lead designer on the console project. To clarify, this doesn't necessarily confirm the developer is following through. Adversely, his speaking-out obscures where the studio is in the development cycle, leaving more questions than answers regarding the seriousness of these claims.

Quick to counteract the fervor, a Blizzard representative via email told Wired: "Bashiok’s response on Twitter was intended as a confirmation that we’re actively exploring the possibility of developing a console version of Diablo III, as we’ve mentioned in the past. This is not a confirmation that Diablo III is coming to any console platform.” Though, the exactness of Bashiok's original tweet raises even more questions.

Simply, from a business perspective, Blizzard is insane not to capitalize on rumours. Making a notable title available to everyone means higher profitability -- ultimately the driving force behind game development today -- but doing so runs the risk of dampening ties with the established crowd. The diehards agonizingly weeping over scratched copies of Diablo 2, pining to frolic with more cows, might feel violated. Or in extreme cases, betrayed. And that apparent distrust could lessen sales from PC users, the guaranteed consumers; a force to be reckoned with.

Just the tense excitement caused from one insignificant tweet is enough to warrant a console version. But, Blizzard must consider if any interaction will occur between platforms. There is precedent, however because of how staunchly unrelenting Microsoft is opening its service, the Xbox version will likely be standalone. Only owning a Xbox, I am ashamed of Microsoft's unwillingness to cooperate.

Making great strides to create false headlines, Diablo 3 likely hits later this year. Currently in closed beta, Blizzard hasn't divulged any additional information on an open beta or even a release date, but surely the formal announcement will cause a stir. Jeff out.

January 10, 2012

Introducing the Video Game Guitarist Extraordinare


Rounding out the talented YouTube flock is the most appreciative fan, dedicated to replicating the finest gaming themes on any instrument. Many of these become instant classics, with droves of online fans gawking excitedly and spreading the word. A recent favourite is Jason Yang's excellent rendition of Skyrim's main theme on violin, as well as this awe-inspiring version of "The Dragonborn Comes", particularly the favourite of IGN.

After an uneventful night, I scoured the video sharing site to find other talented folks, and I came across FamilyJules7X, clearly an avid gaming fan. Just short of 20,000 subscribers, I thought I'd highlight his channel and direct you guys toward his work.

The video I originally found:


Make sure to rate his videos and subscribe, and do the same for this blog! Facebook, twitter, and sites like StumbleUpon are great to help spread the blog's influence. Thanks! Jeff out.

January 7, 2012

Diablo III Releasing Way Sooner Than Once Thought?


After Blizzard showed the opening cinematic of Diablo 3 at the Spike Video Game Awards last December, no launch date was specified, but we assumed the date would push closer to summer of this year. But, according to Joystiq, that idea has been turned upside down.

One Minnesota Best Buy location is featuring this display, via a Winnipeg-based twitter user:


The article also notes both Best Buy's web store and Gameplay, a UK retailer, are advertising a similar date. Happy early new year Diablo 3 fans.

Normally I don't straight regurgitate news, but if this is actually true, the news must spread! Silverblade Sunday should be back tomorrow. Just working out the kinks! Jeff out.

Attention Skyrim Players, Here's a Macho Man Randy Savage Mod

Even though the Macho Man unfortunately passed last year, his likeness now officially lives on in the world of Skyrim. Perhaps the greatest mod created thus far in Skyrim's short lifespan, I can't wait until Dragonborn can chokeslam dragons.

The video:


January 5, 2012

The Element of Surprise is Dead

Ah, the guiltiest of parties have truly lessened the element of surprise. Maybe destroyed it outright. But the blame cannot rest solely with developers and publishers, nor with the "journalists" who report daily on the common happenings of this business. The expansive growth has led to citizens taking on self-investigations into the world of copyright, where corporate trademarks are quickly unraveled to the public. Thus, beleaguering the excitement of game announcements is evidently normal and conferences lose importance.

Some accidental, some purposeful; all ridiculous. The wealth of announcements at any given conference is frankly overshadowed by one or two specific noteworthy products, a long-awaited sequel or new console for example. And this electrified push, known simply as hype, in a profit-driven environment is what crumbles competitors and forms frontrunners. Essentially, the game of dethroning the Call of Dutys and World of Warcrafts lies with gaining an early foothold and never losing momentum.

In 2007, the first-person shooter genre waned at the overlapping turmoil of another WWII game. What happened seventy years ago was most definitely a tragedy -- the lowest point of human history -- but having to digitally relive the conflict year after year tired out the fanbase, and they sought something new. Activision-owned Infinity Ward migrated Call of Duty to present times and Modern Warfare was born. (Battlefield 2 preceded Call of Duty 4's release, but the limited exposure on consoles doomed the game.) Arguably, the raving success of future games in the series can be attributed to that announcement trailer in which the direction taken caught many off-guard, but caused the meteoric rise of the industry's leading franchise.

While E3 last year was a bust, accidental reveals and confirmed rumours violently murdered the shock factor, the only reason to actually watch the conferences. Instead of letting the crowd awe stupendously at Nintendo's new machine, the company confirmed the presence of the Wii U that April. Moreover, the confirmation sprouted rumours and speculation from every direction, possibly working in Nintendo's favour anyway. But brilliantly following up, Nintendo seemed unprepared at its showing and little information was given. Surprise killed, and the result was pitiful.

Similarly, Microsoft shared in the blunder glory with its botched announcement of Halo 4. Slated to start off the company's presentation, someone posted a blurb on the Xbox Live Dashboard several hours before. It was expected Microsoft had something planned when purchasing the rights from Bungie, though what transpired was a disaster.

One other major Microsoft exclusive suffered due to the company's idiocy as well. After Cliff Bleszinski was bumped for Justin Bieber's interview on Jimmy Fallon, the Dashboard lit up with a shiny ad parading the existence of Gears of War 3.

These bewildering, head-scratching blunders are certainly a sign of what is to come. The degrading importance of E3 and other expos, and how quickly news spreads in the digital age might mean the end of pure amazement in this industry. E3 2012 better bring the fun or I'm not watching.

Hey guys, for the slim number of you who actually read my blog, I know you took notice of my announcement to post daily. Somehow, I think life is working against me when I announced that, because I received a rather unpleasant letter in the mail and its after-effects I'm forced to deal with. If I take a long break, I really do apologize; sadly blogging can't be my main priority right now. But in time, things should settle themselves out and I'll continue on like normal. Thanks.

As well, please subscribe, tweet, share on Facebook and other sites and tell your friends. Thanks!

January 2, 2012

Mac Users Love Them Some The Old Republic

Bioware is the latest studio to realize the moneymaking potential of Mac computers. Company head Ray Muzyka told Massively, "We know there's a big audience of Bioware fans... we know that's an important audience. And we want to serve that audience." That makes me happy.

Nothing is confirmed, but at least Mac gamers can breathe easily knowing Bioware is considering the option. The abundance of Mac products alone is enough incentive to port over a Mac OS version, meaning the studio could lose out immensely. As noted in the article, it's possible to get an improper setup running Windows, but sometimes pestering problems aren't worth the effort.

No time frame was given, but because of the game's newness, it's safe to say we must wait a couple months. MMO launches are tricky, especially with anticipated titles, and patience is needed for smooth operations. Good on you, Bioware. 

A Blog Announcement and Gaming Predictions for 2012

Hello lovely readers! I'm honoured to be the fiftieth person to wish you all a happy year ahead, even with the potential doomsday scenario in twelve months time. But I can assure you, even if the gods strike me down, I'll still be posting! Anyway, after awaking from a night of rabid drunkenness, thinking a new year is already upon us is a hefty idea to consume.

Now, speculation isn't my trade, but since it's the second day of 2012 I wanted to ring off some changes with the blog, then proceed to give my predictions. Think whatever you will of these claims -- anything is possible, right?

Remarkably, this blog has lasted over a year and I want to mark the milestone with a new direction. Something positively joyful yet demanding; posting twice or thrice daily. Two or three posts a day may seem quite easy, though only if my schedule allows. Graciously, my day isn't constrained so I have more than enough free time. There will be no set schedule; posts would come sporadically as I either muster up the creative ability to write one or find the convenience. 

If the amount of posts is overwhelming, please let your voice be heard through angry typing in the comments, or personally send an email my way. I won't know unless you guys tell me. Predictions away!

Last year was memorable for devious reasons, particularly the numerous console-maker blunders. Botched announcements and mass e-attacks defined the year that was, taking away from an incredible games roster and casting doubt for the rest of this year. For the industry to recover, it'll take a massive effort in preparing for what's to come, and actually listening to an outsider's perspective might be smart! Anyway, my predictions.  

1) Two months after launching in North America, Sony is forced to cut the Vita's price because of lackluster sales. In a similar situation to the 3DS, sales skyrocket and the publisher capitalizes by releasing a popular franchise catapulting the handheld to success. During the summer, sales weaken and Nintendo takes a marginal lead, but Sony slowly closes the gap. By Christmas, both companies enjoy stellar sales figures and leave Microsoft in the dust.

2) Borderlands 2, primed for the summer, achieves tremendous numbers right from launch, a universal 9.5, and gets serious consideration for GOTY. Although, in all likelihood, the mainstream winner will be Grand Theft Auto 5 pending a release in 2012.

3) The Wii U, after a curiously worrisome reveal, is received with critical acclaim and mass Christmas sales to boot.  The first Nintendo home console to feature downloadable content, among the launch titles are a The Legend of Zelda: Majora's Mask remake and localized versions of The Last Story and Pandora's Tower for North America.

4) Banking on improving the 3-D experience, Microsoft presents a new attachment for the Xbox 360 to allow three-dimensional gaming. As an advertising stunt, the company will pair with a Japanese TV manufacturer (likely Panasonic) for a bundle that attracts large sales figures. Extending the lead over Sony, Microsoft feels ready to announce plans for a new console, preparing a Winter 2014 date.

5) After disappointing review scores and meager sales, Final Fantasy XIII-2 forces Square to shelf future plans for sequels. The developer shifts its focus to the MMO market, utilizing every resource to improve the FFXIV experience.

6) Star Wars: The Old Republic acquires a consistent player base of roughly seven million, and a mini-rivalry begins between Blizzard and Bioware. By winter, Mists of Pandaria causes a significant migration as Blizzard leaks the first details of its unknown project, Titan. The unfavourable response to the new World of Warcraft expansion makes some realms lose huge numbers, and the formidable monstrosity is left in peril. 

7) Some rumoured announcements are confirmed. Valve comments on the definite future of Half-Life and LucasArts confirms Star Wars: Battlefront 3 is in development for PS3, Xbox 360, PC and the Wii U. Also, E3 sees the unveiling of Team Fortress 3, Lost Planet 3, Left 4 Dead 3, a new Fallout, Just Cause 3, Mirror's Edge 2, a sequel to Red Dead Redemption, possibly Resident Evil 6 and more information regarding Diablo 3.

8) Overtly obvious at this point, but both Assassin's Creed 3 and the next Call of Duty manned by Treyarch will be shown. Likely the next locations for Ubisoft are Egypt and modern-day New York, featuring a new ancestor and a playable Desmond. For Activision, the next game will sell monstrously, though the franchise should show signs of faltering.

9) Mobile gaming explodes again. Rovio embarks on a completely new IP, EA-owned Popcap lets the world know of its new direction, and nearing the end of 2012, mobile sales start overtaking the main market of consoles.

10) This one is about the blog. Volatile Mode has a record year and gets referenced at least once by a leading gaming site.

I wish you all good luck and good fortune for the upcoming year, and please keep reading the blog. I'm aspiring for big things and I dearly hope all of you are along for the ride! Jeff out.