Thursday, 17 September 2015

11 things that ruined video games forever

Ruined gaming
It’s undeniable that video games are one of the most important and profitable entertainment mediums of the modern era. They’ve evolved from incredibly primitive, abstract experiences like Pong to fully immersive, realistic simulations that let you live a million fantasy lives. And, soon enough, Oculus Rift and other VR products will make them even more immersive.
You know what, though? Gaming could be even more awesome if different decisions had been made. You might not agree with all of them, but here are 11 “features” that ruined games forever.
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Continues as a form of extortion

The first arcade game that let players continue where they left off was Fantasy in 1981, and it changed the way we interacted with games forever. Previously, arcade players had just a single quarter to do their best against the machine, and everybody was on the same level. But now, people with more money to spend could keep their game going longer, removing the skill barrier. It wasn’t long before continues were standard practice, and arcade titles likeDouble Dragon became artificially difficult to siphon money out of your pockets.
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Celebrity game designers

The first company to give designers credit for their software was Activision, and in the decades since their founding, the cult of the “game designer” has only grown. The thing is, no one person is responsible for the success or failure of a big-budget game. That didn’t stop us from canonizing game developers as the celebrities of the industry. The nadir probably came in the late 90s with John Romero making you his bitch with Daikatana, but people like Peter Molyneux should make us very cautious of putting too much trust in any designer who puts their personality over their games.
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Quicksaves

As games got longer and more difficult, players wanted a way to step away and resume their progress later. The first Legend of Zelda introduced saving to console gamers, but PC players had been saving since 1981’s Zork, if not earlier. It wasn’t long before PC gamers got used to being able to save and reload at any opportunity. That’s all well and good, but one of the most important aspects of video game is using repetition to build skills. By saving and reloading obsessively — “save scumming,” as it’s sometimes known — we reduce games to weird, unpleasant trial-and-error experiences and take ourselves out of the flow state.
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Long cutscenes

The whole point of video games is that they let you influence a living story with your own skill and decisions. So why is just about every game that hits the market now loaded down with non-interactive cutscenes that play the game for you? Pac-Man had brief animated segments in between sets of levels, which grew and grew until some games like Metal Gear Solid 4 have a staggering 71 minutes of cutscene. Let’s face it: many video game designers are lousy movie directors, and they should stick with what they know.
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Quick time events

One of the biggest problems with video games is translating controller inputs into on-screen actions. It works out fine when your avatar only has to do a couple different things — jump and shoot, for instance — but the more complex the simulation becomes, the less adequate the amount of buttons you have at your disposal are. One way that developers have addressed this is with “quick time events,” which connect timed button presses with a variety of events. Arguably popularized in Yu Suzuki’s Shenmue, they’ve become an unavoidable part of most action games.
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Game walkthroughs

A game designer is, in many ways, like a God. He or she creates a little world with its own rules and inhabitants and then opens it up for gamers to explore. Part of the pleasure of gaming is diving into that new terrain and discovering what it has to offer. So when GameFAQs opened for business in 1995, it marked the end of an era for the medium. Instead of having to figure stuff out yourselves, you could just go on your computer and download a massive text file that spelled out where every secret was and spoiled every plot development. Why not just hire somebody to play the game for you in that case?
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Online gaming causing dehumanization

When you wanted to play games against people twenty years ago, you did it in the arcade, where you had to look your opponent in the eye, win or lose. PC gaming had an equivalent with the LAN party, where gamers got together and brought their boxes to a big room to play Quake and Marathon. But as internet connection speeds increased, we stopped doing that and instead turned to competing online. Not being in the same room as the person you’re fragging is innately dehumanizing, creating a generation of gamers whose main social interaction is yelling racial slurs over Xbox Live.
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Pre-ordering

In the old days, video games didn’t all hit stores on the same day, so there wasn’t a panicked rush to get your hands on the newest titles. Sega changed all that on “Sonic 2sday,” when they managed to make copies of their platformer sequel all land at the same time, and now “release day” is a weekly event. Publishers saw this and created an atmosphere of artificial scarcity where you could put money down in advance and guarantee yourself a copy via pre-order. The problem with this is, obviously, if the game’s not any good you’re out the cash. With digital distribution, there is literally no reason to ever place a pre-order, so hopefully this crap will die out soon — but too bad digital pre-purchases often come with in-game bonuses like items or maps.
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DLC

In the old days, when you bought a game you knew exactly what you were getting — a complete experience that was worth the money. With the introduction of downloadable content, though, now your $60 doesn’t even get you the whole game. Publishers now expect to be able to bilk more cash out of gullible gamers a nickel and dime at a time with downloadable content. This varies from cosmetic additions that you can live without to great heaping lumps of game. Now you can even buy fighting games where you have to pay extra for each combatant, and we’re not even going into the worst kind of DLC, where publishers make you pay just to unlock stuff that’s already on the game disc.
early-access

Early access

On the surface, the idea of early access game builds seems like a winner for everybody. Game developers get to have a group of players to test new features and help them make them better. Gamers get a chance to see the development process and play games before anyone else. But in practice, early access has been an unmitigated disaster. For every game that continues to deliver updates like Vlambeer’s Nuclear Throne, there are a dozen more that dissolve into never-released piles of broken promises and ambitious ideas. Early access has enabled studios to make money from unfinished games with few repercussions, and that’s bad for everyone. Perhaps worse, gamers tend to play the crap out of early access games, ultimately getting bored of a work-in-progress game, then having trouble going back to the finished product when it finally releases.
microtransactions

Microtransactions

Once game publishers learned that they could get money out of us even after we bought the game, the floodgates were opened for all kinds of extra charges. Probably the most odious are microtransactions, which we see a lot in mobile gaming but are starting to make their way into console and PC titles as well. One of the worst microtransactions are the ones that give you an advantage in the game, completely removing the need for skill entirely. If you’re not playing a game to get better at it, what’s the point? You might as well be watching anime on Netflix. Even worse, though, are the microtransactions that are basically required to progress in a game.
So what do you think? Are there any game-ruiners we missed on this list? Argue about it in the comments. Oh, comments also ruined gaming. Deal with it.

Street Fighter 5 Adds Karin to Fighter Roster

image descriptionAs the March 2016 release date for Street Fighter 5 draws closer, Capcom has been ramping up their social media presence, revealing a number of new and old characters who will be present on the next iteration of Street Fighter‘s character roster. Only a week ago, a new character named Rashid was revealed at the Games15 event in Dubai, adding even more ethnic diversity to the game’s already international cast. Just before that, fan-favorite grappler R. Mika joined the roster, ready to powerbomb her way into fighting fans’ hearts once more.
With the game’s release only six months away, it makes sense that Capcom has begun to release more news about the roster composition at a much faster clip. While Capcom has primarily focused on new characters or series stalwarts, that’s changing with their most recent fighter showcase, as Capcom is dialing up a blast from the past whose time away from Street Fighter spans almost two decades.
Capcom confirmed at the Tokyo Game Show 2015 that Karin Kanzuki has joined the roster of playable characters in Street Fighter 5, alongside other more recognizable Street Fighter veterans like Vega. Karin last appeared in Street Fighter Alpha 3, which was released in 1998, and has since only appeared in crossover titles like Capcom Fighting Evolution. Karin joins other Street Fighter Alpha 3 veterans Birdie and R. Mika, lending some more credence to a fan theory that Street Fighter 5 is a sequel to Alpha 3.
In terms of gameplay, however, the trailer that accompanied Karin’s reveal seems to indicate that she will be nothing like Birdie when it comes to fighting. Karin appears to have a quick dash much like Rashid, as well as a back step move that looks like it will give opposing players nightmares trying to choose the right blocks. Also present is Karin’s renowned disdain of the middle-class as well as her haughty, condescending laugh, both of which are on full display over the course of the trailer.
Perhaps the most interesting thing about Karin’s reveal, though, is that it might hint towards another character that will be joining the roster soon. Karin is known for her rivalry with Sakura, who was most recently featured in Super Street Fighter 4 and has heavy ties to series icon Ryu. Given that R. Mika, who Karin’s family sponsors as a wrestler after the events of Alpha 3, is already present, it only makes sense to include Karin’s old enemy as well.
Are you excited so many older, forgotten characters are getting their chance to shine again? Which character addition would make the Street Fighter 5 roster perfect? Let us know in the comments.In addition to Karin’s character reveal, Capcom also announced the Capcom Fighters Network (CFN), a community that will be built into Street Fighter 5 at the time of its simultaneous global release. CFN will allow players to compare stats, replay videos, and send battle invitations to others on the network, which will hopefully be much more stable now that Capcom has learned from the rocky Street Fighter 5 beta launch a few months ago.
Street Fighter 5 releases for PS4 and PC in March 2016.

Destiny Guide: How to Get an Exotic Sword

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The Taken King brings a host of new content to Destiny — but many players will be looking forward to the new weapons on offer the most. One of the most desirable new tools of destruction is the sword, and it can only be obtained via an endgame quest. With this guide, you’ll be slicing and dicing in no time.
First, there are a couple of pre-requisites before you get started. You need to complete the main quest of The Taken King, and you also need to earn the right to Patrol the Dreadnaught by completing the mission ‘Dread Patrol’. Then, you’ll need to head to the Tower and speak to Eris to receive a quest entitled ‘A Broken Will’.
The first step of the quest is to speak to Lord Shaxx in the Hall of Guardians, and the second is to farm 25 Hadium Flakes and 10 Motes of Light. The Flakes are best gathered via the newly found chest exploit in the Dreadnaught Patrol. When you’re done, hand over those materials to Shaxx.
The next step is to decide what sort of blade you want from the three types of elemental damage in the game — Arc, Void or Solar. You’ll need to supply 25 Relic Iron, Spinmetal or Helium Filaments depending on which variant you opt for. Keep in mind that this will determine what damage your weapon outputs, as well as which element it defends against best.
destiny taken king mayhem hunter


He’ll challenge you to kill 50 Majors in PvE and 25 other Guardians in the Crucible with your new sword. The rarity of Heavy Weapon ammo might prove to be a frustration while attempting the latter, so remember that you can deal damage by striking people with the hilt when you don’t have the resources for a proper attack.
Next, it’s time to reforge your sword in the aptly titled ‘A Sword Reforged’ quest. To get going, upgrade your sword fully and infuse it up to an attack value of more than 280. That should unlock a fifth perk, at which point you’ll want to go talk to Lord Shaxx again.
Now it’s time to get into a sword-fight. Head to the Dreadnaught Patrol once again and seek out Ecthar, the Sword of Oryx. Navigate to The Founts by moving through the Cabal ship and exiting through the last passage on the left, then enter the first hole in the ground and circle round until you come across the entrance to the middle room.
There will be three Warden Knights here, each with a different elemental shield. Soften them up, but don’t kill them — you’ll need to dispatch all three with one Super to gain access to the Asylum. Once you’re in, kill off enemies until Ecthar takes a swing at you.
destiny taken king echo chamber

Ecthar’s shield can only be damaged by attacks from your sword, so make sure to have it handy. Remember your ability to block, and you should be able to see him off without too much trouble. Once he’s chopped to bits, speak to Shaxx to complete the quest.
Next, it’s time to turn your Legendary sword into an Exotic. Speak to Shaxx, and he’ll ask you to farm some rare materials and kill some enemies with the appropriate elemental damage. The latter isn’t too much of an issue, but finding the uncommon variants of standard materials might take some time. Chests don’t work, so it’s a matter of going on Patrol and hitting the same spots over and over again.
Once this is done, speak to Shaxx and he’ll put your order in. The Exotic version of your sword will arrive on the next Armsday — which might be a difficult wait, after all the work you’ve put in. Stay tuned to Game Rant for all the latest guides and strategies for the new content that’s been added into Destiny with The Taken King.

First Assault is a free-to-play Ghost in the Shell FPS coming soon

First Assault PortRun
Free-to-play publisher Nexon has announced a new tactical FPS based in the Ghost in the Shell universe, and it has a really catchy name. Ghost in the Shell: Stand Alone Complex – First Assault Online is the full name (GitS: SAC – FAO for short!) but it's probably easier to refer to it as First Assault. I think that's sensible.
When it launches next year the game will boast eight characters, with each customizable with "specialized body augmentations, weapon attachments and enhanecd abilities". There's also something called 'SkillSync', which apparently allows players to share their "cyber-abilities" on the field to create "devastating combinations". 
While the game won't launch until 2016, a closed beta phase will operate from October 1-4. You can register your interest for that over here. The below trailer shows some of the game in action.

Fallout 4 retro remake makes you long for the original

Fallout 4 isometric remake
As a way to promote his own game, Stasis, and celebrate Bethesda’s upcoming open-world time-suck, Fallout 4, game designer Christopher Bischoff remade the upcoming trip back into the Wasteland as the old-school isometric RPG that kicked off the series. While no one is complaining that Fallout 3New Vegas, and the upcoming Fallout 4 are set in sprawling 3D worlds, after seeing Bischoff’s work, people might start complaining a little bit that there isn’t an isometric version.
Previously, Bischoff gave the now-dead Irrational Games’ BioShockthe overhead RPG treatment. Not only did it look absolutely amazing, but he managed to keep the creepy, incredible atmosphere and sense of dread from the original game. Unlike BioShock, though, Fallout started life as an overhead RPG, so this is more of a return to the series’ roots.
Fallout 4 isometric remake
Bischoff’s retro remake work has always looked great so far, and if you’re craving new games with the overhead look, the game he made these Fallout 4 renders to help promote should satisfy those urges. Stasis is an isometric sci-fi horror game inspired by sci-fi staples like Alien, and isometric horror classics like Sanitarium. Bischoff also said that the original isometric Fallout games were huge influences on Stasis — Mark Morgan, composer of the Fallout 1 and 2’s soundtrack, even did the soundtrack for Stasis.
Stasis just released on August 31, and it so far looks really good, receiving very positive scores from both Metacritic and Steam. Check out the launch trailer for Stasis below, and give it a purchase on Steam or on GOG if it piques your interest. At worst, it’ll at least be extremely pretty to look at.

EA’s Peter Moore Wants More Female Game Developers

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It’s no secret that the video game industry has long been dominated by male developers. In fact, according to a study released last year by International Game Developers Association (IGDA), women still only make up about a quarter of developers in the industry. Fortunately, that’s double the number of female developers in 2009.
Despite this improvement, it seems the folks at Electronic Arts would like to see more women enter the industry and take on more important roles at development companies. At least that’s the thinking of EA’s COO, Peter Moore.
In a recent interview with Fortune, Moore revealed that the gaming giant is working to lead the charge, by increasing not only the number of women in their office, but also encouraging women to helm major projects at Electronic Arts. According to Moore:
“We’ve gone from the personification of what we believe women should look like in a video game, to actually involving women in making video games, to today where at Electronic Arts we have some of our most powerful franchises overseen by women who manage hundreds of men.”
EA currently has numerous women in leadership positions for upcoming triple-A titles. Sara Jansson currently works as executive producer on the studio’s upcoming game, Mirror’s Edge Catalyst; Sigurlina Ingvarsdottir is senior producer with Star Wars Battlefront at DICE; Rachel Franklin is executive producer of The Sims 4; Samantha Ryan is a senior vice president and general manager in charge of EA’s mobile initiatives; Amy Hennig is creative director at Visceral Games working on a new Star Wars game; and Jade Raymond is leading EA-owned Motive in Montreal.
Jade Raymond Joins EA

While it’s nice to see some positive changes happening in the industry, women haven’t always been celebrated like they are today. In fact, it can be argued that it wasn’t until last year’s Gamergate controversy that people became truly aware of the issue. In his interview, Moore mentioned Gamergate and the influence it has had on EA over the last year:
“You can look at the last twelve months with everything that has gone on with Gamergate, that it’s made us all pay attention to this issue. When we talk about what I call D&I, Diversity & Inclusion, at EA, it’s never far from our minds when we make hiring decisions.”
It’s apparent in the gaming industry that women are getting more say and opportunity, but it’s likely the true affects of this shift won’t be felt for another few years. As girls in middle and high school start to see more opportunities open up for women in the industry, it’s likely colleges will see more female enrollees seeking the training and degrees they’ll need to enter the industry. It’ll be interesting to watch this shift over the next few years.
What do you think about Moore’s comments on women in the industry? Let us know your thoughts in the comment section below.

Fallout 4 Mod Tools Coming ‘Early 2016’

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The ability to mod video games lets folks to tinker with practically all of a title’s components from the ground up until the base model has been remolded to either fit a player’s liking, or simply to make wild, imaginative creations. Fortunately, Bethesda will allow fans to do just that withFallout 4 mod tools after it releases. Prior to the developer’s forthcoming entry, the modding community has put the post-apocalyptic series on the receiving end of mod-treatments many times over, as seen in videos like theFallout: The Frontier mod trailer – a complete nuclear winter re-imagining of New Vegas.
As most of the gaming world would attest, Fallout 4 is arguably one of the most highly anticipated titles of the year, and fans are doubly excited about being able to make the game unique in their own ways, as mods were being developed almost immediately after the sequel was announced. Bethesda is all for players getting their hands dirty when it comes to altering the Wasteland, which is why the studio is putting out the game’s Creation Kit out as soon as humanly possible.
During a recently released Bethesda.net interview recorded during E3 2015, Fallout 4‘s director, Todd Howard, touched on the game’s new feature that gives players the chance to craft and customize weapons, armor, and settlements, likening the process to Minecraft. Even though the gameplay component is completely optional, Howard believes that purely giving fans the opportunity to do so automatically builds a rapport with the community, as it introduces even more freedom in the game. But for those who enjoy the capacity to create stuff outside of the title, the director says that Fallout 4‘s Creation Kit will be available some time in “early 2016”.
When it comes to Bethesda‘s views on open world design, Howard trusts that giving fans more options and more choices ultimately pays off in the long run. Regarding the matter, he says:
“The world ultimately becomes the main character of our games. A lot of stuff we do, we want to show you that world, and you immediately think, ‘What would I do in that circumstance? Who would I want to be?’ and that makes it much more personal to you, and much more of a different experience than other games, other types of entertainment. The more you can say yes to the player, the better we are.”
For the most part, Todd Howard is right. Not only does offering fans the materials to produce original content for games give the titles a more individualized feeling, but it also teaches significant lessons regarding game design. Once mod tools are officially in the hands of fans, there’s no telling what kind of interesting creations will be thrown into the mix. Certainly, the ingenuity of Fallout 4 fans will live up to Howard’s ideas of what it takes to make better loot.
Fallout 4 is set to release on November 10, 2015 for PC, PlayStation 4, and Xbox One.