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The Street Fighter 5 backlash proves we value quantity over quality

Street Fighter 5’s launch has caused a minor, yet undeniable, outbreak of Internet Video Game Indignation. It’s not an overly serious one. Nothing like the Great Fury Geyser of PS3 Skyrim back in ’11, or the virulent outbreak of Konami Rage Fever late last year. But people are indeed upset about SF5’s lacklustre single-player launch content, and the initially dicey performance of its online servers. 
There are certainly criticisms to be made. I know, because I made those exact criticisms in my review this week. But the backlash is getting a bit disproportionate, for my money, with talk being bandied about of SF5 being little more than a paid beta. Street Fighter 5 is not that. What it is, is an incredibly good fighting game with theoretically limitless depth and longevity in vs. multiplayer, which has done a bad job of advertising that fact, as a result of being released a month earlier than it should have been. Possibly in order for its availability to tie into Capcom’s Pro Tour. The core game is stunning, but the peripheral features rounding out the package are rather lacking, and will remain so until they are expanded (for free) in March. 

What this does lead us into, however, is the interesting matter of what constitutes the perceived value of a video game in 2016. Because let’s think about Street Fighter 4 for a moment. SF5’s predecessor enjoyed a healthy, eight-year life before being superseded, its immense depth yielding endless discoveries and evolution in play over that period, the majority occurring within the experimental crucible of vs. play. Yes, there were a couple of expansions along the way, but even the vanilla version and starting character roster provided more than enough material for a seriously long tail, both at home and on the competitive pro scene. By any stretch of the imagination, Street Fighter 4 is a good value purchase, yet it’s also a game that initially didn’t deliver a huge amount more material content than SF5 will have by March. So why is Street Fighter 5 being lambasted?
It seems to me that within the current culture of video games – taking in both development and consumption – perceptions of what a game should contain have changed. Perhaps it’s the rise of bullet-point advertising, perhaps it’s the prevalence of 400-hour epics set in gigantic open-worlds, easily quantifiable in terms of square mileage. Whatever the cause, it seems that longevity through volume is a much easier sell than longevity through depth.
If you want an easy worked example, look at the irony of the online FPS. For years, it’s been pretty clear that the big staples of the genre, such as Call of Duty and Battlefield, live by their online multiplayer rather than their campaigns. Many players rattle through the single-player options on day-one, before leaping head-first into the various possibilities for sticking virtual bullets through real human heads, and then happily remain there until the next installment comes along. But launch an FPS that only has multiplayer – however good that FPS might be – and you’re going to have a hard time selling it, on console at least. Ironic, given the once-fashionable chatter about single-player being dead a few years ago, but true all the same. 
There are many notable casualties of this dynamic. Titanfall was pretty quickly dead after launch. Evolve was very quickly very dead. But the syndrome no longer applies only to shooters. Games with their origins in previous generations, when designs were a little more focused and contained, also seem to be running into problems, and Street Fighter is only the latest to butt heads with the modern perception of video game worth. It seems that if your game is perceived as doing only one thing, even if that thing has vast scope for systemic exploration, you now have to work much harder to impress.
Look at Hitman, for example. The series has been long-lauded, and rightly so, for the immense possibility held within its freeform, systemic assassination simulation, but when relaunching it with last-gen’s Absolution, developer IO seemed to develop a case of – perhaps understandable – stage fright. With stealth games having become increasingly immediate and action-driven since Hitman’s previous high-point in Blood Money, it seemed that confidence in the ability to sell a complex, open-ended simulation – one which required players to engineer their own fun with its tools – was not high. And so in Absolution we got a rather uneasy hybrid, blending sections of classic, non-linear Hitman with much less enjoyable, but more easily comprehensible, linear stab-‘em-ups. The result, unsurprisingly, was a game that satisfied few, regardless of their history with the series.
So what’s the answer? Do you accept the perception of niche appeal, and relegate your older franchises to the realm of the budget, download-only market? That might seem to make sense – many series, once deemed major releases, have successfully gone that way, from the likes of Worms and Bomberman, to the entire adventure genre – but for some of these franchises, that just isn’t an option.
Games like Hitman and Street Fighter may be ‘legacy’ properties, but they’re also legendary names, part of their respective developers’ and publishers’ fundamental DNA and prestige. They have to remain presented as major, AAA events. But there remains a difficult tension between the idealised, sometimes nostalgia-tinged aura of these storied properties, and the commercial realities of the modern gaming market. More so than any other sub-section of video games, if they’re not going above and beyond to fit in and sell their appeal, then they’re not doing enough.
Thankfully for all concerned, it seems that this is becoming understood. The new Hitman’s release strategy might have sounded bizarre at first, but it actually makes a great deal of sense when considered in terms of the challenges facing IO’s bid to reintroduce ‘pure’ Hitman. While the entire game can be bought upfront by those sure to make a long-term investment, it’s also going to be available piecemeal, each new mission environment past the initial starter pack released on a monthly, buy-as-you-wish basis.
This is canny on two different levels. Firstly, it provides an excellent ‘try before you (entirely) buy’ set-up for uncertain players, but more importantly, it creates an environment in which everyone playing Hitman will almost certainly deep-dive into the possibilities afforded by the game’s systems. With a month wait in between each level, and myriad special events and objectives promised along the way, Hitman has the best shot it’s ever going to get of encouraging even the less patient player to explore and discover what the game is really about.

Remember how people complained that Metal Gear Solid: Ground Zeroes could be ‘finished’ in a matter of minutes? Remember how many of us played it for tens of hours regardless? That’s the kind of engagement Hitman is going for, and the kind that it’s entirely capable of earning. It just needs to set out its stall in a way that properly communicates the potential.
In a rather different field – but representing a much more direct comparison to Street Fighter 5 – is Mortal Kombat X. Augmenting the traditional arcade and vs. modes with the persistent, online challenges of its Faction War set-up, the reworked, fully-playable dungeon-crawler presentation of unlockable content in its Krypt, and curated, ever-changing, online Challenge Towers, it also delivers an excellent, deliriously silly, and genuinely compulsive narrative campaign.
That last element, originally conceived for the series’ 2011 reboot, is a stand-out masterstroke. Not only does it provide a meaty, story-driven journey to satiate the desire for campaign play – delivering a real sense of value even in the unlikely event that a player never gets into the vs. side of things – but it’s also a fantastic, ambient training system, its intermittent character switch-ups forcing a deeper and more holistic understanding of the game as a simple matter of how it tells its story.
It’s all a wild contrast to Street Fighter 5. The irony is that Capcom’s game, as a piece of pure game design, would be hard to improve. It truly is one of the best crafted, most thoughtfully balanced, most rewardingly nuanced fighting games ever made. But alas, for many, it seems that is not enough, a circumstance that Street Fighter didn’t seem to understand until rather too late in development.
Perhaps Capcom’s long-standing relationship with competitive players skewed its priorities, or perhaps justified faith in the quality of its design blinded it to other demands of the modern market. The June release of Street Fighter 5’s own story mode certainly smacks of a last-minute realisation, as does the month-late launch of its challenge mode, which promises much needed proper training options, daily tasks, and special boss fight scenarios.
When all of these things arrive, the version of Street Fighter 5 they create will indeed be a worthy, packed-out offering that it will be easy to recommend to anyone, without reservation. The quality of the core game will not have changed of course. But then that part never needed to. But the thing is, in 2016, it’s not enough to just have AAA quality. You need to deliver it in a AAA package as well.

Star Wars Battlefront Review

It has been 10 years since the last full Star Wars Battlefront title was released. While a few features from the old games have been removed, the rest of the title has come on the leaps and bounds you would expect, from a ‘next gen’ reboot. So let’s dive straight into what makes this a stand out game and touch on the negatives, the dark side of the game; if you pardon the obligatory Sith pun.
Let’s start with one element of the game which has unquestionably improved, the visual experience! There is a reason that the PC specs for Star Wars Battlefront are set fairly high. The game is simply stunning. Though for those of you with lower end rigs don’t despair: the maps still look like living, believable worlds even on the lower graphics and texture settings. From the white Hoth snow to the vibrant forests on Endor, the quality of the levels are of an impeccable quality. Not only do they do justice to the films but each other of the planets, of which there are four currently available, are significantly different art wise. Matching the visuals, to create a truly immersive experience, is a phenomenal captivating sound board accompanied by the iconic Star Wars music score.
You can hear the difference between types of explosions, the location of weapon fire and other players moving around the map. One of the best examples is having a friendly soldier running along the wooden walkways of Endor and then jetpacking across between structures. You can really hear them coming up behind you and the noise from the jetpack, if you aren’t expecting it, is sometimes enough for you to start running or turning to fire.
One mechanic which initially seemed a simple step to cater to a casual gaming audience is the introduction of cooldown times, on special weapons and grenades. Since the announcement of the mechanic the development team’s choice has been a concern for many, seen as a way of dumbing down the gameplay. In actual fact it helps balance the game and keeps the action flowing.
A prime example is that sniper rifles which can do immense damage in one shot, as they would be expected to, cannot be used constantly. This makes gamers less likely to be camping in a sniping location; as it is much more effective to try a shot or two from long distance and then move forward towards an objective. Gamers with the deluxe edition do start with a slight advantage, when it comes to entering the battlefield. They will start with a few of these special weapons, including the vehicle wrecking Ion Torpedoes, available to them from the offset. However, these special weapons are quickly unlockable by playing.
The ‘Just one more game’ philosophy is one that is certainly not new but Star Wars Battlefront takes this to a new painstaking level. When a match finishes players are taken directly to the rank up screen to see if they obtained enough points to rank up. This is not the issue but from here the player must load into the next match before quitting. I am fortunate that this is a relatively short wait but some players have complained about 30 second loading times for matches. It is not a problem when wanting to play another game but when attempting to quit after finishing a match the waiting could potentially become irritating for some.
EA has clearly spent a lot of time carefully designing the maps, as they manage to offer a mixture of intricate paths and larger open expanses. Even the barren surface of Tatooine offers these close quarters paths which funnel players into choke-holds. At the same time, by simply equipping a jet pack maps seem to change considerably; new places and routes become available and this helps to add to the variety to the maps. Due to this, gamers will have to keep on their toes. If you attempt to camp in one spot for too long an enemy soldier will undoubtedly find another way around, or over, to take you out.

Fallout 4 Review (PC/Xbox One/PS4)

Fallout 4 is perhaps the most highly anticipated game of the year, and rightfully so. Coming from Bethesda, the team behind The Elder Scrolls and Fallout franchises, expectations are automatically through the roof. However, fear not fans of the series as you will not be disappointed. All the elements that make the previous games stand out are back with a range of new gameplay improvements and mechanics to add even more replayability to the game.
Compared to Fallout 3 or New Vegas, Fallout 4 has a story that is quite interesting compared to older games in the series. There are two time periods that you will get to experience in Fallout 4, the pre-war which takes place in 2075 where you find your customized character is living harmoniously with your family in the Sanctuary Hills, Boston. Just before a nuclear fallout happens, your family, including yourself, are lucky enough to get into Vault 111. Just when you thought you will be safe, you and your family are cryogenized in a pod. You will then find yourself awaken 200 years later with your spouse dead and kid kidnapped by some group of people. This will then start your journey in finding the culprit behind the abduction of your child and the mystery that happened in Vault 111.
First up, Looting has been dramatically improved by the use of a new looting interface system and as an integral part of any RPG, this is only good news. Unlike previous Bethesda titles, where the player were taken into a menu when attempting to pick up loot from even a small footlocker, Fallout 4’s looting is done by simply looking at an object to determine what loot is available within an object and grabbing it. For gamers who horde a lot of junk from the world, to collect junk for crafting or to sell on at vendors, this speeds up the game. It is also nice to see the back of the immersion breaking trip in and out of menus.
Due to the ease of looting and the new incredible crafting system, the inner hoarder in every player will surface at some point throughout the game. In previous Fallout titles, some players looted everything, including cutlery, to obtain huge amounts of bottle caps. However in Fallout 4, it is hard to let go of even dirty ashtrays and empty milk bottles simply for their materials that could be used for some sort of crafting. The constant thought of “what if I need that later?” will see players going as far as dropping weapons and armor so that they can hold onto materials such as adhesives solely for crafting. Never before has Wonderglue been so sort after. In other words, crafting is big in Fallout 4 as you can craft pretty much every items that you would need from stimpacks, armors, and weapons.
In addition to crafting, one main feature of Fallout 4 is the addition of making a settlement for the survivors of the nuclear fallout. Those who have played Fallout Shelter on mobile, you will get somewhat of an idea on how rebuilding a settlement works. Using the Workshop feature, you can scrap any items that you find in the settlement and use the scrapped items in crafting things for the settlement like furniture, generator, water resources, and many more. Your objective is to keep that settlement alive by giving them their needs like food, electricity, and water. You will know if you’re doing a good job in rebuilding settlement through the happy face indicator on the world map.

The Elder Scrolls Online: The Imperial City DLC Review

Almost three months after the launch of The Elder Scrolls Online: Tamriel Edition, Zenimax Online Studios released its first DLC pack titled, The Imperial City. Since its transition to a subscription-free model, Zenimax Online has decided to release new content via paid DLC packs. With the content being free for TESO plus subscribes or 2500 Crowns on the Crown Store, is the expansion worth the investment or are you better off saving your money?
The Imperial City DLC takes place in Cyrodiil. Fans who have played Oblivion will find the area somewhat familiar as some of the locations of the DLC are at the Imperial Sewers and the City District. This time, it’s entirely different as the Daedric Prince of Lies, Molag Bal, have taken over the city in search of an Elder Scroll known to be hidden somewhere in the city – and this is where you come in. Offering two dungeons that are open to all levels, gamers will go through the Imperial City Prison and the White Gold Tower as they rid of the Deadras and save the Elder Scrolls from them. Luckily, those who haven’t reached the Veteran Rank will be able to access the new dungeons as it’s scaled based on the level of the group leader. However, when it comes to exploring the City District, it’s recommended that you are at least at Veteran Rank.
 Compared to the old dungeons in The Elder Scrolls Online, the two new dungeons now being offered in the Imperial City DLC are a lot better as they’re more challenging and requires better coordination between your teammates to succeed. The enemies you face in the dungeon are phenomenally well crafted and expect them to give players a hard time. Each of the bosses in the two dungeons have their own set of skills that players will need to learn in order to take them down. Unlike other dungeons that are short, both the Imperial City Prison and White Gold Tower have long paths that players will have to go through and it will take at least an hour to finish them. If you are one of those people who haven’t reached level 50 yet, running through this dungeon will help you level up faster.
As for those who are at max Veteran Rank, the level has been increased by 1 and with the Imperial City DLC, you can get a more powerful gear through collecting Tel Var Stones- these stones can be obtained in the Imperial City District. The more stones that you get, the more chances you can get a powerful gear. Players who have enough Tel Var Stones can exchange it in the Imperial City Sewers for various things like an ingredient to craft a rare item, or a lockbox that will give you a random purple gear. Getting the stones is easy as you can get them by taking down monsters in the City District and completing quests. There are good and bad things about it though – the more Tel Var Stones you get, the multiplier increases, but beware, it all can be gone in a blink of an eye so its best to store there in your personal bank in the sewers.

Most Disappointing Game of 2015 – Destiny: The Taken King

When Destiny: The Taken King released, it seemed like Bungie heard our complaints and they listened. They decreased the grind, added new subclasses, new locations were added, changed the light system, attempted to improve various things, the latest raid added a lot of interesting mechanics, quests were implemented and we had various secrets to discover. But as time progressed we slowly, but surely, learned that Destiny: The Taken King was the usual one step forward, two steps back.
The first big hit was when we discovered how to unlock sleeper simulant. After various people spending weeks discussing minute details, comparing the design to specific missions/Rasputin and wondering if we needed to do something on a certain daily heroic and various other things, it turned out the secret was to just wait for Bungie to enable it. Not only did this hurt the communities morale, but it was just one of several things we later learned simply weren’t obtainable yet.
From there the problems only worsened when people started to realize the flaws with the light system. What was originally an exciting system that offered plenty of variety and made engrams exciting again, quickly became more of the same when you got to the point where you needed raid gear to increase your light. Even this would have been fine, but raid gear no longer dropped at the current cap, resulting in what the community refers to as “double RNG.” So now you didn’t just need to get a drop and have it be the right type of drop, it also had to have a certain amount of light. To make matters worse, infusing items up a couple of levels is a huge drain of resources and the difference it makes is relatively small in the grand scheme of things, essentially killing the grind for many.
Bungie tried to address these concerns by implementing more ways to get top tier gear, though most of them fell flat. Iron Banner is too limited to be helpful, Trials was largely viewed as more hassle than its worth, SRL requires a massive time investment to get to the point where you can achieve such items and the raid challenges left many disappointed.

When the community first discovered the challenges, it filled the top players with wonder and excitement for the future. There were plenty of theories and speculation, but the reality was pretty underwhelming. For many the first challenge was doing what they always do ad the second challenge was little more than a tweak or two for most groups. The final challenge, which involved Oryx, required several groups to change their tactics, though the end result was many deciding the challenge method is actually easier than the previous methods. Needless to say, what was exciting for some, quickly became an underwhelming addition that simply didn’t live up to expectations.
After launch we also saw Bungie finally implement microtransactions to Destiny: The Taken King. This was a move many expected, though the end result surprised many. While the first batch of items were, arguably overpriced, emotes, later additions were less favorable. The Halloween event added timed exclusive emotes and a special mask that you could randomly get from a paid package (one was given for free to everyone), with the next event offering a special book that tracked your stats with rewards for completing tasks and the latest item being a paid boost to level 25, plus a fully leveled subclass. These additions have resulted in the community torn, with fear that Destiny will continue down this path, ultimately selling top tier gear for a small cash investment.
Needless to say, what started as a step in the right direction quickly became more of the same or in some cases, actually were worse than before. Sure Destiny is still fun to play, but what makes it so bad is here we are a year and some months, plus three expansions, later and we’re still seeing the same problems we saw on day one.

Ghostbusters, ecco la prima foto del nuovo film: gli acchiappafantasmi sono quattro donne

L'anno scorso l'originale aveva compiuto 30 anni. La pellicola, che incassò oltre 400 milioni di dollari, diventata un cult, avrà un reboot in rosa. Infatti nella nuova pellicola le protagoniste sono quattro ragazze
L’anno scorso l’originale aveva compiuto 30 anni. La pellicola, che incassò oltre 400 milioni di dollari, diventata un cult, avrà un reboot in rosa. Infatti nella nuova pellicola di Ghostbuster gli acchiappafantasmi sono quattro ragazze. La nuova foto ufficiale della pellicola è stata diffusa sulla pagina Facebook. Le quattro attrici, tuta d’ordinanza e sguardo fiero, sono Melissa McCarthy, Kristen Wiig, Kate McKinnon e Leslie Jones.
Nello scatto si vede le cacciatrici imbracciano i loro fucili a raggi protonici diventati famosi con il primo quartetto. L’uscita del film negli Usa è prevista per luglio 2016. Nel cast ci saranno anche i protagonisti dei primi due film, da Sigourney Weaver a Ernie Hudson, da Dan Aykroyd a Bill Murray. Non ci sarà Harold Ramis, il mitico Egon Splenger morto nel febbraio del 2014. 

Ghostbusters Remake: quattro nuovi character poster

Le informazioni sul remake di Ghostbusters continuano ad arrivare a poco a poco, una immagine alla volta. Oggi è il turno di quattro poster che ci mostrano "particolari" delle protagoniste!
Cosa ne pensate? Vi piace il look?
Ghostbusters uscirà il 22 luglio 2016 negli Stati Uniti e vedrà Paul Feig dirigere un cast composto da Melissa McCarthyKristen WiigKate McKinnon e Leslie Jones con Chris Hemsworth nei panni del receptionist della squadra.



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