64GB Switch Carts Are Delayed? Alright Then

Allegedly, according to unnamed sources, the 64GB physical game storage cards for Nintendo Switch are delayed from mid 2018, to 2019. Let’s break down why this isn’t a big deal.

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So first off, you need to understand that 64GB cards would be a significant deal, if only because, as I have noted before, this would surpass the limit for physical media on PS4 and Xbox, as Blu-Rays only go to 50GB. At least we would hear the last of “The cards aren’t big enough”, right?!

So the sources state that some western publishers especially are displeased with this. I have to ask, just who that would be? It’s not EA, or Activision, that’s for sure, because to our knowledge they just gave up. It’s not likely to be Ubisoft, as their games come in usually well sized. So that leaves Bethesda, who has done a good job with deciding what to put on a cart, and 2K. I bet it’s 2K.

So L.A. Noire on Nintendo Switch is a big game. 27.4GB in fact. That *would* fit on a 32GB card, but as noted during the entirety of the Switch Tax debacle and as noted by developers, that’s too expensive to produce, so they opt for 16GB cards normally, like Skyrim and DOOM did. L.A Noire comes on an 8GB card. Yes, even cheaper than 16GB, and the rest of the game is a download. I would like to take this opportunity to point out yet again, this is the same situation on PS4 and Xbox One as well. 2K took the cheap route.

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Now one thing I want to know is just what Switch games will be upwards to 64GB? Certainly some will come in above 32GB yes, but most certainly not near 50GB or higher. That’s absurd even on PS4 and Xbox One, and when it does happen it’s because of 4K assets (Where files hit 100GBs!) or the game being 10-20GB over.

But any game from those systems being ported to Switch would have to be downgraded. If they aren’t the games wont run with the higher quality assets, the system can’t handle it. So lower quality, and most importantly smaller in size, assets will be used. This should, all things hopeful anyway, reduce the file size from the 50GBs. So this raises the question, what games would be above 50GBs on the system? Maybe two or three games as a bundle on one card, but not a single title, surely?

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But this leads to another point. Most publishers right now, as shown with 2K, Bethesda, and more, find 32GBs too expensive t use, settling for 16GB, or foolishly 8GB. Now in the case of 16GB often they don’t actually need to go higher, such as with Skyrim, but sometimes stretching for 32GB would be fine.

But the publishers are so allergic to the notion of 32GB cards at their current price, that it makes the mind go wild over just why they would be upset over the notion of a bigger, much more expensive card not being ready yet, when they won’t shell out for what IS a cheaper card comparatively, even at the current price! Why are they upset if they won’t use 32GB with places stating “cost” is the reason. This just doesn’t add up.

 

Of course there is the belief that the introduction of a 64GB card will drive down prices of the others, and this isn’t strictly true. What will drive down the price is the manufacturing process getting cheaper and the Flash NAND chip shortage as noted by Toshiba being in part due to smart phones, ending. If the cost to make them falls, the cost to buy them will too. If you start making a newer, bigger, more expensive card, it doesn’t suddenly make the smaller ones cheaper.

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But this all ties in to my last article on the matter of physical media not evolving. Sony and Microsoft are stuck with 50GB Blu-Rays and those can’t hold the games at 4k resolutions they are so desperately chasing. It’s been 11 years since Blu-Ray was used for games, surely by now they should be on to UHD Blu-Ray? Problem is cost. That’s expensive, so they won’t. But it’s funny that in a year or two, the Nintendo Switch will be outpacing what they can store in a disc, in a tiny little cartridge.

As I said before, physical media needs to catch up, and it looks like it has if these 64GB cards are anything to go by. All we need is the shortage to end, and the prices to fall, and Blu-Ray will be outdated for everything except 4K assets. Even then, who knows right?

 

Thanks for reading, and if you liked this article give it a share on social media, and I will see you next time. Until then, Happy Gaming!

2017 In Gaming: A Look Back Over 12 Months

2017 has been a bit of wild ride, from new systems, new franchises, a lot of old franchises, incredible highs and some very deep lows.

 

If you were to really take away one from this year in gaming, it’s that new hardware came and really impressed the world.

Where the PS4 Pro was a relatively safe (And some would argue lacklustre) refresh of the PS4, the Xbox One X stormed ahead and probably could just be considered a new generation of hardware of its own. This machine has proven itself to be a real powerhouse, and a lot of people were doubting it, both in part to the Xbox One having lower sales than the PS4, but by no means bad, we should stress, and its high price leading to a question: Who is it for? For the enthusiast it has taken the crowd by surprise.

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Also of note is the Nintendo Switch, a machine so many were down prior to launch, and coming off the back of the Wii U and 2016 had many wondering if Nintendo had a place in the market anymore, including its own software partners. While it had a quieter start, demand was high from the off, and only grew. The real story is how over 10 months the perspective changed from doom and gloom, to “Oh it’s only early success, itll fall off”, to “Itll be dead by Xmas”, to a quieter rumbling of things still left to improve. If that isn’t a turn around, who knows what is.

The 3DS also had a hot year with many in-demand games and its end of life revision in the New 2DS XL being released. The little handheld has some time left in the sun, but no more than a year or two.

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The PS4 had a quieter year, if only because business as usual isn’t noteworthy. 70 million units out in the world now, 4 years in, that’s pretty good. PSVR also hit 2 million despite a lack of compelling software because…price cuts I suppose, but the VR competition is lagging behind, and the market shows a chance of stalling without further innovation and software.

Overall then, hardware wise, it has been a fantastic year with every company really on top of their hardware game.

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On to software then, the success stories really come from Sony and Nintendo, with Sony opting to front load its year with first party releases and major third-party titles before dropping off and letting the maligned GT Sport and third party deals flood the latter half of the year. Additionally, press events like Paris Games Week and E3 left a lot to be desired. People can only see the same game so many times without a release date.

Nintendo maintained a steady stream of games for both systems throughout the year. Critical and commercial darlings flooded their hardware and third parties developer some strong showings for once, despite a lack of desire to do so early on. Furthermore, gamers proved receptive to the software, with titles like Splatoon 2, Breath of the Wild, and Super Mario Odyssey setting records for their respective franchises.

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Microsoft once again limped along on third-party offerings, but majority of sales were on PS4. Furthermore the cancellation of exclusives like Scalebound and closure of notable studios left the future in question, as well as delaying what few exclusives were planned to next year. Maybe it will pick up then.

The indie scene proved to be on fire with once again the Nintendo Switch dominating the stories there with very high indie sales. Steam fell behind in this regard and Sony seemingly lost interest, but the quality on display this year has been unmistakable.

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Third parties as well proved a force to be reckoned with. If we ignore EA, as Mass Effect was a mess and their later games proved less than welcome with bad business decisions. Games like Nier, Nioh, Sonic Mania, Wolfenstein 2, Assassins Creed Origins, Mario + Rabbids, all proved surprise hits. Sure there were duds like Sonic Forces, but third parties not only showed renewed passion in their work, but renewed creativity.

Interestingly 2017 saw huge backlash against micro-transactions and lootboxes in gaming, as companies attempt to push them harder and harder into the core structure of games. This perhaps will be evidenced next year if more games opt to do this, and maybe this indicates a boom in the indie scene. Certainly “AA” games like Hellblade have shown they have a place, and companies like Square Enix have renewed interest in mid-range titles.

 

2017 will likely go down as a highlight year for the renewal of an industry that seemed to be struggling with staying fresh. Many companies came back from the brink and brought their A Game, and while there were some very loud duds from some, and some fresh controversy, it doesn’t drown out that regardless of what platform you choose, you had a fine year.

Except maybe Steam. I can’t see wading through that as fine. Seriously, sort that out Valve.

 

You’ll need to forgive me about this being a shorter piece. There isn’t much to say for this year beyond “It was really good”. Barring the issues around lootboxes later in the year and EA being EA…it’s been a fine year all around! So until next time, Happy Gaming!

Sonic Forces Has Some Dire DLC…

I never thought I would write the following words: Super Sonic is DLC.

 

Okay, so before we go in to this, we need context on both Super Sonic, and Sanic.

Sanic is a meme. Honestly I would love to just leave it there and have it expunged from the game entirely, but the series has decided to embrace the crudely drawn MS Paint rendition of Sonic, dubbed “Sanic”, in ways that move beyond just the TV Show as a reference (Alongside the fan-fiction of all things) and a nod in LEGO Dimensions.

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Sanic is available, for free, in all copies of the game, as a t-shirt design for your custom character. Okay, at least it’s free. I mean I would honestly prefer it if the series was a little more….delicate? about being self-aware, rather than just opening the door and saying “Yes, all this mockery online is entirely just”. We all know how the mockery of a fan base can actually impact people mentally, it’s not a very smart thing to do, just let folks enjoy what they enjoy, you know?

I think there is a fine balance between being self-aware and poking fun, and straight up embracing what was a joke meant to demean the franchise and it’s titles (Because many have been lacklustre prior to 2010, and a couple since) feels like…almost giving up. Like the series has no integrity anymore. On one hand yes, nice joke, and in some loose ways it does fit the avatar creation side of things.

On the other hand, you put a reference to a meme used to demean the franchise…in Sonic Forces. 

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This is a game that is hardly “Good”, instead treading the fine line of mediocre to plain boring, it has obvious development problems, clear instances of things being scrapped and restarted, insanely short levels and not very fulfilling gameplay, and what do they do? Put some DLC in the game used to mock the franchise. Did they actually not see how amazingly self-fulfilling that is?

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But anyway, on to Super Sonic. This little feature has been a part of the games since 1992 in Sonic the Hedgehog 2, usually as a reward for certain tasks, like clearing the Special Stages, or for the unlockable final boss throughout the mid-2000s.

Super Sonic did return to fully playable status in 2010 with Sonic 4 and Sonic Colours (The first time ever in 3D), and this has remained the case for Generations, Lost World, and Mania. Super Sonic has been there as a reward for completing the game, or certain milestones.

So Sonic Forces came along and in the PC version they found inaccessible (Though later accessed and fully playable not long after the game came out) code for Super Sonic. It’s in the game, fully playable. I assumed it was just dummied out. I wish it was.

So again, for 25 years Super Sonic has been a part of the franchise as your reward. An in-game thing meant to reward you (Or beat up a final boss in some cases). In Sonic Forces however, it’s in the game, but you can’t access it. Unless you pay up for some DLC of course.

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Yes, for the first time ever, this feature of the series for over two decades, is now on-disc DLC. I am absolutely dumbfounded and also surprised. It’s free for around a month, but as of late January, cough up some dough for Super Sonic.

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This is honestly a problem that goes further than the Sanic DLC, as this is removal of a series staple and put behind on-disc paywalls. It’s very egregious, and frankly one thing it does have in common with the Sanic DLC is the feeling that it’s just rubbing salt in the wound.

We had it so good, heck Sonic Mania was months ago, and this game comes along, from the team that brought us Colours and Generations, two highly loved games, and it falls flat in so many ways. To rub it in how unfinished the game feels, we get to wear a mockery of the series made official, and pay up for things that used to be standard.

 

At the same time though, as we have talked about here before many times, this feels like it is becoming the norm. Things you used to be able to just do are now locked behind cash, and the games mock you in the same way trolls on the internet do.

I don’t know what is worse really: Seeing Super Sonic become on-disc DLC, or having to see a meme people have almost weaponised in a game so utterly mediocre it surpasses parody and enters the realm of “Oh we know”.

 

I guess we can rest easy knowing Mania 2 will be a thing?

Programmers: The Unsung Heroes

This is an aspect of the reception of games that barely gets noticed, but one that is also noticed a lot in a different light: Programming.

 

So this is a discussion close to me, as a programmer anyway, as it is something that I have not only been subject to, but others have around me as well. Not just that, but you will see it regarding reviews of games or other software, or rather, it’s what you don’t see that is interesting.

 

So as I went through university for Game Design, a choice I completely regret (I mean that Economics degree was right there…), I realised we spent very little time learning the bit that makes games…interactive. Programming was barely a footnote amongst the art and writing aspects (And how to make the most money by selling your game piecemeal). I suppose this was the downside of the course focusing strictly on the “Traditional Western AAA methods”. I’ll write another article about the entire issue of the education I had at a later date, because it makes my blood boil.

In terms of programming, outside of the classes on Websites (Which were fine) and “Mobile Apps” (Which were really mobile websites), there wasn’t a lot. In my first year, in 2014, there was a class on “Digital Media and Design”, which from those who took said class, sounded like making games and animations in Flash. Yes, in 2014, I am just as baffled as you are.

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For that first year, all I had to go on was some copy and pasted, not explained, not very well conveyed JavaScript into Unity. The few programmers there were on our own.

Second year had a class on “Games Engine Programming” which was basically C# in Unity. Now on paper this is a good idea. In practice, it was far too fast for anyone there to get anything, and overcomplicated matters without ever explaining the purpose of functions, methods or any other aspects. Just follow along, and we were expected to produce AI, procedural generation and inventory management systems. It was a mess.

Beyond that, programming was….well there is a reason they asked to see who was a programmer at the start of the course. They basically have it set up so the programmers go solo with learning, so they don’t have to, and hope the group work plays out okay.

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It’s baffling there is a course on making games that barely scratches the surface of making a game interactive, there was actually more classes on micro transactions and the types of story you can tell. Don’t even ask about optimisation, or programming in any other engines that we were required to use like CryENGINE and Unreal Engine 4. That wasn’t touched in the slightest.

But this is the facts, a generation of developers is now out in the world….with no knowledge of how to make a game interactive or be coded properly, and the problem is, this means they will be seen.

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So my other issue that I brought up mentioned reviews, and this is true. Look at any review for a game. How often does a review mention how glitch free, or well done the collisions are? What about how stable the game is on a technical level? What about AI praise, or so on so forth? Programming in games, especially good programming, goes in-noticed. It’s never going to draw attention to itself by being good. But art, music, visuals? Yeah, people will praise that, and rightly so, if the work is good, praise them. But programmers don’t get that luxury.

Now read some reviews. Look at some bad games. How many mention the programming issues like glitches, or dodgy AI? Yeah, it drew attention to itself. A programmer is only seen and acknowledged when the work is below average. Back in university after clearing a group project and spending many nights building a gameplay style I was told to put in instead of refining other mechanics, I didn’t get to go to the expo to show the game off. The artists, writers, musicians went. Us programmers? Stay at home, put your feet up, your work doesn’t actually sell a game.

It should, because if a game is technically sound, it’s going to be a good game to play and should be fun, right? But your part in that won’t be praised.

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For a field as demanding and knowledge based as programming, one has to wonder why the unsung heroes of game development don’t get recognition, at least when their work is good, alongside their peers in development. It’s an interesting situation and one I am not sure I would know of a solution to. Sure they are in the credits, but the actual conversations beyond that, you’d be hard pressed to hear someone praise a game’s programming.

That is just the thing. As programming isn’t a spoken and praised field like art, or writing, or hell even monetization if you look at the industry today, why should it be taught to students? The people of the world won’t notice it unless it’s bad, and they figure (And I know this is the case), that people who want to be programmers don’t need the teaching. Well, we do. We all learn somehow, and there is only so much Google and books can give you without the insight.

 

I sincerely hope in the future as games become more demanding, programmers get the praise they deserve. They are more than the people in dark cubicles who complain a lot. They make the game work. They make your tools. They gave you the software to develop your animations and art. They are there when something breaks and they would rather be asleep.

And this isn’t even mentioning the industry where if a programming job can be found by someone cheaper, a developer will likely take it regardless of quality. That’s a thing too, I suppose. Labour turn-over is a real issue.

 

 

If you enjoyed this rather different piece, share and leave feedback on social media, and I will see you for the next one. Until then, Happy Gaming!

 

 

EA Has To Be Feeling The Burn Right Now

Star Wars Battlefront II sales figures are in for physical copies at retail from around the world. Oh boy.

 

 

So after the micro transactions mess and now lame excuses from EA, they have now revealed that maybe, just maybe, lootboxes won’t return to Star Wars Battlefront II at all.

EA has previously stated that the game will meet targets of around 14 million by March 2018, and at least match the 2015 predecessor, but now, it looks like that won’t happen.

 

Analysts in the US expected the game, at retail (So physical only) to chart below the original, due to the more prominent digital scene for game distribution now. Estimates coming out before the news breaks tomorrow, is it sold less than 1 million physics units in November.

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That is actually shocking, more so when that is believable, with Black Friday images showing the game going untouched in many stores. Evidently the backlash hit such mainstream presence, it damaged the reputation.

At the same time, it was also Black Friday, better deals and all that. Plus, EA did announce before the game launched that it would be discounted alongside the new Star Wars movie, so both could have had an impact. Either way, those remaining sales won’t have been made up digitally, that is for certain.

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More over in Japan the game debuted…at a solid 30,000 or so, and then fell from the charts. In the UK it’s hung around the top 3, ahead of single platform release Super Mario Odyssey (Which given the circumstances some would say is a sin) but for a game on multiple platforms, not hot, especially as both Call of Duty and FIFA are outselling it still. Granted, those games aren’t innocent either.

So what does this mean? Well, we can only hope EA is re-evaluating its stance, and so is Disney most likely, now more government bodies are looking into the lootbox issue. EA has to be sweating about whatever happens next, and the rest of the industry is now being scrutinised heavily, with Destiny 2 under fire for gating off content you could access in the game behind DLC, even though you had access to it prior the DLC release date.

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Battlefront II won’t hit it’s projected sales targets, and investors won’t be happy. EA had $3bn wiped from their value over the course of this controversy, and while that is small change for them, it shows investors were absolutely not pleased, at least briefly.

EA also said micro transactions weren’t necessary to the game making a profit (Despite many publishers saying they are in fact necessary to do so), but under the current circumstances, they humorously may well have been!

Either way, EA’s monumental screw up has had a huge knock on effect. No one company is safe from scrutiny now, and all it took was one last push, and EA was the one to do it. They pushed too hard too fast, though honestly, I would have expected this event to happen eventually anyway.

Whether they alter their course or not remains to be seen, but we are now in the stage where publishers are attempting tactics and having to apologise afterwards with their tails between their legs.

 

Plus, we get to see every other developer fire shots. That’s something amazing to witness.

 

If you enjoyed this piece as always share and leave some feedback on social media, and I will see you next time. Until then, Happy Gaming!

Behind The Game: Bayonetta Series

Bayonetta is a franchise that has now gone from cult classic, to point of contention, to now having a clear home. So what happened to our favourite Umbra Witch?

 

Bayonetta is the brain child of Platinum Games, a studio famous for Okami and Devil May Cry, before leaving Capcom and becoming independent. Most of Platinum’s work has been on licensed titles (See TMNT, Transformers, Korra etc.) or as hired help for things like Nier Automata and Metal Gear Rising. Their own projects however, haven’t really hit the same heights.

Platinum’s games are very stylised and fast paced, full of action, but often have little caveats of detail and depth that open it up to a more dedicated audience. Bayonetta isn’t just Devil Mat Cry, it has layers, combos, weapons, upgrades, like a mini-RPG hack and slash.

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So when SEGA published Bayonetta and let Platinum have a free reign with a game, it hit Xbox 360 and later (Though very inferior quality wise) the PS3. I didn’t play the game at this time, I had a PS3 late 2010 and so Bayonetta completely skipped over me. A shame too, as when I spoke to a retail employee when pre-ordering the sequel, they talked me into the double-pack (I was the only one there to order it too!).

Bayonetta across both platforms though, seemingly didn’t sell well enough for SEGA. A sequel was planned but never came to be, later revealed to be an issue with no one seeing value in the title, except for one publisher. Maybe the provocative nature of the game was a turn off, or maybe the marketing wasn’t very good. Either way, it didn’t hit internal expectations.

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Nintendo of all people, stepped in, paying for the development of the game and publishing rights. SEGA still owned the IP, but at that moment when the Wii U was up and coming, the news Bayonetta 2 would be exclusive was shocking. To say some places reacted poorly would be an understatement, but the writing was on the wall: If the series was to continue, and Platinum was to be given complete freedom, Nintendo had to step in when no one else would.

So a double pack of both games hit the Wii U late 2014, to acclaim. For what it’s worth considering the system it was on, Bayonetta 2 sold well, and then the series went quiet. It became a cult hit, a must have on Wii U, and Nintendo was evidently very happy to allow Nintendo themed costumes and assets into both games.  They even had Platinum co-develop Star Fox Zero, a title with mixed reception, but a solid game none the less.

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What follows next is quite possibly the biggest indication of the future for the IP. With the cancellation of Scalebound at the hands of Microsoft earlier this year, another Platinum dreamed IP shafted, and some great work as hired help, Platinum was given, by popular fan vote as it happens, a chance for Bayonetta to enter Super Smash Bros. and they leapt at the chance, back in late 2015.

Personally to me and many others around the world, that moment sealed it. Bayonetta had found a home, and it was one Platinum was clearly more than willing to go with. The response to Bayonetta 2 and her inclusion in Super Smash Bros. alongside two amiibo figures, cemented her and the franchise as a Nintendo staple, which looking back on what people consider typical “Nintendo fare” is quite humorous.

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Now regarding the future of Bayonetta as a franchise, I openly would have said maybe Bayonetta 3 wouldn’t happen, but Platinum was listed by Nintendo as a key developer for them, and Platinum themselves were teasing both Wonderful 101 (Another Nintendo aided project for Wii U) and Bayonetta.

Come along the Game Awards 2017, and at last, we were graced with the new that Bayonetta and Bayonetta 2 are coming to Nintendo Switch in February as a double pack. Great news for those who haven’t played the original on 360/PS3/PC/Wii U, and the many yet to play the sequel. It didn’t stop there though.

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Bayonetta 3 has been the shock of recent weeks, with many now eagerly awaiting more news about the Nintendo Switch exclusive. It has become apparent where the future of Bayonetta lies, and while SEGA still owns the IP, Nintendo is once again letting Platinum make their dream, and fans around the world are now eagerly looking for the next showing.

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That’s the real success of Bayonetta. The fans pushed it, getting her into Smash via popular vote, making the original such a cult hit, and showing that something Platinum made won’t be forgotten. As we move forward to the releases of the first two games, and eventually the third title, fans of the franchise are happy to see Bayonetta has a home in an unlikely place, with Platinum given the freedom they wanted for their own IP.

 

The future of Bayonetta is clear: Nintendo wants this franchise to flourish and develop, and Platinum is all too happy to do so. Bayonetta 3 will most probably be the best-selling entry in the series to date, and you can bet future Smash Bros. games will feature the witch in her combo based glory, and a fourth title will emerge.

 

 

If you enjoyed this look over the Bayonetta franchise with Behind The Game don’t forget to share and like the post, send it to your friends, let us know what you think of the series, and we will see you next time. Happy Gaming!

Valve: Why Did You Stop Evolving?

Valve created Steam well over a decade ago now, with the sole purpose of reinvigorating, restoring, and evolving the PC Gaming place. So why the hell did they stop?

 

I will open this by saying, while I am very much a periphery to PC Gaming and its largest audience, I have been aware, involved in, and observant of it for well over 5 years. In those 5 years, I have seen my housemates, friends, colleagues, all using it, but I never dived in. Something felt wrong.

That something, was how I was always reminded I was looking at something from the mid 2000s. Clunky, albeit robust in a way, but the impression I always got from it was the “Ma and Pa store on the high street”. Quaint. Funny. Quirky. A great idea that needs to grow. That’s what people said about it. In some ways, yeah back when it was new, that probably actually was the image it had. So why in 2012 did I still see that?

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The thing with Steam is that it’s the primary digital distribution platform for PC. Sure you have Humble and GOG, but they don’t come close to the market share. If you want games, you use Steam. If you want deals, they can often offer great deals, just to keep that competition down, as they’ve been there the longest, and have accumulated a lot of wealth in the back pockets.

Valve created Steam as a way to revitalise PC Gaming. It had hit a slump when Steam first came along, it needed some solid store presence, and that was Steam. You can get refunds, you can get games with great deals, download them to your device, and pray you can play them without some additional DRM getting in the way (I mean, Steam is DRM).

In the mid 2000s, sure, that was awesome. in 2017 though, and even back when I first saw it in 2012, has it evolved much? No, not really. Steam has numerous problems, all traceable, as far as I am concerned, back to one thing and one thing only. The two main problems I want to focus on though, is functionality, and content. They have the same root cause however.

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Look how far I had to go before I stopped seeing “Released on Today’s Date!”

 

Starting with functionality, Steam is a bit of a mess. It’s all algorithms, something now even YouTube is realising probably isn’t the best way to handle things. Games are suggested half-heartedly, there are “Alleged” content filters for you, it’s very automated. It’s mechanical, a process. That very process with some things is unrefined. Take for instance screenshots, because you can’t just PrintScreen stuff, you press F12. But to view said screenshot in your accounts gallery, listed under your account, there are steps to take.

I actually asked some PC aficionados why this is. They said it’s because you don’t want all your screenshots being viewed publicly. I told them, well like on any other platform, they should just be saved to your gallery, where you can then edit and set permissions as to whether some are private or not. Simple stuff. Turns out, you can set permissions like that, but not from within the gallery, but from within the incredibly small “Main” menu at the very top of the UI, under Screenshots, which is where you go to publish screenshots before they enter your gallery, and I have to ask, why? Why has this system been left in place when across almost every platform imaginable, it is streamlined and simple? Why did Valve simply stop evolving Steam, something they made Steam to do in the first place?

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But that isn’t all. That is minor functionality compared to refunds. In the event of a refund, it is only eligible within two weeks, and two hours of play time. So why, please someone tell me, can someone live stream an entire game, just under 4 hours, and then live stream themselves being awarded a refund with a false reasons given being “I bought the wrong game”? Let’s ignore the fact they live streamed it, and question why the hell Steam awarded a refund for a play time that was out of the rules they themselves set? Do they just not care? There has to be someone on the other side right? Otherwise that wouldn’t just go through an automated system!

This is baffling. Steam has these rules in place and they can just be walked around. Casually is if nothing is wrong with that. This loops back to the problem of content now.

It has been well documented by critics such as Jim Sterling and others, that Steam has a curation issue. No one is actually at their desk doing anything, and if reports are anything to go by, Valve doesn’t have a defined structure, staff just do whatever, and having seen Half-Life get a patch earlier this year I can believe that.

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Steam left curation to the community. A bold idea, back when it had the Ma and Pa store look to it, but now, Valve Corporation, you should have staff. God knows you have the cash to do it! But back to curation, Greenlight, as anyone who leaves something up to a community will know, was a disaster. Abused, broken down, and indies felt their genuinely good games are, well, buried really. They are.

Now with Steam Direct….let’s not even go there. It’s done nothing. It hasn’t helped. The entry fee is the same as it was for Greenlight, which doesn’t help matters, and it seems like there is less curation. Indies have become openly resentful of the situation, and I have to agree.

In a 10 month period where 6000 games are released on Steam (Yes 6000), which is a 50% increase over the whole of 2016 at 4000, one has to wonder why a single platform is getting triple the games that the PS3 got in its lifetime, in less than a single year. Why is this the case? Does Valve not have any concept of curation? No, they don’t, and we come to what I believe is the root of the issue.

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Money. Valve is swimming in it. They evolved the PC space and made bank, competitors can’t come close to their market share as they have the funds to flash sale away and keep people in the ecosystem.

Valve even makes games! Well, I say that loosely. They made a few games, maybe once or twice a decade, and just rolls in micro transactions and DLC sales, and of course, a cut of all those submission fees they get from Steam Direct, and every game sold on Steam. Now as for why I say they make/made games in a loose manner, is because…well a lot of them they just bought, or were mods of games that they published. Valve themselves do very little, they don’t need to. They can sit and be happy.

Steam was created to evolve PC gaming. But Valve, being a corporation, as much as they like to say and act otherwise, has hit the gold rush and stopped. They don’t need to anymore. They don’t need to be proactive, keep pushing with their philosophy, or even make games! Money just makes itself now, and the rest of the world is evolving past them. Valve has become purely reactionary, you can see that with how they handle even controversy and poor games: It’s all after the fact.

 

 

Valve….I mean at this point my only suggestion is hire people. Get a corporate structure, get people to actually work. Or any day now, hopefully, someone will come and evolve the market in a way you should have done ages ago.

 

 

Thanks for reading, and if you have any comments or want to share this with friends, please do so! Thanks for reading, and Happy Gaming!

Mega Man 11 Exists, and Why My Jaw Is On The Floor!

Where the actual hell did all that come from, Capcom?

 

Wow. So I’m in a moment of absolute shock. Given Capcom’s recent actions, I expected absolutely nothing from the Mega Man 30th Anniversary stream. Not one thing. After Legacy Collection 2 skipping Nintendo Switch, all the cancelled games, their other shenanigans with other franchises and attitudes towards platforms, I just figured it was merch.

 

My foot is firmly lodged in my mouth.

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So let’s start with this: The Mega Man X Collection, featuring X1-8, with the first ever re-releases of X7 and X8, and in the EU, the first ever re-releases of X4-6. I am overjoyed at finally being able to sink my teeth into the PS1 titles, since otherwise I’d need to seek original copies. This is a huge deal both for EU gamers, and gamers world-wide, and of course, it’s coming to all platforms.

Then we have Mega Man Legacy Collection 1 AND 2 coming to Nintendo Switch. After the sales success on 3DS one has to wonder why this didn’t happen sooner, but they have amiibo support, and the developers expressed regret at not being able to do this sooner.

 

But then, man, Mega Man 11. Who saw this 2.5D styled, really cool looking HD title coming, to be released late 2018? The entire project from the developer interviews reeks of passion, and they admitted they wanted to evolve and resurrect Mega Man, and Capcom has finally allowed them to. This entire endeavour looks like something passionate developers and veterans of both 2D gaming and Mega Man as a series have wanted to make for years.

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Can I have this as a wallpaper please?

 

Capcom, I am very harsh on you. I still think a lot of your decisions on a corporate level have been restricting to developers regarding budgets and time limits, and shoving certain platforms (*cough* Switch) to one side even though it would benefit you is exceptionally stupid, but one thing is clear.

You have finally let the chains off of Mega Man, the developers can make the game they want to make, that we want to see, and I can’t thank you enough for giving them that freedom.

Now roll on 2018 baby!

Behind The Game Update: 2/12/2017

Alright guys, forgive me for being quiet this past week, it’s been rough.

 

But now we have some future plans!

 

So, the next full “Behind The Game Article” will be Metroid Prime. I want to take apart the pre-release of that game especially, as it was a very interesting time both from the gamer and developer standpoints.

 

Secondly, our next main review will be Metroid Prime. I just really want to 100% the game for the first time and I’ve been in the mood to sink my teeth into it. I may review a few smaller games before then, but the next big review is indeed Metroid Prime.

 

As for upcoming articles, regarding what Take Two just said about doing all digital confirms my suspicions regarding what I said about them in a previous article, and EA just keeps digging, so be sure I’ll update or write new articles in due course.

 

Outside of any other articles I really want to write, I suppose the next one would be dissecting Steam. I have some bones to pick their. After that, we will see.

 

So thanks for your patience guys, I will keep you guys posted over on Twitter (Link above) and as always, Happy Gaming!

Game Reveals, and Why Timing Is Everything!

We all know this frustration. A game is announced, no release date attached, and then you think: It’s years away. Why is this such a bad idea?

 

Well truthfully, announcing something before it is ready, or even before active development, is a terrible idea for consumers and for developers.

For the gamers, you have to understand there is a “Hype cycle” announce a game a few months too early and people will be clamouring to just see it be released already, the “We get it please shut up” approach. This actually happened with Super Mario Odyssey if you can believe it.

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On the flip side for gamers, announcing it soon or close to release isn’t such a bad idea. It may be for their wallets but you get a good period of time to promote the game and out the door. Something like Wolfenstein II or Mario + Rabbids springs to mind, with a few months between reveal and launch.

This goes down incredibly well. A focused, brief campaign, not too stretching on the budget, and it keeps the game in the cycle for the duration with well-timed releases. This benefits the developer as well. Gamers want it now, so getting it as fast as possible in concise ways is great.

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Then we have what happens when you announce a game too far in advance. We all know the success or horror stories of games being announced close to launch, either with great campaigns or people forgetting said game was even coming out (Evil Within 2 anyone?) but the other end of the scale is far, far worse.

 

Who remembers Final Fantasy XV? Who remembers what it originally was? Final Fantasy Versus XIII, a spin-off to Final Fantasy XIII. This game was announced all the way back in 2006, final lands in 2016. It took over 10 years to finally arrive, going through development hell (Though reports suggest by 2012 it was barely in development anyway) and changes in staff.

The problem is, I can’t fathom why Square Enix felt the need to announce a spin-off to a game that wouldn’t even come out for another 3 years. Final Fantasy XIII didn’t land until 2009, so the timing of this reveal makes no sense. When you don’t know the first game will be a hit or not, why try to build a universe around it?

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To compound issues, let’s jump to 2013, with Kingdom Hearts 3, now saddled with a 2018 (Sure) release date. We haven’t seen much of the game, but apparently it’s coming in 2018. But now gamers are frustrated and just want a date and to finally play the thing.

Jump ahead to 2015, where Sony announced that the Last Guardian was coming to PS4, a game announced in 2009 I might add, Shenmue 3 via crowdfunding (Yes really) which has had spotty development updates and no gameplay shown, yet is due next year apparently, and Final Fantasy 7 Remake, of which we have seen some gameplay, it fell off the radar, and reports of development restructuring came to light. It’s also episodic, so expect to finish the remake in 2030.

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All these games had the same problem. They showcased ideas. They didn’t sell us the game, they simply said it existed. Then radio silence, the gamers get nothing. Doing that, as shown with Final Fantasy XV, is incredibly damaging, as during development you don’t know how much it will change, if it will be cancelled, but having nothing to show instills no confidence in the consumer.

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But then there is the damage to the hype cycle. Take E3 2017 for Sony. It was a repeat of 2016, barring a sprinkling of new games, and this left people wondering, why was that stuff at E3 2016, when it could have been held over for this year, closer to release (We think), and some stuff from 2015 that still isn’t dated could be pushed into E3 2016. It creates a confusing message for the consumer, games appearing and disappearing at random with no clear timeline, just that they exist, and based on how things go you may or may not be shown new things next year. It’s damaging to the image of the games.

Plus, being honest and personal for a moment, announcing a game too early in development means if a snag does come up, and bam, one delay. This is very damaging to a hype cycle and while people say “It’ll be more time to make the game better”, sometimes you have to wonder if the perception of a delayed game would be different if we didn’t know how long it had been in development.

 

Will this impact sales? Probably not. Though FFXV has yet to hit budget apparently (Can’t think why), and the PlayStation titles will no doubt sell well, the gaming world is looking for faster, more rewarding turnarounds. As some developers know, letting it stew for too long builds some unrealistic expectations.

 

 

If you enjoyed this article then give it a like and a share, and I’ll see you all next time! Until then, Happy Gaming!