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!

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!

Capcom May Be Short On Cash…

News today has confirmed my beliefs: Capcom is running low on money.

 

In a statement to NintendoLife, Capcom revealed that Resident Evil Revelations Collection will NOT be receiving a physical release in the EU.

Capcom has to take various factors into account when deciding what format to deliver our titles to our fans. These can include but are not limited to overall production costs, manufacturing times, distribution, and first party regulations. In the case of Resident Evil Revelations, we’ve found that unfortunately it’s not viable for Capcom Europe to create a physical version of the title on Nintendo Switch for our territories, however we will be making this available as a digital release.

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Honestly though, breaking this down it reveals there is no real reason for this.

 

Here in Europe, you can get physical releases of both Revelations titles, readily available on Amazon, for other systems. If it was truly a cost measure, then maybe I could buy it. Cartridges are expensive after all, but the Collection only has the smaller first title on cartridge. The second game is a download code. Capcom can’t even print a half-assed attempt at a physical collection here! By all logic…this would be cheaper than printing two separate discs for other systems, two unique SKUs, and having both rated separately by PEGI.

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In fact, the cost issue is potentially true: PEGI costs a lot of money for submission and rating of physical games. Plus, the cost of printing Nintendo Switch games is also fairly steep, but then again, only one of the games is even physical anyway.

Plus, indie titles are going physical left and right. With the size of Capcom you would think their EU division could be better funded, but here we are. The truth is coming to light.

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I’ve noted this before, but Capcom, with the exception of Resident Evil 7, has had a rough time. Street Fighter V is being re-released. Marvel Vs. Capcom Infinite was a footnote in their financials and they even dodged questions about it. Their remasters and collections seem to be dodging more accepting platforms for those games (As historically noted with sales) in favour of keeping costs down. The leaked budget (If it can be called that…) for MVC:Infinite is laughable, and shows how tight the ship has become.

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I have said it before in another article but Capcom, I swear now more than ever, this better pay off. Monster Hunter World is throwing away your existing Japanese fanbase, and Western fanbase, in the hope you reach a bigger audience despite appealing to what will most likely be a smaller Japanese audience by sheer install base. To do this, you are spending more money developing the game. It better pay off Capcom, I sincerely hope so, because if it doesn’t, the writing is clear.

Personally, I’m also sick of Capcom giving Europe the shaft AGAIN regarding physical releases, like the Megaman Legacy Collections, almost every Mega Man Collection actually, and many, many more games we either didn’t get, or got digital only because “Cost”.

 

Tomorrow, there will be a bigger article about physical distribution across all platforms, because no system is sage anymore.

But until then, leave some comments, share with your friends, and I’ll see you all next time! Happy Gaming!

Lootboxes: Are They Really Gambling?

Lootboxes are a hot and noisy topic across the internet and now, even with governments and main stream media. But are they gambling?

 

So this discussion has multiple view points and honestly each has merit. I fall on one particular side of this fence that’s a little unique, but that’s for the end.

So PEGI and the ESRB don’t count lootboxes as gambling, as according to them, there is no specific legislation against the practice, and unlike actual gambling, you are guaranteed a reward. This is actually entirely true. Even if you don’t want what you get, investment is returned.

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China is a little different, making Overwatch display odds of items, and classifying lootboxes as “Lottery tickets”. Here in the UK, lottery tickets are counted under gambling laws and age restrictions. So we already have overlap based on different countries.

Belgium is now investigating both Overwatch (The harbinger of the craze really) and Star Wars Battlefront 2, for child gambling. Namely, the idea of introducing monetary games of chance to minors. This I also agree with. The last thing you want is the seeds of gambling addiction from games.

This got so severe when the main stream media like BBC and CNN picked this up, that Disney called EA and soon after in app purchases were disabled, at least temporarily, in Star Wars Battlefront 2. Likely a way to save their brand image.

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Now my stance actually comes from PEGI themselves. It actually stems from Pokémon.

Pokémon no longer has Game Corners, due to gambling laws here in the EU (We didn’t have them from Pokémon Platinum onwards) and in the re-releases of earlier games on the 3DS eShop, they carry a 12+ rating, solely for gambling. The trading of virtual currency you pay no money for in exchange for the chance of profit is labelled clearly on the box as gambling to the extent later games remove the feature entirely, but when using real world money for the privilege and a slight change in that you are guaranteed rewards even if you don’t want them, it’s not gambling.

 

To me personally, this makes no sense. You can’t hold both to different standards, but then the argument comes to something like Trading Card Games. Booster Packs are effectively lootboxes. So are Kinder Eggs. So are many things. What makes lootboxes in games different? Nothing.

 

I feel as though the argument has become skewed. From one side there is the fight whether these constitute gambling or not, or an entry to such addictions, and on the other, the argument they have no place in a full price retail game.

Either way, precedents are about to be set.

 

 

If you enjoyed this brief discussion (I’ve been in the hospital!), share with your friends and comment away, and until next time, Happy Gaming!

 

EA, Listen, Gamers Aren’t Thick!

The gift that keeps on giving aren’t they?

 

Update: As Noted by Andrew Reiner on Twitter, there’s some hallmarks of mobile free to start games here too:

https://twitter.com/Andrew_Reiner/status/930209923505557504

Update 2: EA removed in-app purchases temporarily after backlash from Disney, said they would return later, and most recently had the same criticisms levelled at Need for Speed: Payback and a new UFC title. To compound this, after saying “They didn’t want to offer cosmetics because it violates Star Wars canon” for Battlefront 2, they were reminded not only did they do that for the first game in 2015, but Battlefront 2 has cosmetics in the game data!

Plus, violates canon? We have a game, this very game in fact, where Yoda can battle Kylo Ren on a planet that has been blown up.

So brace yourselves, Reddit has a new record for most down-voted post ever. It’s EA’s Official PR guys too, on the Battlefront sub-Reddit. Oh boy!

The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we’re looking at average per-player credit earn rates on a daily basis, and we’ll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay.
We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets.
Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can.

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EA said that!

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So for those not in the know, Star Wars Battlefront 2 (The second one with that name, yes it’s confusing) has loot boxes and in–app purchases which in a $60 game as we have already discussed is a bit much. Now, people did some number crunching, showing that for a character like Darth Vader, you need to play for 40 hours, or cough up.

Now, EA has revised this down by 75% so the total number of “Points” is far less. This is good. Granted…it’s not for us. It’s for the shareholders.

You know, without a shred of doubt, a shareholder sat and saw that backlash, and felt his vault empty. Sure, it’s 490,000 people (It’s insane and climbing) but to an investor, that’s 490k $60 sales that just said “I might not buy it”. And then add in the lost revenue from in=-app purchases? Yeah.

Now there is no guarantee this will happen, because after all, who can say how many people just hopped on the train. But to a shareholder, there is no greater fear than the potential of lost revenue.

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What’s more, that potential lost revenue is likely too great for them to sit back and worry. It’s now more valuable for them to cut the amount of micro transactions they’d have to sell, to instead maintain those $60 purchases. Just on the chance they lose sales.

Truthfully speaking, I expect the developers don’t even want this. They just want a game that’s good. But the money talks, and in this instance you can put some Monopoly bucks down on some tight-fisted gents breaking their fine china as their hands tense.

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What bothers me about EA’s statement though, ignoring the background economics of the matter, is that “A sense of accomplishment” isn’t going to be earned from 40 hours of grinding, while people pay up around you and beat you down online.

Frankly, this model, or at least these extremes, are parting the player base like Moses parted the Red Sea: A huge gulf with no bridge unless you build it yourself , or pay the piper. On one side, people who pay, and the other those who don’t.

This ultimately was “Dictated by the Open Beta” but if EA paid attention, the feedback to that was of trepidation and concern around potential pay 2 win shenanigans. With the track record of a company like EA, well deserved, and now, proven.

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What concerns me most is the phrase “Constant adjustments”. I don’t now what that implies…but it would seem like as they say, an effort to keep things attainable with engaging challenges. Now that to me, sounds like discounts of purchases, or rather, how many point you need.

Honestly, discounting the points needed for some time seems like a way to push purchases just a little more. Sell a lesser purchase to more people, making it attractive. This doesn’t sit well with me. That feels legitimately predatory, not to mention the upcoming (Announced before launch) discount to coincide with the upcoming Star Wars Episode 8.

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Ultimately, I have mixed feelings. On one hand, great, EA listened. On the other, I know it is only self-serving in the end, and their statement has the potential to open a whole other bag of worms. Honestly, this entire game is surrounded with negativity and questionable motives.

But at the end of the day, it’s got Star Wars on the box, and when discounted in the hype of a movie, what will the average Joe go and buy? This game.

The tactic is going to work in the end, this is just a move to soften a blow to shareholders and keep gamers on board. The money from the average consumer will be huge regardless, but nothing sells certainty to money-makers than a show of faith, especially when the cash has legs and vows to run away.

 

 

I had a little too much fun writing this one up. If you have some thoughts why not share or comment on social media with your friends, and I’ll see you next time! Happy Gaming!

The Problem of AAA Development: Money and Vultures

The news of EA buying Respawn Entertainment (May they rest in peace) has spurred a thought: Is AAA game development actually sustainable?

 

So EA closed Visceral in late 2017, suddenly but to the surprise of no one. As it happens this was just yet another in their hit list: Be it studios swallowed whole or internal studios biting the dust.

Now EA, not long after disbanding Visceral and their single player Star Wars project, has bought Respawn and the IP for Titanfall.

Titanfall 2 was actually surprisingly awesome, and it even made a little marketing push on having no DLC, no micro transactions, and just being a solid game you got the entirety of with one purchase.

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And EA, the publisher, put it right in between Call of Duty, and it’s OWN Battlefield 1, effectively cannibalizing its sales. We now also know with this acquisition that Titanfall 3 is a thing in the works. Taking bets as to how that will turn? Well let’s look back at Dead Space.

 

EA wanted Dead Space to be a multimedia thing. It didn’t happen, but the first two games sold really well. Dead Space 3 however, needed 5 million sales for a future, and had micro transactions and modes added that frankly had no place in a game like that: Sales tanked, Visceral got moved to Battlefield Hardline, that didn’t do too well, and now they are gone.

You can probably tell what Titanfall 3 will be like can’t you? Oh, and the developers get bonuses based on how well the games review. Money talks apparently.

 

Respawn is just yet another studio with talented staff, good IP and a drive to make good games snatched up by proverbial vultures. When, and it isn’t a case of “If”, Respawn is closed by EA, it will be for not meeting expectations. But what are those expectations?

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Let’s look at Activision’s Q4 2016 sales figures:

 

Activision Blizzard confirmed during their Q4 2016 Earnings Call that the entire company, across Activision and Blizzard titles, made over $3.6 billion just from in-game content sales. In-game content sales includes Call of Duty Points, Overwatch Loot Boxes, and more.

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Now let’s look at Take Two:

“We’ve said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company. It may not always be an online model, it probably won’t always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board,” Zelnick said.

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EA themselves have quoted games as a service model as a key driver.

 

Let’s be honest though, is this shocking? No. Businesses exist to make money, but the more staff they have to hire, the more the consumer demands better graphics, the more capable the hardware for games becomes, and the longer games take to make, means bigger budgets, more wages, and ultimately, a need to sell more copies. Far, far more.

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Part of this is the “$60” price tag of games. One time purchase, that’s it. No more money for the publishers and developers. So what do they do? Find a way to increase monetization: A constant stream of revenue. Lootboxes, In-app purchases, DLC, it all goes straight to them. But it doesn’t stop at covering costs, it continues to making as much money as humanly possible, often with minimal effort and some very dodgy practices.

Take Call of Duty: WWII for instance. The game has lootboxes, with a twist. Others can see what you get, with the aim of seemingly spurring jealously.

According to redditor cuzseile, who uploaded the video, the supply drop exists in the game world but other players can’t steal it, which you’d expect. But cuzseile reports other players can see what you get from a supply drop

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The psychology of reward and feeling good is at full use here, akin to gambling, and of course, Activision also has that patent, where matchmaking can be based on pushing you via losses and other players into purchasing lootboxes.

Publishers have leapt to the furthest end of the spectrum in seeking additional monetization. Honestly, as many have noted, if the game was free it could easily sustain itself on in-app purchases just on player base. Any game could in theory. In practice though, its not just a case of making ends meet as they claim: Now it’s predatory, and now it is about milking as much as possible.

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Even smaller studios, to loop back to the start of the article, are in need of money. It is why studios are bought up: They need publishers, and a source of income. Why wouldn’t you take that opportunity if presented? But the publishers typically twist and gut the studio into their vision of maximised profits.

 

Personally, I would be fine with a $10 price increase on games. That could go a surprisingly long way to meeting costs and break even points. Sadly though, the big publishers have already tasted the blood in the water, and won’t settle for the more market friendly lesser revenue.

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AAA gaming is a vulture. Or maybe a parasite is more apt? Either way, it swallows creativity whole, and turns studios most people knew and loved of all sizes into factories, producing not games but products.

As an aside, during my time studying Games Design at university, this is the model we were taught: Not to produce games, but products. Plan ahead from the mere conception of a game to form ways of further monetizing, be it DLC, removing content to sell later, or in app purchases. This is something I heartedly disagree with. Yes, in-app purchases have a place, mostly in free games, but not in a title already paid for.

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The games industry is a ravenous beast, hungry for the taste of as much revenue as possible, and all the talent it can absorb to get that revenue. As consumers want more from games, studios need to fund that. They turn to publishers who want as much money as possible, then in a few years see more hardware come out, games look better, cost more to make, and the cycle continues.

 

The industry isn’t unsustainable, at least not yet. It needs change. Perhaps the biggest problem is that it is noticeably cannibalising itself, breaking down what talent it has and the bright futures and ideas of many, in the sake of the now, the money, the gain, and it isn’t looking to the future, where games are solely predatory and more expensive than ever, without any reason to be that way.

I’ve said it before, and I will probably say it forever: Minimal Effort, Maximum Profit.

 

As always if you enjoyed this article leave a comment with your thoguhts, share with your friends, and happy gaming!

 

 

Capcom, We Need To Talk…

Capcom has a bit of an odd relationship with the industry but recently they are not only banking big on one single release, but watching others flop and ignoring key markets…

 

So Capcom. Sometimes I do wonder if you don’t like money. I mean, Marvel Vs Capcom Infinite would have been a great deal and a big success if it was properly funded…

 

Street Fighter V could have been big if it was a finished game with balanced methods of unlocking content.

And what is this excuse regarding Nintendo Switch support?

According to a spokesperson for the company, it noted that it’s general procedure for third-party software developers to make re-releases for a new console within the first year of launch, mainly because there’s just not enough time to work on new titles within the timeframe.

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Come on Capcom. Every has seen your early support for other systems. We know that’s BS.

Why not localise Monster Hunter XX? In your recent earnings report you listed it as a reason you did so well, along with Ultra Street Fighter 2! Oh, is it because of Monster Hunter World? Don’t worry, I’ll get to that.

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A collection of Mega Man games came out on PS4, PC, Xbox One, and later, 3DS. The 3DS version sold the most units. Where is the second Collection at, Capcom? If not on 3DS then why not Switch? In fact data was found pointing to the 3DS version existing.

A dataminer named Greigamaster recently found some code that indicates a multiplayer battle mode for a supposed 3DS version. Additionally, code was found referring to saves and replays for an SD card, and the 3DS has its own directory file, too. As the source article points out, this either means that the game is coming to 3DS, was initially coming to 3DS before getting canned, or it’s completely unrelated to the collection at all and is just simply code belonging to another project by the same team.

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What? Okami HD (Again.)? That did pretty well back on Wii. Why not make a Switch port? Easy money again right?

 

Capcom, I know for whatever reason, you don’t want to make money. I know that taking a game to it’s biggest market is alien to you. But come on. Someone there has to see the writing on the wall. There are markets, not even just Nintendo, that would do wonders for some of your games, and others that wouldn’t. And yet you do the opposite of the logical thing.

 

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Now let’s talk about Monster Hunter World.

You want your game to reach a global audience right? Increased revenue. Okay, fair enough.

This game will obviously cost far more to produce than the 3DS entries. It will need to sell far more to make back that investment. But part of me thinks this is a very dangerous move. Sure it could boost the popularity of the franchise internationally….but that will be at a cost.

The game is coming to PS4, Xbox One and PC. But only on PS4 in Japan. 5 million potential sales right there, in the biggest market for the game. Compared to the 20+ million for 3DS, but of a fall. We know Nintendo Switch is eating away at that too, already past 2 million units, but that’s neither here nor there.

But Japan isn’t really into stationary consoles. They want portable experiences, it’s part of their culture and lifestyle. You’re potentially alienating the domestic market, and largest market, for a franchise you just invested more than ever into.

And let’s not get started on the Western situation. The series hit untold highs in the West on 3DS, and it is well documented the series sells best on portables, even back in the days of PSP/PS2. Is there any guarantee that the Western console markets will pick this up and that fans will migrate from 3DS/Switch where the fanbase grew?

No. Not at all.

This is a huge risk Capcom, I hope you understand that. Taking the game from it’s proven largest domestic market, and it’s largest Western market, spending far more money to do so therefore demanding more sales…all in the hope of a bigger audience.

I hope you appreciate how insane that sounds.

 

Look, if it works it works. But for a company so averse to doing the logical thing and making more money than they would otherwise, this feels like a huge risk, and if it fails…well you better start rethinking your strategy at long last. I don’t think this can go the way of Street Fighter V.

Behind The Game: Splatoon 2

In this edition of Behind The Game we look at the sequel that many say isn’t a sequel to one of the surprise hits of the past few years: Splatoon 2!

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Revealed January 12th at the Nintendo Switch Event in Japan, showcasing the game, new hub area and characters. Response was positive, with lingering suspicion that it wasn’t unique enough or much of an upgrade over the original from 2015.

Playable at Nintendo Switch events worldwide leading up to the launch of the console, where feedback was positive, ringing along the lines of “It’s definitely Splatoon”, albeit most focus was on the hardware.

Late March brought the Splatoon 2 Global Testfire, following the trend from the original in creating a stress test in the guise of a playable demo for a weekend. This led to feedback directly from a wider range of fans on weapons and presented a limited taste of the game. This was later followed immediately before launch with a Splatfest World Premiere demo, acting as another stress test and highlighting the unique community battles aspect of the franchise, immediately before launch.

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The game was also highlighted in Nintendo Directs, first as a follow-up to a more general game showcase that focused heavily on ARMS, a new IP, and Splatoon 2, which was pushed as a duet of main events, highlighting the pulling power of the franchise.

There was later a full ARMS direct with a Splatoon 2 Story Mode teaser at the end, once again highlighting the two being marketed in tandem, and the promise of the game being used to push a new product.

Finally, a full Splatoon 2 direct aired showing the new hosts, story mode, weapons, update plans, Splatfest plans, and laying out the roadmap and what to expect over two years with the game, as well as new modes and features. This followed on from a large E3 showing highlighting the changes and promise of Splatoon 2 as a competitive spectator sport, with a live tournament of some of the best Squid Squads from around the globe.

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Right up to and after launch, consistent TV spots were played worldwide, highlighting the game to the general consumer, along with other multiplayer titles for the summer.

 

Critical Response

Critically Splatoon 2 fared well. Most loved the game, albeit the lingering feeling of not being fresh enough stayed, both visually and in terms of gameplay, as well as some nagging aspects that could have been better. This general response is an interesting change on the original which said there wasn’t enough content at launch, but the game was a shock the genre needed, and felt addictive to play, holding enough quick-fire gameplay in its matches to warrant returning again and again.

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With the content roadmap clearly laid out, critically the game had less focus on amount of content overall, but how much was new, however, in very few cases did that seem to detract from the game being fun, and a general air of don’t fix what isn’t broken surrounds the game.

 

Fan Response

In the eyes of fans, Splatoon 2 faced much of the same backlash. Visually similar, with the differences early on being visible only side by side. The feeling that it wasn’t worthy of being a sequel lingered right until launch, when new information was pumped out, showing the freshness of this new title in the now series.

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Post-launch the feeling changed, and the game is generally loved, though some fans of the original who played considerable amounts of the game, seem to feel a bit of burn out. Criticism is still levelled at how the game handles aspects like matchmaking and stages, and a lack of wholly original content, but the experience has been received as fun and again, just like with critics, an air of don’t fix what isn’t broken.

 

Sales

Despite being on a system only a few months old at the time of launch, compared to its predecessor, with less total users to possible sell to on launch, Splatoon 2 trounced the original game sales in both the UK and Japan. This shocked many detractors who, like with Mario Kart 8 Deluxe, believed that being so soon after the original, who would buy it? This again stems from the “Undeserving sequel” stance many took with the game, however, just like with Mario Kart 8 Deluxe, is already on its way to best its predecessor commercially, with over 3.6 million copies by the end of September 2017.

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Future

As an evergreen title, with a content roadmap of 2 years and long life ahead of that for general play, as well as a blossoming competitive scene, Splatoon 2 is one of the shocks of the decade, from a new IP in a genre Nintendo never touched, to a hit on Wii U (Even with its low sales), to a sequel that is already on track to best it’s predecessor and live a long life on Switch. The future of the brand is clear, though the confidence in Splatoon 2 from its reveal, mirrors the found confidence after the reveal of the original, an idea that is fun, and works well, that proves the series can grow and reach even more people within the genre, and the inevitable Splatoon 3 will be a hit on Switch or whatever is next, as the franchise cements itself as both a system seller and crowd pleaser.

 

 

As always if you enjoyed this article be sure to leave some comments below letting us know what you think of Splatoon 2 as a package, and share this article with all your friends! Until next time!

Behind The Game: Mario + Rabbids Kingdom Battle

As a fun concept, I thought we could take the lead-up to, and release of, a game and see how it shaped up commercially, critically, and with the fans! 

First up: Mario + Rabbids Kingdom Battle from Ubisoft!

 

Marketing

Mario + Rabbids has had a very turbulent run up through its development. Initially leaked simply as a Mario and Rabbids crossover, it drew ire immediately, only compounded by later details like being an RPG, then a strategy RPG. The developers later revealed that this reduced moral, as the incredible pushback against the game, which they believed and cared for visibly post-reveal, was a demoralising worry to many staffers.

Compounding this was promo art and even internal slides revealing the schedule for the game, with a 3-month marketing turn around. What began to many as someone seemingly joking, became very real, and almost unanimously the concept of the Rabbids was a boiling point of contention, let alone working with Mario in an RPG.

Roll around E3, and the game is the opening act for Ubisoft. Shigeru Miyamoto rocks up on stage and the enthusiasm from the crowd, Ubisoft CEO Yves Guillemot, and those watching sparked a change. They showed lead developer Davide Soliani in the crowd, in tears at the immediate reaction to the enthusiasm around his creation, and then came the trailer. At that moment the charm, the humour, even (mostly) the fear of the Rabbids evaporated. Those opening 15 minutes of Ubisoft at E3 showed the commitment and passion into the game and the drive to do it right. Then the game was shown off alongside Nintendo, and press previews began pouring in, and the tune changed entirely.

While previous stigma against the Rabbids will likely never disperse, the gentle trickle of information, constant display of charm and humour, and numerous instances of the dev team explaining how, and why this game exists, what it means to them and what they want to achieve, relieved and resonated with the audience.

 

Critical Response

Critical response has been promising, with numerous previews from E3 and other events praising the depth and challenge of the game, including the simple yet deep combat and skill tree. Also of note is the fascination with characterisation and visuals, noting how it feels like a Mario game gone wrong, matching the invasion of the Rabbids.

The game has struck a chord with critics for opening a genre such as strategy RPGs to new fans in an accessible and fun way, with the game’s humour sticking with many critics noting how crazy the game is, but how well it all sticks together, cementing the pre-reveal concern based on limited information as a needless concern.

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Upon release, the game scored exceptionally high reviews, especially given trepidation pre-release. Praise was aimed at the visuals and depth of gameplay, as well as surprising amount of content. Praise was also piled onto characterisation, an aspect many felt was weak in the Mario series of late, and of note, the Rabbids being reduced from the hated screaming punch lines in search of a joke, to actual personalities, often riffing on the Mario series counterpart.

 

Fan Response

Initial response to leaks was ire, chiefly for pairing Mario with the much maligned Rabbids, seen as flat comedy shoe ins. This persisted even as details trickled out, until E3, when along with critical reception, the opinion switched (ha) completely, minus, again, some disdain to Rabbids. High points include visuals, the effort and complex but simple gameplay, and many likened it to a beginners XCOM.

Some internet dwellers have been caught saying they will pick up the game even though they hate the Rabbids, showing that a book by its cover is one thing, but another is to see the contents, as many were put off just by the premise.

General community response is one of enthusiasm, for a project that was originally considered a hoax, this is perhaps the most promising aspect of the user response. For the developers especially, the relief must be extraordinary, as the community turns to the game as a tent pole release in both a unique genre but in concept and execution.

 

Upon release the game was still held in contempt by some who refused to see the Rabbids beyond their Wii era screaming, which is typical of any release with any existing character, as nothing is without detractors, but the buzz has been great, and of amusement, fun, and shock at the overall quality of the product, and how competent it stands for both strategy fans and now as a unique Mario RPG alongside existing series within the franchise such as Paper Mario.

Sales

This is already the fastest selling, and best-selling, non-Nintendo published title on the Nintendo Switch. And the word of mouth has been astounding. Certainly the genre isn’t for everyone, but sales have shown a strong appetite not just for a new Mario adventure, but a unique take on a tried and true genre. The rewards are being reaped for all the effort poured into this gem. This is a game that will easily sell later in life for the system both as a game on its own, and because of what it offers.

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The Future

The future is certainly bright for both Ubisoft and Nintendo, if nothing for strengthening the relationship between the two companies and the possibility of future franchise crossovers from both sides. As for Mario + Rabbids specifically, it has been new wind for the Rabbids as more detailed characters, and a new successful spinoff for Mario, entering the tactical genre.

The two major possibilities are more crossovers, perhaps letting Ubisoft take command with some of their specialised genres with Nintendo characters, or Nintendo doing the same in reverse. Certainly though, one can expect a sequel to Mario + Rabbids, when all the additional content into 2018 is said and done.

 

Frankly, Mario + Rabbids Kingdom Battle is fantastic. An idea so crazy that it was reviled on sight until the passion seeped out onto a stage and the world just stopped and stared: It not only legitimizes Nintendo’s trust in Ubisoft, and their talent to make incredible games, but also the old saying “Don’t judge a book by its cover”. This is a very meaty book.

As always, if you like what you read, leave a comment, share this article, and see you next time!

Can Multiplayer Focused Games Have Sequels?

The reaction to Splatoon 2 not being “new enough” makes us wonder…can these multiplayer focused games really get sequels?

 

So this is a strange topic. Multiplayer focused games, be it MMOs, fighting games, MOBAs, so on and so forth, build communities around themselves competitively, primarily from the mechanics being engaging and enjoyable to play.

In some franchises, such as first person shooters like Call of Duty, the frequent sequels don’t impact the game much. But for genres that exist with single entries for years at a time, a sequel is a big shake up.  Something like Super Smash Bros. for instance, only gets a new entry every few years. But with it comes a well documented problem: Change.

So within fighting games especially, mechanical changes are hot topics. To this day, there are known showings of events where Smash 4 is played, only for the crowd to demand Melee immediately after due to “Superiority”. Brawl is almost reviled by the community for its mechanics. The change was seen as a bad thing – Too far from Melee, is a bad game for those communities.

So jump ahead to Splatoon. A game that absolutely lives on its mechanics. But the sequel released 2 years later, most likely to bolster the console it was on early in its life, was met with near universal complaints that it “Isn’t new enough”. But the thing is, how much could they change? Too much, it falls into the Brawl trap. Too little, and this complaint arises. With Splatoon, a game so focused on it’s mechanics to stand out, if too much is changed…is it even the same game?

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With other games like this, such as League of Legends, or Overwatch, try to consider a sequel. How much would they actually be able to evolve the gameplay, while keeping it the same game, before hitting the Brawl problem? These games, like Splatoon, live on expansions, some paid and some free.

But then we hit another issue – World of Warcraft is getting expansions-less servers! A basic experience is being touted as a good thing, in the face of how much the game has evolved and changed.

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This is a delicate balance – Multiplayer focused games really can get sequels, but the balance between keeping it similar enough for the community while also doing enough to make it new…is difficult. Who knows, maybe Splatoon 3 will be a big hit and change a lot. Maybe an issue with Splatoon 2 was how quick it arrived in stores?

 

All I know is it will be very interesting to see how other game in the field evolve – if sequels ever come on new consoles like the PS5 or if the game just gets re-released.