Archive for the ‘Game Articles’ Category

by Jonathan Lee

GameStop hosted a TikTok contest for employees and among the prizes was a dubious reward: extra work hours during Black Friday.

The contest was posted on the GameStop Conference website, which features competitions for different rewards. One contest, called the “Incisiv TikTok Dance Challenge,” asked store managers to film dance routines with their workers.

It sounded like a fun event, but the reward has raised some eyebrows.

“The winner of the challenge will receive an Echo 8, Echo Auto, $100 VISA gift card and 10 additional labor hours to use during Black Friday week,” the contest rules stated. (thanks, TheGamer).

The language regarding these labor hours are cryptic, and, as Kotaku noted, GameStop hasn’t clarified the offer. Would it have counted towards overtime? Would it have counted as holiday pay? We don’t know.

Gamers on Twitter widely condemned the contest as exploitative and abusive.

“They’re literally making the working class dance for the right to put food on the table,” one user wrote. “This is an ultimate new low.”

“This is absolutely appalling,” another user tweeted. “You want your employees to advertise for you for the privilege to work more hours for you? GameStop can’t die soon enough.”

And this isn’t the first time GameStop has sparked controversy this year. When the United States announced the national COVID-19 quarantine in March, GameStop declared itself as an essential business, to the outrage of its own employees. The retailer closed all its stores later in the month following backlash.

As the United States suffers yet another spike in coronavirus cases, Black Friday is sure to be a fraught environment for GameStop workers. Fall is always the busiest season in video games, but this year’s Black Friday is primed to be especially chaotic.

With the Xbox Series X/S and PlayStation 5 both releasing this year, eager customers are going to be swarming retailers in a shopping spree that could result in another explosion of COVID-19 infections.

GameStop creating a contest for tired, unsupported workers to compete for more working hours is not putting forth a very good look.

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by Tyler Fischer, ComicBook.com

Terry Marshall, the voice actor behind Grand Theft Auto IV character “Real Badman,” died on November 1. At the moment of publishing, details are scarce. This includes not only the cause of death, but basic information like Marshall’s age. As for the news itself, it comes way of both Marshall’s brother and Rockstar Games. According to the former, Marshall has “departed this physical reality and traded it in for some other dimension.”

As noted, further details are currently scarce. In fact, these are where the details, about both Marshall and his death, end. Marshall’s brother notes the voice actor lived in New York City, but that’s the only other additional detail divulged in the announcement.

“My brother has departed this physical reality and traded it in for some other dimension,” writes Marshall’s brother on both Instagram and Twitter.

Marshall’s death occurred on November 1, but it’s only now that many are hearing about it after Rockstar Games officially addressed the tragedy via its official Twitter account. As you may know, Marshall played Grand Theft Auto IV character Real Badman, also known as Teafore Maxwell-Davies. In the game, Badman is the leader of the posse Yardies.

Of course, when and if more details are provided on both Marshall’s life and death, we will be sure to update the story. In the meanwhile, we would like to extend our deepest condolences to Marshall’s family and friends during this incredibly tragic and difficult time.

Rest in peace, Terry.

by Kris Holt, Engadget

Halo Infinite director and studio head Chris Lee has stepped down from his role on the troubled game. Lee was overseeing the long-awaited next entry in the Halo series, which was supposed to arrive alongside the Xbox Series X and Series S consoles next month. However, Microsoft and 343 Industries have delayed Halo Infinite to sometime next year.

Lee has been with 343 Industries since 2008 and he has worked on several entries in the series, including Halo Reach, Halo 4 and Halo 5: Guardians. He’s still a Microsoft employee and he told Bloomberg he’s “looking at future opportunities. I believe in the team and am confident they will deliver a great game and now is a good time for me to step away.”

There’s been a bit of a personnel merry go round during the development of Halo Infinite. Lee is the second project lead to leave the team in the last two years. Creative director Tim Longo and executive producer Mary Olson departed last year.

Microsoft roped in Halo veteran Joe Staten to oversee the single-player campaign in August. Around the same time, Pierre Hintze, who led the Halo: The Master Chief Collection publishing team, stepped in to lead development of the free multiplayer modes. As such, Lee’s role on the project was somewhat reduced.

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YouTuber iJustine poses in front of the XBox fridge

by Lillian Stone, The Takeout

When I was eight, some kid in my third grade class created a very rude chant based solely on the fact that my name (Lillian) rhymed with another student’s name (Killian). “Lillian loves Killian!,” the kid chanted. “Lillian loves Killian!”

To get ahead of the joke, I decided to confirm the rumor. “Yeah, I do,” I replied calmly. “I do love Killian.” That pretty much tanked the rumor. It also ensured that Killian stayed a full 30 feet away from me for the remainder of the academic year. The moral of this story: If somebody’s teasing you, it’s best to get in on the joke. Lo, the latest XBox marketing stunt: a full-sized XBox refrigerator.

Some background: According to XBox fans, the new Xbox Series X looks a lot like a mini fridge. To get ahead of the joke, XBox made three full-sized, functioning refrigerators shaped just like the Series X. Just look at those oblong dimensions! The brand delivered the fridges by forklift, sending them to YouTuber Justine Ezarik and, oddly, Snoop Dogg. Actually, it’s not that odd—Snoop’s definitely had his fair share of video game cameos. Slashgear reports that XBox will auction off the remaining fridge to one lucky fan.

Admittedly, the fridge is pretty damn cool. It emits that signature XBox green glow and even blares the console’s start-up sound when opened. It’s also decked out with oversized USB ports and a slot for the Seagate Storage Expansion Card, which is apparently a must-have for serious gamers. According to General Manager of Xbox Games Marketing Aaron Greenberg, it’s the “fastest, most powerful fridge” ever made. Seems like the perfect vessel for whatever gamers are drinking these days. Last time I checked, it was Mountain Dew.

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by Jonathan Lee, In The Know

Cyberpunk 2077 is the most highly anticipated game of the year, but according to a former developer, it’s coming at a high human cost.

An anonymous Reddit poster who identified themselves as a former CD Projekt Red developer described a brutal working schedule and leadership who had a disturbing disregard for the wellness of its workers. Bloomberg reporter Jason Schreier confirmed the poster was indeed an employee of CD Projekt Red.

I think this Reddit comment from someone who worked at CD Projekt Red is worth sharing, especially since folks out there still think their overtime is limited to 48 hours a week. I can confirm they used to work at CDPR (just got off the phone with them): https://t.co/kWdSzlTUCI pic.twitter.com/XCDjqo2KsH

— Jason Schreier (@jasonschreier) October 14, 2020

The former CD Projekt Red developer said that some Cyberpunk 2077 teams have been crunching (the game industry term for excessive mandatory overtime) since July 2019. If what the poster is claiming is true, it means that the company has been forcing its employees to work 16-hour workdays for more than a year now.

“The people that want the product out ASAP are the board and the marketing directors,” the former CD Projekt Red employee wrote on Reddit. “And they don’t give a flying f*** about the work balance.”

When Bloomberg released its report on CD Projekt Red mandating six-day workweeks in the two-month lead-up to Cyberpunk 2077’s release, it sent shockwaves through the industry. CD Projekt Red had backed out on its promise in June 2019 when the company’s leadership vowed that it wouldn’t force its employees to crunch.

Fans were divided by the news. Many rightfully condemned CD Projekt Red for labor abuse and reneging on its commitment to work-life balance. However, some defended the company and dismissed the Bloomberg piece as a smear campaign, despite the fact that crunch has a long-documented history of harming workers and has even led to class-action lawsuits.

CD Projekt Red’s defenders claimed that the six-day workweek wasn’t a mandate but rather a collective decision made by the employees. Schreier spoke with several current CD Projekt Red developers who told him this was false — there was never a discussion, only an order.

To clear up another point, I asked a couple of CDPR devs if it’s true that the majority of them wanted six-day weeks over a delay. They said that conversation never took place. One: “We got the email and then a meeting with our team leaders. It was never an option or question”

— Jason Schreier (@jasonschreier) October 9, 2020

Crunch is a sadly common aspect of video game development, an industry that has a long history of abusing the average worker with the justification that they should be grateful that they even have a job in games in the first place. Though there is no evidence that crunch increases productivity, it continues to remain a toxic cultural precedent.

“And this my friends is why I left the game dev industry,” Another Redditor wrote in the same thread. “I’ve sat through many crunches to the point I didn’t even feel like I was alive anymore.”

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Amazon CEO Jeff Bezos. Alex Wong/Getty Images

by Ben Gilbert, Business Insider

Did you know that Amazon, the biggest company in the world, launched a big-budget video game this year?

The game is called “Crucible,” and you could be forgiven if this is the first you’re hearing about it. Despite being free to play and available on the world’s largest gaming platform, Steam, “Crucible” quickly came and went from the top-100 chart.

One week after it launched in late May, the online multiplayer game had fewer than 5,000 players on average — a major issue, given that it was intended to compete with the likes of “Fortnite” and “Valorant.”

In late June, Amazon pulled the game from digital stores and put it back in “closed beta,” a game-development term that means a game isn’t complete. And in a blog post published Friday night, it killed “Crucible.”

“Ultimately we didn’t see a healthy, sustainable future ahead,” the post said, adding, “That evaluation led us to a difficult decision: We’ll be discontinuing development on ‘Crucible.'”

Any purchases that players made within the game can be refunded, and the ability to buy in-game currency has already been suspended. The game’s matchmaking functionality, which enables multiplayer, will be disabled “in the coming weeks,” with a final sunset date for custom games on November 9, the post said.

“Crucible” is a team-based online multiplayer shooter that takes inspiration from online multiplayer battle-arena games like “League of Legends” and “DOTA 2” rather than competitive shooters like “Fortnite.”

It’s also a free-to-play game with a PC focus, putting it in direct competition with games like “Valorant” and “Fortnite.” Amazon’s goal for “Crucible,” which it had been working on since at least 2014, was to attract tens of millions of players and, with any luck, make it a major esport game.

Amazon’s “Crucible.” Amazon

The contrast between how “Crucible” launched and how “Valorant” launched helps illustrate why the former failed while the latter has succeeded.

When “Valorant” launched this year, it was available in a closed beta that you could access only by watching Twitch streamers play the game live; through a “drop” system tied to Twitch accounts, viewers would gain free access to the beta. This way, new “Valorant” players already had some idea of how to play the game, because they’d watched someone play it live.

In the weeks leading up to and following the launch of “Crucible,” Amazon, which owns Twitch, didn’t use its own streaming service to promote the game. There were no major streamers playing the game and hyping it up, no trailers for it running as ads, and no drop system to gain early access. Similarly, on YouTube, ads for “Crucible” were nowhere to be seen.

“Crucible” had about 25,000 concurrent players at its peak, on May 21. By May 22, two days after launch, it had already disappeared from Steam’s list of the 100 most-played games, which bottoms out at about 5,000 concurrent players.

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by Jonathan Lee; In The Know

The post-event high of the PlayStation 5 Showcase has had fans buzzing, but new information from Sony has turned that buzz into mild disappointment.

PlayStation 5 will not be backwards compatible with the PlayStation 1, PlayStation 2 and PlayStation 3, as Famitsu confirmed (via Ars Technica). However, Sony Interactive Entertainment president and CEO Jim Ryan told Famitsu that “99 percent” of PlayStation 4 games will be playable on the PlayStation 5.

As Ars Technica also noted, this is an unusual change of heart for Ryan. In 2017, he questioned if PlayStation fans would ever take advantage of backwards compatibility in the first place, despite the fact that gamers have requested the feature for years.

“When we’ve dabbled with backward compatibility, I can say it is one of those features that is much requested, but not actually used much,” Ryan told Time. “That, and I was at a Gran Turismo event recently where they had PS1, PS2, PS3 and PS4 games, and the PS1 and the PS2 games, they looked ancient, like why would anybody play this?”

Some gamers on Reddit bristled at this quote and described Ryan as a corporate suit who is out of touch with his own consumers.

“Is this guy serious?” one Redditor asked. “This is the head of Playstation?”

“Don’t care how good Gran Turismo Sport looks,” said another Redditor. “GT4 has nearly [three] times the cars, better tracks, glorious OST and an actual proper campaign. I’ll always play it … and many other PS2-era games that their modern-day counterparts have yet to rival.”

For Sony, backwards compatibility is most likely not a technical issue. Indeed, people with jailbroken PlayStation 4s have discovered that the console is capable of running PS1 and PS2 games. (In The Know does not endorse jailbreaking a PlayStation — or any device, for that matter.)

The issue more likely has to do with licensing. For many games, the rights to use assets such as music are limited, so a digital version of an older driving game might be pulled from platforms because its sample of Lil Jon’s “Get Low” (skeet skeet skeet) has expired and the publisher doesn’t see the value in renewing it.

Noclip’s documentary on video game distributor GOG.com, which specializes in retrofitting classic titles for modern PCs, showed the enormous amount of work and legal red tape involved in preparing these games for rerelease.

It’s not clear how much console companies stand to gain or lose by limiting backwards compatibility, but there are still a lot of gamers out there who can’t (and won’t) let the past die. And for good reason! Bushido Blade still goes hard.

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by Tom Hoggins via The Telegraph

With the promised Autumn release dates of next-generation consoles Xbox Series X and PlayStation 5 creeping ever closer, it seemed that Microsoft and its great gaming rival Sony were playing chicken over who would reveal the cost of their new box first.

Plenty of speculation filled social media over the months since the pair’s summer showcases, but the firms remained resolutely quiet on the pricing issue, perhaps in the hope that the other would go first and last minute tweaks could be considered.

Pushed by either the leak of its budget next-gen alternative, the Xbox Series S, or the need to be aggressive to have any chance of cutting the significant lead Sony had with the PlayStation 4, Microsoft jumped first.

And it went in with two feet. The more powerful Series X will cost £449.99 while the lower-specced Series S will set players back a faintly remarkable £249.99. Both prices were a highly aggressive move in their own right (many expected both the Series X and PS5 to be tipping over the £500 mark) but the circumstances and strategy surrounding Microsoft’s move are somewhat unprecedented in the gaming industry.

The Xbox Series X is launching without any specific exclusives to speak of, with Microsoft happy to say you can play its first-party games on PC or on the upcoming streaming service xCloud. And while smaller, budget versions of gaming hardware are hardly new, they usually come in the middle of a console’s lifecycle. Releasing one alongside a premium model at launch is new territory.

All of this is in service to Microsoft’s growing subscription service Game Pass. This Netflix-style service offers up a library of games to download for a fixed monthly price. All of Xbox’s own Game Studios titles -such as Halo Infinite- will appear on the service, while the company also announced that FIFA publisher EA would be folding in its own EA Play library into the price. Microsoft have been aggressively pushing Game Pass as the fulcrum of its gaming offering for the best part of two years and it will also be the backbone of xCloud.

Microsoft’s approach to its consoles is not about selling boxes as much as it is ensnaring you into a Game Pass subscription. The Redmond giant is even offering a smartphone style 24 month contract for the Series X and Series S, in which you can pay up to £35 a month (for the Series X) for the new console and access to Game Pass. Taken at face value (not including the inevitable offers on subscription that will come from buying the box up front) over the span of two years that would be cheaper for players than buying the box and a Game Pass sub up front (around £18 according to some back-of-the-hand maths).

It is an approach unheard of thus far. And while there are unquestionable risks inherent in committing to a 24-month contract, giving prospective customers an option where they are not forking out £450 at launch will be a tantalising prospect.

Microsoft have so far executed this plan as well as it possibly could have – gaming Twitter was a flurry of positivity after the reveal- but there remains a significant question mark over whether this is the right plan.

Game Pass has received plenty of plaudits for its breadth of choice, but whether subscription is the direction that the mainstream gaming audience will want to go remains to be seen. The dominance of subscription services in other entertainment mediums would suggest yes, but gaming has not always followed the same pattern as its TV or musical cousins.

And there is, of course, the question of the PlayStation 5. Where Microsoft are trying to disrupt the industry model through service, Sony seem to be playing a straighter bat. While it too will be releasing a cheaper (disc-less) version of its PS5 console at launch, its focus so far has seemed more traditional; highlighting its gilded first-party studio exclusives and touting a more significant step into the next generation. While it does have irons in the fire with cloud gaming and subscriptions, Sony hasn’t seemed to have shown the same appetite of building its gaming business around the idea.

To an extent: why should it? Estimates have the PlayStation 4 outselling the Xbox One at around two to one and Sony is widely recognised as having the superior exclusive line-up. Getting gamers to shift allegiance after a successful run is not an easy task and Sony may feel that too much disruption would not serve it well.

Still, the reaction to Xbox’s pricing strategy would have caused plenty of chin-stroking in the executive offices of Sony HQ. PlayStation’s initial riposte may be to undercut the ticket price of the Xbox -who knows?- but it may be keeping one eye on how the monthly contract idea plays out too.

The chances are that Sony can afford to wait it out a little longer than Microsoft. Xbox knows it needed to be aggressive to shift mindsets and further push Game Pass as the future of how we play games. An all or nothing gamble that could fall flat or disrupt the gaming industry entirely. Microsoft look to be making the right moves, at least. Now it is your turn, PlayStation.

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Microsoft wants a “smooth transition” to the full September 15th launch.

by Steve Dent via Engadget

Microsoft is releasing its Android xCloud game streaming service in beta today at 9AM, with just over a month remaining until the full launch. It’s currently only available in preview form for Xbox Insiders, but all Xbox Game Pass Ultimate subscribers will be able to access the beta version today from Google’s Play Store.

“As we approach the launch of cloud gaming with Xbox Game Pass Ultimate on September 15, we’re entering a limited beta period to ensure a smooth transition of the cloud gaming experience to the Xbox Game Pass app on Android,” a company spokesperson told Engadget. “Existing Xbox Game Pass (Beta) app users will get the opportunity to test a subset of the available titles as we ready the experience for broader availability next month.”

This limited beta is critical to providing the best possible experience for members at launch and should not be considered indicative of the final experience or library.

If you’re an Xbox Game Pass Ultimate subscriber in one of the 22 xCloud launch countries, you’ll receive a notification that it’s is available to test. There should be about 30 of the 100 launch games available, though you might experience some typical beta bugs. “This limited beta is critical to providing the best possible experience for members at launch and should not be considered indicative of the final experience or library,” Microsoft said.

The program is still on schedule, with the preview being discontinued on September 11th and the full launch happening on September 15th. The Game Pass Ultimate beta app rolls out today at 9AM ET on the Google Play Store, but you’ll need a $15 per month Xbox Game Pass Ultimate subscription to use it.

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Neil Druckmann sent an email to his team after the positive review scores came in, and he ended it with “f**k the haters.”

by Eddie Makuch via GameSpot

After the review scores for The Last of Us Part II came in–and they were very good–writer-director Neil Druckmann sent an email to his team to thank them for their hard work. Druckmann has now shared some insight on what he said in the email, including his response to the haters.

Speaking to actor Troy Baker, who plays Joel in the game, Druckmann said he originally wanted to send thank-you texts to every developer, one by one. However, the team’s sheer size made that impossible. Instead, he decided to send a message on a larger scale. He ended up using email rather than text.

Druckmann said he was writing a text to art director John Sweeney, with whom he clashed often throughout development, and he began to cry. His reason for crying still isn’t clear to him.

“When the reviews hit, he was one of the first people I thought of to text personally. I’m starting to write this text to him, ‘Dude, I know we didn’t always see eye to eye…’ As I’m writing this text, I’m starting to cry, and I couldn’t even understand why I’m crying. I realize I can’t text everybody on the team–there’s just too many people on the team. I just have to write the whole team an email, and I’m not very good at that stuff.”

Druckmann said he doesn’t remember exactly what he wrote to his team, but it touched on how he was getting too much personal praise when people should understand that making The Last of Us 2 was a team effort. He also told his team that he’s never been prouder of any game he’s worked on.

He also had a message for the haters. As it turns out, he isn’t a big fan of them!

“I don’t remember exactly what I wrote, but I’m writing about my fears like I’m getting too much praise and it’s not being seen enough as a team project–but this is a Naughty Dog game, in every sense of the word,” Druckmann said. “I forget how I ended it, but it was something to the effect of, ‘Review scores are cool, but seeing your guys’ pride is what I live for.'”

“The reviews were awesome, and it’s great to hear people love the game and how much it resonates with them, but nothing comes close to hearing you, or Laura, or John, or any member of the team that has sent me an email since the game has come out to say this is the best game I’ve ever worked on. F**k the haters. Nothing makes me prouder that I’ve worked on in my life than this game.”

Also in the interview, Druckmann spoke about how he does not focus too much on sales. He only hopes his games can make enough money to convince Sony to allow Naughty Dog to keep doing what it does.

“Our job is not to maximize profits or sales,” he said. “The game is selling well, and I don’t care. Just to talk about sales for a second, I just want to sell enough so we can do it again. So Sony will keep trusting us and giving us the creative freedom to do whatever we need to do. And anything beyond that is just gravy.”

For what it’s worth, The Last of Us Part II is a gigantic sales success. The game sold more than 4 million copies in its first three days, setting new PlayStation records.

Naughty Dog is now working on The Last of Us Part II’s new multiplayer/online mode, while the company is also thinking about what might come next like The Last of Us III or something else.

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