Archive for the ‘Game Articles’ Category

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by Alex Co

Possibly one of the biggest PlayStation 4-exclusive games to come early next year is Bloodborne, and with good reason; given From Software’s excellent work on the Dark Souls franchise.

Speaking to PlayStation LifeStyle in an interview at this year’s Tokyo Game Show, we asked Bloodborne Director Hidetaka Miyazaki why the action RPG is a PS4-exclusive and here’s what he said:

I always wanted to make a game set in the Victorian era, but to make it look good — with all the clothing and the architecture and things — required a console more powerful than the ones that were around. the arrival of the PS4 finally gave us that. Bloodborne isn’t a game that could have been cross-generation, it was only possible on PS4.

Bloodborne will be out on February 6, 2015 exclusively for the PS4.

http://www.gamersoutpost.net/

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by Ben Kuchera

Blizzard has canceled one of the largest, most ambitious games it ever tried to create. At least, it might have been. No one knew that much about it. And now it’s dead.

The quotes from the company about the decision are hard to read. The work and the budget that went into Titan have now been sunk, although it’s likely some of the ideas and technology behind the game will aid Blizzard in some way. It’s rare that these things are a total loss, although this means that there are likely people who have put the better part of a decade into a game that will never see the light of day.

But this move signals a new direction for the company, and the industry is bound to pay attention.

“I wouldn’t say no to ever doing an MMO again,” Blizzard co-founder and CEO Mike Morhaime told Polygon. “But I can say that right now, that’s not where we want to be spending our time.”

Why would anyone?

The changing of the guard

World of Warcraft has long been one of the most popular, and profitable, games in the business, but things are changing. It’s not just that it’s going to become harder to hang onto players. The fact is that there has yet to be an MMO that has remained profitable, or has kept its subscription fee, in quite some time.

It’s a space filled with battered wrecks of games that have been forced to move to a free-to-play model, and it’s unlikely that any of these titles will ever come close to World of Warcraft now from a business perspective, much less the numbers the game enjoyed at its height. Taking another run at that hill would require a huge investment, and a very special product. And Blizzard didn’t feel Titan would have been that game.

“We took a step back and realized that it had some cool hooks. It definitely had some merit as a big, broad idea, but it didn’t come together. It did not distill,” Chris Metzen, Blizzard’s senior vice president of story and franchise development, told Polygon. “The music did not flow. For all our good intentions and our experience and the pure craftsmanship that we brought together, we had to make that call.”

Blizzard didn’t feel Titan would have been that game

Being able to make that call at all is one of the most telling examples of Blizzard’s power in the video game world. In nearly every other situation, with this much time and money riding on the seven years the game had been in development, the publisher would likely have forced some kind of product to be released.

Blizzard was given the privilege of taking its own dog behind the shed to put it down, which is an odd way for a company to show its muscle. But make no mistake that this is a company flexing its ability to react to the market and only release the games it’s completely sure of.

It’s unlikely that we’ll see another company create the kind of MMO we’re used to seeing from companies like Blizzard, and instead the sort of “always-online but please don’t call it an MMO” class of games like Titanfall and Destiny are bound to take over. Blizzard is moving into other areas with the upcoming Heroes of the Storm, a clear shot at the monstrous MOBA market, and Hearthstone, a trading card game that has become a massive success.

The puck had disappeared

This is how Blizzard works: They follow the crowd, but the company is talented and clever enough that it has always been able to make the definitive version of the game they’re trying to emulate.

“Let’s take a game that we all love playing, do what we want to do to make it ours, just like we’ve done with every single game from the past. Vikings was Lemmings. Rock and Roll Racing, name any of those car games out there. Warcraft came from Dune, so it’s the same thing with Heroes of the Storm,” Sam Didier, a senior art director at Blizzard told me when discussing Heroes of the Storm.

“It’s like, we take a game that we like and then we make our version of it. If we like it, it turns out that people like it as well.”

During the course of Titan, it sounds like Blizzard lost that path, and even worse they were no longer skating towards where the puck would be in a few years. The puck had disappeared. Blizzard was chasing its own tail, and may have been inspired by its own success with a previous product rather than anything that ignited the company’s imagination.

Killing the game now, and still having two of the most promising titles in active development in Hearthstone and Heroes of the Storm, not to mention the still-popular World of Warcraft, shows the power and might of Blizzard, and it may be a situation where a failed project makes them one of the more admired developers in the business.

http://www.gamersoutpost.net/

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by William Usher

The resolution disparity continues on as the Xbox One and PS4 face off over the latest high-end eighth generation exclusive, Lords of the Fallen. The game is a Dark Souls-style hack-and-slash, action-adventure that focuses a lot on the strategy and skill of combat rather than just relying on rapid button mashing. It’s been revealed, however, that Lords of the Fallen won’t be running at native 1080p on the Xbox One.

Videogamer managed to get in word with Lords of the Fallen creative director Tomasz Gop, who talked to them about the spec performance of the upcoming game for the eighth generation home consoles.

According to Gop…

[They’re] “pretty much similar,” [but] “probably the resolution [on Xbox One] is like 900p instead of 1080p on PlayStation 4. But apart from that there’s nothing different I would say.”

Lords of the Fallen hasn’t been spread across the gaming news-wire quite in the same way as other titles, but it’s one of the few games coming out this fall that I’m thoroughly excited for.

Even though the game is still within the Dark Souls-clone arena, it manages to separate itself by focusing heavily on how combat plays out. For instance, enemies using shields require weapons that hook around or deflect the shield in order to get an attack in on the body of the enemy. Additionally, weapon weight and swing/strike/slash attacks alter how the player-character or enemies react to said attacks, opening them up for more devastating blows, combos or counter-hits. It’s an extremely tactical game that slows the combat down so players will have to think about how they engage rather than just engaging for the sake of it. Hit-spam combos from games like Dynasty Warriors are no where to be found in Lords of the Fallen.

As for the resolution disparity… it’s to be expected and it’s an expectation that we’ll likely see grow as the generation wears on. Software optimization can’t fix hardware limitations.

It’s been brought up many times previously that the Xbox One had problems hitting 1080p, and unless a game is specifically designed around certain architectural designs of Microsoft’s console, it’s likely to continue to running into problems rendering games above 900p.

However, this doesn’t mean that gamers can’t have fun with the game. If you don’t mind a slightly lower resolution then you might be find with paying the same amount for a game that renders 633,000 pixels less than the competition.

Of course, let be known that even some games on PC have a tough time maintaining native 1920 x 1080 full HD resolutions with the graphics maxed out, as evidenced in the performance analysis of the Asus ROG GL551JM. You sometimes have to give and take with these things.

As for Lords of the Fallen… the game is scheduled to release soon, and Gop mentioned that the title has already been certified and they’re just brushing up some bug fixes and glitches before release…

“It’s really, really close [to completion],” … “Pretty much the only thing that we’re doing is last minute fixes, but we’ve already been certified. We’re already past the US certification for PlayStation.”

The game is due to drop on October 31st for Xbox One, PS4 and PC.

http://www.gamersoutpost.net/

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by Sehran Shaikh

Holiday Season 2014 is just around the corner, and we have some great games lined up to arrive on PlayStation 4, Xbox One and last-gen consoles, but in this feature article I won’t be talking about what’s coming in next three to four months, rather I would take a look back and see what has really happened in the past eight months.

Few games released during this period performed better than our expectations, however there are few games which were expected to be “Next Big Thing” in that particular genre but failed to deliver on all the promises. This feature is about three Overhyped new AAA IPs of 2014 which failed to delivered.

Titanfall:

It came from the developers who gave gaming world the billion dollar franchise “Call of Duty”, Electronic Arts and Microsoft, in short all perfect ingredients to be ‘the next big thing’ in multiplayer gaming, it was marketed and overhyped like never before by the trio Respawn, EA and Microsoft: They called it “Call of Duty series killer, revive first person shooting genre and some other unrealistic things which never happened before”.

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But the verdict of consumers was completely the opposite, Titanfall was not a great game it was a “GOOD” game, but not exactly an Innovative and Ground-breaking experience. Many gamers tag it as “It’s Call of Duty With Mechs”. Titanfall fell well short of its GOAL.

Watch Dogs:

Watch Dogs had a Show-Stopper reveal at E3 2012 and was followed by another astonishing showcasing at E3 2013. The hype among fans went beyond limits, and was awarded a tag “Top Competitor” of GTA V. However, just a week before its official launch, Ubisoft shocked the gaming community and announced a release delay of Watch Dogs to 2014 and cited the reason as “development team needs more time to deliver on the promises and polish”. The game was put under cover, and Ubisoft did not talk about it for months, this lead to numerous queries from fans: Did a game that looked astonishing at E3 2012/13 needed polishing?

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After a long silence, Ubisoft finally re-revealed Watch Dogs in May 2014, but it was not the game which open world genre fans saw at E3 2012/13, instead of polishing, graphics received massive downgrades.

Watch Dogs showed lot of potential after its initial announcement but the dominance of GTA franchise in open world genre is so strong that other games need to do something really special to grab attention. A perfect addition to overhyped games and not delivering on huge promises.

Destiny:

Destiny was in making at Bungie for many many years, and like many other games, initial announcement was very well received by both fans and critics. After cutting their ties with Microsoft, Bungie made few press statements that caught gaming community’s attention, “we don’t want to make Halo anymore” and “we want to do our own things and not be tied down to large company”.

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But for Destiny, they broke both these promises, fans termed Destiny as “Halo Clone” with few differences/upgrades and signed 10 yrs deal with Activision. Destiny received “Mediocre” game reviews because it failed to deliver on big promises from Sony/Activision and Bungie: “story/plot was almost non-existent, no memorable characters, no social interaction whatsoever between you and other online players, missions were repetitive, ridiculous and unbalanced PVP.”

The main reason for Destiny’s downfall was Overhype, it was all time high. I’ve almost never seen a new IP get this kind of hype. Right from the start, Sony hitched their wagon completely to this game, and was super hyped mostly for PlayStation 4, like if it was a new Messiah.

Conclusion:

Why we should not lambaste publishers/developers for creating a over-hype, this is their job. These companies market their titles, create hype amongst fans etc and sell millions of units worldwide. We can’t expect an employee of Bungie/Ubisoft/Respawn/Sony/Microsoft or many others to take center stage and announce that “we’ve got a new game, it’s not best game or going to revamp/re-define the genre, but I think you’ll probably enjoy it”? That’s not going to happen.

Just keep your HOPES and HYPE level in check. Titanfall, Watch Dogs and Destiny all sold millions of copies worldwide, and these companies have made $$$. Definitely, in a couple of years we will be seeing sequels to these games, and you people will again so on blasting it as a terrible decision as previous installment/original title didn’t perform as expected and everyone hates it, but still the sequel will sell millions of copies worldwide. Once again we will discuss among us the same old thing “HYPE, HYPE, OverHYPE” and other non-sense things. FULL CYCLE will continue. So, keep your HOPES and HYPE level in check.

http://www.gamersoutpost.net/

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by Saad Dada

Sony has had unbelievable success with the PlayStation 4 since it launched back in November of 2013. Microsoft launched the Xbox One a week later, and has been playing catch-up ever since. In order to keep up with the competition they knocked $100 off the cost, making a Kinect-free model to match the PS4’s price. And while the Microsoft exclusive ‘Titanfall’ did good business, it didn’t have enough of a major impact in taking down the Japanese juggernaut.

But now the Seattle-based software giant has paid $2.5 billion to acquire Swedish company Mojang, the creators behind the popular videogame ‘Minecraft’. Could this be an attempt to one-up their Japanese rivals?

‘Minecraft’ is a hugely popular game but it doesn’t quite match-up with the likes of ‘Grand Theft Auto’, ‘FIFA’, or even the‘Call of Duty’ series. However, its popularity has allowed for it to be released on all consoles. It’s a fun game that appeals to all ages and requires creativity because one is able to create structures out of 3D cubes.

According to The Street, ‘Minecraft’ is “a kind of digital Lego without an instruction book – a building game where players construct their own world out of blocks, making anything from a forest to the Eiffel Tower”. For now, the game will continue to be available on all major platforms including Microsoft’s arch rival the Sony PlayStation.

However if Microsoft does decide to make Minecraft an exclusive title, it could possibly gain momentum over Sony. According to Eurogamer, the title has sold a staggering 54 million copies on all platforms (as of 25th June) and a landmark 100 million users were registered as of February this year. The fan base will no doubt want to get their fix, and if it’s not available on the PlayStation that could give Microsoft the upper hand. But even with the exclusivity, Sony has some major franchises to turn to. ‘God of War’, ‘Uncharted’ and upcoming exclusives like ‘Driveclub’ and ‘The Order: 1886’ offer limitless potential.

This generation consoles look to be more focused on hardcore gamers considering the PS4 was made to be a dedicated gaming machine. Xbox on the other hand went the ‘all-in-one entertainment system’ route with their Xbox One. And while Minecraft may prove to be a worthy purchase, it still may not be enough for them to match Sony’s lead.

http://www.gamersoutpost.net/

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by Sam Machkovech

While opinions have been mixed on Destiny, Bungie’s first post-Halo video game, most impressions and reviews of the game thus far—including our own—have at least praised its online stability. That’s no small feat for an always-online game, especially in its first week, but error reports are beginning to accumulate from Destiny players across all four of the game’s consoles.

There’s a reason for that: Bungie launched its “shared world shooter” without much of a customer support structure in place. Eight days after launch, users who haven’t been able to connect—including one of Ars Technica’s own contributors, who still can’t get online with an Xbox 360 copy of the game—have exhausted all of the suggestions listed at help.bungie.net. At that point, those users are directed to visit Bungie’s forums, “staffed by community mentors who are here to help you.”

The end result is a funneling of complaints to a forum whose topics are broken down not by official categories but by hashtags. With nothing in the way of a trackable “ticket” system or a customer service hotline, users are stuck with a “#help” page that is currently dominated by topic titles like “I’ve Given Up on Destiny and Got My Refund; Here’s Why Maybe You Should Too” and “Bungie Please Give Us Info.”

Worse, our hunt for official Bungie posts resulted in only one major response thus far. A thread titled “Help us help you” starts with a post from an official Bungie account, which essentially asks users to figure answers out on their own:

We are working diligently to provide information that helps players resolve their Destiny issues. We are finding that many guardians are quite adept at coming up with new and interesting solutions to a number of the error codes they receive. If you received an error code and were successfully able to fix the issue, post your steps here.

Trouble in the zoo

Complaining users seem to be doing their due diligence before posting to Bungie’s forums, particularly a user who complained about Bungie’s animal-themed error-code system: “I have seen bee, fly, caterpillar, centipede, lion, flatworm, heron, etc,” PS3 user Lone Ronin wrote. “Really, enough to make my own zoo, and each as insulting as the rest since if the problem was my PS3 then GTA, BF, MOH, and COD would not hold a connection as well.”

Reported issues range from frequent disconnects within minutes of a mission’s start to the utter inability to log into the game at all, and none of Destiny’s four consoles is safe from reports. It’s hard to gauge how widespread the connectivity issues actually are, or which console has taken the worst drubbing.

Ars correspondent Robert Lemos confirmed issues connecting with the Xbox 360 version of the game; after following Bungie’s client-side recommendations, he additionally deleted every Destiny-related file and the system cache with hopes of success. “Two support chats with Microsoft later, and nothing is solved,” Lemos said. “They concluded that the Xbox is fine and my connection to Xbox Live is good.”

Comparatively, Bungie has given its players no phone number or even Twitter handle to contact with any complaints or concerns—which stands in stark contrast to Blizzard, another game developer in the Activision family, whose Battle.net support page offers a ridiculous glut of contact options. “I can’t even CALL you guys,” one Bungie forum poster wrote after talking about his help getting a digital download refund directly from Microsoft. “And if I did, the analogous scenario would be that I would just reach an automated voice that would say ‘PLEASE HOLD’ with no further information… and no one would ever actually pick up the phone.”

We have questions out to Activision and Bungie about current Destiny connectivity issues and whether the companies plan to institute a more robust support-reporting system for the always-online game. We’ll update this post if we receive a response.

Update: Bungie issued a statement to Ars Technica that blamed “a small number of issues” on “largely the result of Internet filtering from institutions like universities. Bungie’s networking team has been working actively with those institutions and hardware providers to make sure we’re doing everything we can to keep people playing.” Bungie did not respond to our questions about the company’s current customer service methods.

http://www.gamersoutpost.net/

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by Eddie Makuch

When Activision announced Call of Duty: Advanced Warfare back in May, comparisons to Respawn Entertainment’s Titanfall were immediately made, with claims flying that Advanced Warfare was an imitation of Titanfall because it was future-focused and had mechs.

Now, the studio behind this year’s Call of Duty, Sledgehammer Games, has responded to a criticism that Advanced Warfare is a “ripoff” of Titanfall. Advanced Warfare and Titanfall are two very different experiences and people will realize that when they play, according to Sledgehammer co-founder Michael Condrey.

“No matter how hard you try and try, people will always be convinced that Advanced Warfare is a ripoff of Titanfall,” someone on Twitter wrote to Condrey. He replied, “Not worried about it. When people play it in November, it will speak for itself.”

Titanfall launched in March for Xbox One and PC, before coming to Xbox 360 in April. Advanced Warfare, on the other hand, will be released across Xbox 360, Xbox One, PS3, PS4, and PC on November 4.

http://www.gamersoutpost.net/

by Erik Kain

Plenty of gamers appear to be disappointed with Bungie’s new video game Destiny. That’s why it was bombed on Metacritic the day it launched, receiving about as close to zero out of ten as you can get from gamers on day one, though that number has come up quite a bit since the initial bombing, hovering in the 6 out of 10 range.

Many critics seem to agree that the game is by and large a lackluster effort.

The Escapist’s Jim Sterling gives the sci-fi shooter a 6/10, calling the game “overwhelmingly unimaginative” and noting that its gameplay is “a cocktail of ideas taken from other titles that specialized to create superior experiences.” Sterling, like many other critics, found himself underwhelmed by the story and the world.

Destiny exists in the shadow of multiple games,” writes Sterling, “taking a little from each, and doing nothing truly remarkable with any of it. It’s a prime example of how the nebulous concept of “content” can be used to puff up a game without adding anything to it. There’s a ton of “stuff” in Destiny. You’ll never want for things to do … but it’s terrible at providing motivation to do any of it.”

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Polygon employed two critics to cooperatively review Destiny—Arthur Gies and Phil Kollar—and they collectively gave it a 6/10.

Gies is unimpressed with the game’s lack of things to do outside of shooting, and notes that even the shooting stuff gets old thanks to all the repetitive environments.

“Boiled down to its essence, Destiny isn’t like other MMOs, because shooting is all it does,” writes Gies. “There are no character relationships to explore, no crafting to speak of. There’s no monuments to build or spaces to make your mark on. In fact, there’s not even much variety to speak of — each environment in the game feels small, and playing just through the campaign missions, you’ll see the same parts of them multiple times. You’ll spend literal hours retreading the same ground, shooting the same mobs.”

Jeff Gerstmann at Giant Bomb also delivers a 6/10 (or three stars out of five) as does GameSpot’s Kevin VanOrd.

Some smaller sites gave higher scores, but by and large the consensus among major gaming sites with scored reviews published is a solid 6, which for all intents and purposes is a “D” letter grade.

User scores on Metacritic average to 6.4, pretty in keeping with what critics are saying, though lower than the 75/100 average from critics.*

As Paul Tassi notes, this means that critics and gamers are pretty lined up on this one, which isn’t always the case.

But it’s also true that plenty of gamers really do like Destiny and are enjoying it quite a lot, and one interesting thing I’ve read in forums and comment sections is the notion that critics are giving the game a low score because they didn’t get early review copies and had to play the game pretty much right at launch.

This is a totally preposterous idea, of course. Lots of games have this problem, including many titles that are online only, including the very well-reviewed Diablo III (88/100 from critics, 3.9/10 from users on Metacritic.)

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(On a side note: This reaction to low review scores for Destiny just helps prove a point: As a game writer, you’re pretty much doomed no matter what you do—even if you avoid social justice warfare in favor of just writing about games. With the whole #GamerGate thing swirling about, the notion that game journalists and critics are all corrupt and in bed with game makers has taken center stage. But just as quickly, readers will accuse critics and websites of petty retribution over a late review copy.)

For my part, as I’ve been reviewing Destiny, I can’t help but feel like it’s simply an incomplete effort. For all the talk of a vast and epic story, the game feels rather short. Multiplayer feels a little bare-boned. And the worlds get boring and repetitive quickly.

The leveling and loot systems are pretty good, but without crafting and other systems in place outside of first-person shooter combat, the experience feels pretty featureless compared to a lot of other MMOs on the market.
While Bungie is running special events with special rewards in the PvP Crucible mode, and while end-game raids are on the near horizon, I’m mostly concerned with the game’s paid expansions. The first one, The Dark Below, launches in December for $19.99.

Now this is quite a lot of cash to lay down after already dropping $59.99. And while Bungie has confirmed that the expansion will include a new story and new content for each of the game’s modes—story, Patrol, Strike, Crucible—they’ve also confirmed that it will reuse some of the game’s areas.

Which makes me want to gnash my teeth and rend my garments. If the game were truly open world, this wouldn’t be an issue since retreading old ground is sort of the par for the course in game’s like Skyrim and most MMOs. But in a game delineated into very specific, instanced missions, reusing so much of the same territory is extremely frustrating. Playing through the same enemies in the same zones in several different game modes is irksome and tedious, and I can only imagine my frustration at this after spending another twenty dollars.

Destiny-gun

Perhaps even worse is the way the expansions will begin to fracture the game’s community. When certain maps or game modes are only available to gamers who purchase the DLC, this creates a segmented community. We see this with Call of Duty each year, but it’s almost more crucial to an MMO-like game for everyone to be able to play in the same arenas.

I think Guild Wars 2 still has one of the best models in this regard. New content and special events are always available to everyone who purchased the game. Everyone playing the game is involved in the same universe with the same features, and revenue streams are maintained through microtransactions that are largely either aesthetic or buffs.

Whatever controversy Destiny has stirred up based on its failure to deliver on the vision originally created by Bungie will only deepen as paid expansions set up new boundaries between players. And unless Bungie can work miracles and really make this game a living, breathing experience I’m not sure it’s going to have the sort of shelf-life it needs for the long haul.

Both Bungie and Activision should be looking at the long-term vision at this point, also. You can make a few dollars on selling an expansion, but if it ultimately hurts your game’s community you have a problem. Think of how long it took for Blizzard’s first World of Warcraft expansion to launch. The Burning Crusade launched three years after vanilla WoW and included two new races and their new starting zones, the enormous Outland area, an increase of the level cap from 60 to 70…essentially tons and tons of new content, years after the release of the original game.

Admittedly, all of this content came at a suggested retail price of $39.99 and you still had to pay that monthly subscription. Destiny doesn’t require a monthly subscription and its expansion is half the price. But does it come with half the content? Multiple high-level dungeons and raids? New races? Mounts/vehicles? A sprawling new story?

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Not that I mean to compare Destiny directly to World of Warcraft, though in some ways it is the first MMO from publisher Activision-Blizzard since the release of WoW, whether or not Bungie is calling it an MMO.

And certainly looking to the success of World of Warcraft to glean lessons in running an MMO-ish community is a reasonable thing to do.

Either way, it will be interesting to see if the most pre-ordered game in history, and one of the most hyped, has the staying power to survive a poor critical reception and a dearth of content. Will a community fractured by DLC just three months after a game’s launch be able to survive?

And will Destiny become a game alive and vibrant enough to sustain long-term interest and loyalty?

We shall see. Whatever the case, while Destiny plays it safe in almost every regard, it’s somehow managed to be one of the most controversial games of the year, and quite possibly the most divisive video game release of 2014.

Stay tuned for my review of the game’s PvP system, The Crucible.

*As a side note, I don’t believe the game is ready to receive an official score yet—at least not until we’ve had some time with the special events and raids. Certainly it needs to be scored—if scoring is what you do—before the launch of the expansion, and likely within a week or two of the first raid.
http://www.gamersoutpost.net/

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by Patrick Frye

The Destiny game is not meeting the expectations of a good number of gamers, and some believe the most apt word to describe the video game is “sterile.” But is Bungie right when they said you simply have to play further in to get to the good stuff?

In a related report by The Inquisitr, an Activision press release claims Destiny sales numbers have already reached $500 million, but it’s possible this claim is not entirely true.

Writing for Forbes, Paul Tassi has been playing Destiny a good number of hours, and he claims it’s the sky high expectations of gamers that has led to disappointment.

“It just doesn’t seem like what was promised. It’s a giant world, but it’s empty, as I explained in detail yesterday. We were promised a ‘shared world shooter’ and quasi-MMO like nothing else before it. Planets to explore! Sci-fi mysteries to uncover! A whole new video game universe to enjoy over the next ten years. And yet, that’s not what the final game delivered, at least not at launch. It’s largely empty maps with an uncomfortably sterile hub world, and on top of it all, a story so incoherent even the game’s most ardent defenders admit it’s terrible….

“In short, it’s about expectations. The problem is that when we heard news about a shooter MMO from Bungie, we expected all the best things about the two genres. The massive universe with so much to discover. Characters to meet, mysteries to solve, friends to make, and so on. Instead, we got the worst aspects of an MMO, grinding for marginally better gear in repetitive zones, without the backdrop of an interesting universe at all. Bungie got two of their key points right, the amazing visuals and the tight gameplay, but they missed everything else.”

It’s reviews like this that has Bungie playing damage control. Bungie Executive Producer Patrick O’Kelley said in an interview posted to Xbox Wire that the best parts of Destiny require committing enough time.

“Twenty hours in, I think that players will find that they’ve evolved to playing a whole different kind of game than the shooter that started them off. They’ll find that they’re immersed in a different world, and are deep into the history of their characters. They’ll have built a community of other players. And, without realizing it, they’ll have learned some sophisticated mechanics that enable them to gear up and dive into a six-player cooperative raid, in pursuit of high-level exotic weapons and armor.”

Many gamers are finding that you can expect around 16 hours of gameplay if you focus on just the main story of Destiny. Besides putting in the extra time, Bungie is also already planning new free updates and of course there is the two larger DLC packs coming down the pipeline.

http://www.gamersoutpost.net/

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by John Papadopoulos

Ah, the delay of GTA V PC has sparked lots of discussions about it. And contrary to what most people believed, Rockstar went ahead and officially explained why the PC version has been delayed. According to the company, this particular version needs more development time in order to be amazing and polished as possible. Yeap, you read that right: Rockstar is talking about optimizations, and that’s obviously a good thing.

As Rockstar claimed:

“We’re glad to see so many of you are excited for the upcoming release of the new versions of GTAV and we look forward to sharing more details with you soon. We are also incredibly excited to be bringing GTAV to the PC, but the game requires a little more development time in order to ensure that it is as amazing and polished as possible.”

For what is worth, Rockstar’s game testers have been testing the PC version on Steam yesterday and today. It appears that every week these two game testers are testing the PC version, so hopefully more of them will get to test it once the current-gen console versions are out.

GTA V is coming to the PC in January 2015.

http://www.gamersoutpost.net/