Opinion: Why The Xbox One Elite Controller isn’t What it Seems

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Written by Devon Day

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Disclaimer: I do not, in any shape or form despise the Xbox One Elite Controller. What my statements pertain to are from experience with third party peripherals as well as from a financial standpoint. As such, this isn’t a thread to deter those who are interested in the product, but to offer my two cents. That being stated, onto my opinion.


So, a couple of days back we got the first glimpse of a new controller that Microsoft unveiled in the form of the Elite Controller. At first, looking at the device, I easily got Scuf Gaming vibes in their product; the Scuf Gaming Controller. Paddles, interchangeable thumbsticks (more so convenient than the Scuf), and tension settings for the triggers were all in similar cases with the Scuf product. However, a couple new ideas did catch my eye. The Elite can not only switch said D-pad, but also the paddles as well; more flexibility and versatility as a result. Initially, I was impressed. Sure, this does have some serious Scuf-esque design written all over it, but there was a ton of promise. Well… that promise would come at a steep price.

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Much akin to the Scuf Gaming Controller, I did anticipate for Microsoft to have this controller in the three digit range; $120 tops being my guess. However, we got the official price as $150. This is a much better deal than Scuf’s $200+ asking price; the Elite having more flexibility and versatility as a result, but we, as gamers, need to understand the context of the item itself. For $150, you are paying quite a bit for a controller. At the same token, the benefits may outweigh the cost. If you are a heavy First Person or Third Person shooter game, this is quite the appealing product. Much of the Elites design predicates itself on two key areas;

1.) Reflexes: How well you fingers move throughout the device to obtain the necessary inputs for the correct action. This is done upon the positioning of your fingers; preference included.

2.) Reaction Speeds: How fast your fingers can move. Again, apply positioning and preference to this.

This ultimately culminates into a higher degree of success. Furthermore, with the interchangeable thumbsticks/paddles and tension settings, this easily can contend and beat Scuf: recently more so since their product longevity has not been up to their Xbox 360/PS3 standards. This makes the Elite a revolution in terms of function and design right? Well, here is where things go south.

Recall to what I stated about the Scuf Gaming Controller. Scuf has had these same form of features since the days of Modern Warfare 2. While the Elite definitely has some tricks that make it more appealing, Scuf was the actual controller that helped evolve the controller into something throat is more fine tuned for a particular set of genres. Again, the favor still goes to the Elite. Even today, $200+ for a controller is nothing to scoff at. Furthermore, that additional $50+ can be used for other gaming needs. However, the issues regarding the Elite do not stop there.

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Not only did Microsoft borrow concepts from Scuf, they also borrowed the Major League Gaming Controller from MadCatz. This controller most likely will not receive an iteration for the current generation, but its modular design paved the way for flexibility. Interchangeable Thumbsticks and the D-Pad were first seen on this controller back in 2012. Again, Microsoft should he commended for such hard work, but shortly after the discontinuation of the Pro Circuit Controller, there were literally 9 different thumbstick and 3 different D-Pad options that MadCatz had attempted to sell at the exact same price to what the Elite is going for now.

The Pro Circuit does not have the tension settings or paddles, but it did have multiple options for gamers to utilize. To make matters even more intriguing, the Pro Circuit controller allowed you to place your analogs sticks in either the 360 or PS3 configuration. This isn’t a dock on the Elite due to the fact that said sticks would drive up the Elites price even higher, but the thumbstick and additional D-pad options should be something Microsoft offers in addition to the concave and convex options. However, we still have to address one big nasty thorn in the Elite Controller’s side.

Recall how I stated the Elite’s key areas are based on reflexes and reaction speeds. Well, there is another competitor that not only does have a current gen iteration, but also takes said two key areas to the same level as the Elite and potentially even more. This final competitor is called the Avenger Reflex from N-Control. Most likely when you look it up or if you do, you will notice its appearance is quite interesting; a cyborg spider that latches onto your controller. While this sounds and looks asinine on paper, in practice, the Reflex can keep up with the Elite theoretically. Since the Elite borrows concepts from the Scuf, let us take a look at that for a second. Weird cyborg arms that rely on your index fingers and rubber hoops l to configure the tension settings for your triggers vs. interchangeable paddles/thumbsticks/D-pad and tension settings for the triggers.

The Elite easily has the Reflex beat in customization. However, notice that the tension settings are the same for both. In addition, one product is an add-on, the other is a controller. We are seeing quite a disturbing pattern here. The Elite and Reflex both are to increase reflexes and reaction speeds. Both offer up stellar options. The core issue lies in the price; $150 vs. $70. As we have already touched upon, a savings give you more versatility overall. Also, consider the fact that when you do buy an Xbox One, you already obtain what you need for the Reflex in the regular Xbox One Controller.

If anything, you could drop $70 to make your regular Xbox One Controller an Elite minus the versatility. That being said, said takeaway is going to impact your decision, which brings me to my overall view on the Elite Controller.

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I overall have mixed feelings towards this controller. On one end, it utilizes many great concepts from its indirect predecessors to create one fine joystick. Furthermore, Microsoft is backing this, so quality should be exceptional On the other hand, it doesn’t do much that I haven’t seen before. Worst of all, there is an alternative to this device of you already have the regular controller; ultimately bringing the cost of the Elite in question for me. While I do like what it offers, for what crowd it is going after, there are options that are just as capable in the Scuf or just as cost efficient in the Avenger Reflex. Again, time will tell what the Elite receives, but as of now, there are better options.

For more about each of the controllers mentioned, head on over to their websites:

That concludes my thoughts on the Xbox Elite Controller. What are your thoughts on the Elite? Do you believe the price is too high? Are all the parts a concern for you in terms of longevity? Do you believe Microsoft will add any additional color schemes or other bells and whistles to the controller itself? Sound off in the comments below!


About the Writer:

Devon_Day_BATGRHe grew up between the gaming boundaries on the 5th generation N64, but admiring the 3rd gen. NES and 4th gen. Genesis for their contributions, he always has something on his mind regarding video games and the accessories they function with. His first microphone for the N64 for “Hey You, Pikachu!”, but expanded towards the next line up of gaming peripherals including the Astro A40, MadCatz MLG Pro Circiut Controller, MadCatz STRIKE 7, and other gaming gadgets. Now loving gaming tech more than ever, he sees this generation crucial to bring the full circle of social connectivity that the 7th. generation of gaming consoles started.

Op-Ed: It’s Not me Destiny (Bungie), It’s You

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Written by Dustin Murphy

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Welcome to Destiny a game that was meticulously (supposed to have been anyway) crafted by Halo development veterans over at Bungie. Over the past year I’ve spent more than my fair share of time with the game between review titles, and each time I take a break to go back; I find myself hating the game more than the first time around. The game, however, does have a certain bit of draw to it, a kind of draw that makes you want to pick up your disc, put the game in, and continue on. For some it’s the PVP system, for others it’s the raids, and for a different group – the new dungeon like raid called Prison of Elders. But underneath these few substantial things that make us come back, the game does suffer a sense of distinguished design flaws, and story holes that have made no sense at all and left us confused as to why some of the content is even there. So in turn, I’ve been asked to re-review Destiny itself before even taking a look at The House of Wolves as a whole since I’ve yet to down that pain-in-the-ass Skolas in Prison of Elders level 35. The answer to that? We won’t be doing that. Much like any game, sorry Bungie, but your game is an MMO, you made a hybrid and still have yet to admit it since you’re following in the steps of World of Warcraft; we won’t be stepping aside to nitpick at the game once more, but instead will be doing as we did before, but this isn’t the place to discuss that. Instead we are here to discuss the very real issues that hide deep within Destiny that can’t really be ignored anymore.

/-/ Who the F**k are the Cabal? /-/

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So you’ve completed Mars, congratulations, you’ve managed to survive the overpowered space turtles that seem to destroy moons and or planets to make a prime example out of why you shouldn’t get in their way. If you’ve watched E3, you know they were hiding on Mars to get away from that asshole by the name of Oryx, the Father of Crota. As we get underway we’ve taken on multiple missions that introduce us to this powerful and mean faction of enemies, but the issue here with them is – the Vex take over the story, and we learn nothing about this powerful foe. We have no idea what their story structure is, where they come from, why they are as powerful, feared, and as militarized as they are, but we also have no damn clue to a story that describes anything about them outside of well… The Grimoire, which is an underlying issue with the whole story telling, because who the literal Hell goes and reads that thing anyways? If you do? Congratulations; you’re unique, devoted, and a die hard fan, but for the average gamer, they don’t read this thing, it’s a waste of space really.

With the past two expansions that are leading up to The Taken King we have gotten a story that explains each of the enemy factions, that has built up their leader structure, and even given us an idea of who they really are. This can’t be said for the Cabal however, a faction that we could only hope would have received the same treatment with their own mini-expansion like the others. Downside? Doesn’t seem like that’s going to happen, if it happens, it won’t until we receive The Taken King on September 13th of this year.

/-/ That Damned Thorn in PVP /-/

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Have you been to PVP recently? As a person that has decided to give it a shot and see if it was worth returning to, I’ve found one thing that’s a problem – there are certain guns that are the go to weapons in PVP. Want the list? It’s short, so take a look:

  • Thorn – Pistol
  • Last Word – Pistol
  • Hawkmoon – Pistol
  • Icebreaker – Sniper
  • Truth – Rocket Launcher

Notice the length of that small list? Unfortunately it should be longer due to the wide array of weapons that are available, but due to balancing, ways to resist some of the weapons, the chances are slim to none that you won’t be getting your face blown to pieces. The most common one though? Is Thorn.

In short, Thorn is one of the games most unique Exotic Weapons in the games library. It allows a DoT (Damage over Time) debuff that ticks down slowly that causes for damage over time, a way to not heal while it’s burning your health down, and becomes a pain in the arse to stay alive against. Unlike the Suros Regime (if you’re familiar with the nerfing this gun got, fans almost went to the streets and rioted in a figure of speech), Thorn is a gun that is the go-to-pvp gun, one that hits hard, ticks down health, and sends you to your respawn screen faster than you could imagine. In short? It’s a pain in the ass to stay alive again unless you are quick to get away or kill the person popping shots off at you.

What could be done to fix this underlying issue? Easy, make it so that there is a way to heal up quicker against burns, give players armour to go to that will help better counteract this painful to stay alive against weapon. Other words? Why not build a structure for armour that is more beneficial in PVP than it would be in PVE? Why not build a set that allows for quicker damage over time drop off or even damage resistances that will be easily balanced across all classes that help benefit against certain types of weapons? Sorry Bungie, but this shouldn’t be a problem, but it is, and it exists. Even several forum writers have begun to rise up against this issue or just ignore PVP all together like I have.

/-/ Combined Arms Needs to be Permanent /-/

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Did you play Destiny when it first launched and go straight into Crucible to see if you have a bigger set of balls than the other players? I know I did soon as I hit Light Level 20. I was rocking a Void Walker Warlock among the best of them. This time around I decided to return to Crucible for the first time since the launch of House of Wolves since I was not at all interested in seeing what they did with the release of DLC I: The Dark Below, which was literally nothing, but add onto what was already there with just a few maps and a few small changes to the game modes that were made available.

Now to get back on track to the point being made here. If you first joined the game when it launched you probably remember the maps First Light and Bastion (Turrets, Devastators, and Pikes galore), which is two of the most fan favored maps despite their balancing issues, but they offered something very similar to Halo’s experience with vehicles of both air and ground. For those who enjoyed those maps are now forced to wait it out and hope that Combined Arms returns in order to even get into them. Why? Because Bungie said so and fans cried out when the new players joined in with hopes of getting in on Combined Arms in the first place. The downside? It’s barely ever there and this means you’re stuck with Control, Clash, and the few others that seem to be there at all times. Bungie, please take note, and give us this playlist as a default. You know you aren’t hurting for game modes, we all know you aren’t, but it’s your attempt to draw us in and captivate us with timed modes, which is honestly a bad idea in all honesty. It neglects those who want those large maps to play on as maps that are there by default. Or why not just throw them back into the rotation for those of us that want them?

/-/ Bungie, Your Business Model for Destiny Sucks Worse than CoDs /-/

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We all knew this one was coming, and this is from the guy who has bought a copy of the game, a season pass, and even helped throw down some money to help get his little brother a Destiny PlayStation 4 bundle so that he could enjoy the glory that Destiny was supposed to be. A game that changed the first person genre as a whole, but also a game that seeks to define what online capable games such as this was supposed to be able to do. What now? We’re given one of the worst business models that anyone could have ever imagined, a model that is completely screwed, and ignores the die hards who love this game, the ones who bought the season pass as well as have been there since the beginning: The Veterans.

Recently watching E3 I decided to read through and see what the original players got, which was just a few shaders, a pat on the back, and a push down a flight of stairs. While the pat on the back and a push down a flight of stairs may not be realistic it still applies here. So lets take a look at what Veteran Players as they have classified them, is receiving.

  • “As a thank you to our most loyal fans, you will receive a commemorative Founder’s Fortune Year 1 Emblem, Sparrow, Armor Shader, and more at launch with your purchase of The Taken King.”
  • New Players: 3 New Emotes, New Shaders, New Exotic Class Items with bonus XP

So what does this mean? If you really want to reap the benefits, it looks like you’ll want to be a new player or you’ll want to buy the collector’s edition of it for 79.99 USD, but it comes with the following: Base Game, Season Pass, and The Taken King Expansion and well, all those nifty little bonuses, but to those who already have all that? You’re quite frankly being ripped off and Bungie knows it. Downside is? They don’t care and it doesn’t seem they are going to fix that anytime soon.

/-/ The Taken King is Your Last Chance, Bungie /-/

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While Bungie may think they have it strong, there’s a almost silenced rumble that has been going through the gaming community, which is slowly getting louder, and eventually may just turn into a brontide of pissed off fans who have lost their patience with the game. With many of the elements and business practices being flawed, it’s hard to say that Destiny is what it deserves to be. While I’ve not nearly booked the time that many have, I have spent an ample amount of time doing raids, strikes, helping my friends, and even deleting as well as re-rolling characters just to have some fun. This includes deleting my Titan just to make another one for the Heck of it, but also simply just going through each of the appearances.

Though with The Taken King, what all we can say? We all know what’s coming with it, but for many of us this is Bungie’s last chance to really make a game that draws us in before titles such as Tom Clancy’s The Division and others come out.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter @GamingAnomalyGoogle+, and or you can find him on PSN with RaivynLyken.

B.A.T.G.R.’s The Good, the Bad, and the Ugly of E3 2015

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Written by Dustin Murphy

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If you are familiar with Electronics Entertainment Expo (E3) you already know it’s one of the biggest video game trade shows in the world. With it being titled that, E3 is the place you want to go if you want to hear about some of the biggest titles from companies such as Microsoft, Sony, Bethesda, Ubisoft, Activision, XSEED Games, Square Enix, Microsoft Studios, and many, many more developers come in and show what they have to offer. This is where we can officially say that E3 began to shine this year for the first time since 2008. With big guns having been pulled out and shots fired, we’ve decided to take a few closing thoughts to the Best of E3 2015. So what does this mean? We’re going to list our best, but also our worst moments we thought of E3 2015.

/-/ The Good /-/

This year we saw some amazing press briefings from Bethesda, Microsoft, Sony, and even Square Enix. Among many of those big companies we decided that the best moments came from each of these companies; some of them having lifted to an alltime high. This means we’re going to count down our top five picks for “The Good”.

#5 – Halo 5: Guardians

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Halo has been a franchise I’ve always held dear to my heart. It was one of the first franchises that introduced me to things such as “First Person Shooter” (aside from Call of Duty and Delta Force back in the day of well PC games being the best place to go for the experience), but this series helped introduce true online competitive play, but also drove the ideology that games should be open and fully co-oped. With Halo 5: Guardians, the tradition continues, but so does some draws from the old franchises. At E3 we got to see massive amounts of gameplay, and that gameplay gave us a glimpse that 343 Studios has decided to take a few daws from the recently remastered Halo 3: ODST. We got to see Buck (Nathan Fillion; Serenity, Firefly, Castle) back in the action, but this time as a Spartan compared to an ODST officer like he was with his old team. The question is? Just how far do we go in the campaign with him and will he be referencing his old squad? Our answer in short? We hope so, but there is a small ugly apart of this, the Microtransactions that spin towards the REQ points needed to acquire certain gear and items needed. We’ll see how long it takes before that changes since the Pay-to-Win feature is a bit overdone these days.

#4 – DOOM

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It’s no surprise when you hear a gamer who knows the DOOM franchise go into awe over a new title. A year ago we reported on the title where we got to see a close room demo played by the late Steven Serafin (id Software, DOOM’s technical producer) demonstrated for us, and at E3 we got to see that same gameplay once more demonstrated, but this time, even more-so than ever. This time it included steadier gameplay, sharper graphics, and even enhanced gameplay, but also more blood than before, which was the icing on the cake to many DOOM fans. The thing that topped the cake for us wasn’t necessarily just the fact they demonstrated something that we had hoped to see, Much like what we watched Marty Stratton discuss last year at QuakeCon, we know this is for certain; DOOM isn’t just necessarily a reboot, it’s a continuation of a tradition that we know, one that includes blood, bigass guns, and even a even more aggressive than ever.

With them having demonstrated and outlined some of the campaign, which we witnessed at both a UAC Base and also Hell itself. The question is, will we see Hell on Earth like in DOOM’s original concept art that leaked a few years back? We can only assume not this time around, but possibilities are large and wide. We can also only hope that we see something unique with the multiplayer, which includes both a full on classic style multiplayer, but something unique coming with Bethesda’s announcement of mods for consoles through their upcoming operation: Bethesda.net, which we can only assume will come with Fallout 4 this fall for Xbox One and PC This year, and PS4 to follow with it later on. At this rate 2016 can’t come soon enough.

#3 – Uncharted 4: A Thief’s End

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Even as Uncharted seemed to just having gotten started, the series has been long running, having launched back in 2007. This time around we’re seeing the same tradition that we’ve seen in the previous title return, but it looks like Naughty Dog has taken some heavy notes from The Last of Us Remastered and definitely taken on with that. That includes better graphics, quick reaction times, amazing detail to terrain, and even the depth that we saw before. This time? The demo they played had shown us some high-action packed moments that had shown drake running for dear life as bullets went buzzing by.

Unfortunately, we didn’t see much about the multiplayer; if there is one, but we also saw anything going on compared to normal. There isn’t much speculation about what’s going on though aside from the fact the game is well underway in development, and we’ll be seeing it in March of 2016. We just hope it says looking as good as it does so far.

#2 – Mass Effect: Andromeda

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Lets just say that even with what little information we know about Mass Effect: Andromeda, we can tell that BioWare has been going to town on development, but also making sure they have an engine that can power the game to such an extent that it easily rivals games such as Battlefield Hardline, Battlefront, and many other games that will press what defines the graphics on PlayStation 4 and Xbox One.

With the game being years and years, but also light years away from the events of the Commander Shepard Trilogy, we’re getting to see what the game looks like, but the question at home is? What will we see as far as gameplay, mechanics, and sheer game size? We’ll find out soon with the game aiming for a holiday 2016 release.

#1 – Final Fantasy VII Remake

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Let me state before I begin, that this game was unexpected, and I’m sure many of you know why. After last years “troll”, many of us fans were rather concerned about the future of Final Fantasy VII, but at Sony’s E3 conference, many of us had our jaws on the floor when the trailer video had shown across the screen. All we can say? If the game is set in a nearby update within the next year or two we can’t wait. For now? We’ll let the teaser speak all the words we need it to.

/-/ The Bad /-/

We know E3 as stated, is where game companies come to show off and give us a show of our year, but there are a few things that just.. Let us down and the worst part? Seems like a lot of us have the same feeling. So lets take a look at our Top 5 of “The Bad” parts of E3.

#5 – Destiny’s The Taken King

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It won’t be hard to say that I’ve played a metric-sht-ton of Destiny as my friends would say. I’ve put in hundreds if not almost thousands of hours into Destiny to ensure that the game itself would actually be quite enjoyable. The downfall of the newly announced Expansion? Price points that are showing a 40 USD digital version or a 59.99 USD physical version that comes with the games expansion, but also The Dark Below and House of Wolves. By the way, did we mention that it will require both to play, but it will also require a bit of your hard drive space. We can only assume about the same size as the original title. The upside to all of this? New talent trees, new armor, new planets, raids, pvp, and even more. The ugliest part is that it wasn’t included in the Season Pass even after how HORRIBLE the two DLC’s are. We just hope this thing doesn’t eat up your console’s hard drive itself.

#4 – Activision Console Exclusivity

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This is something I’m sure many of us can agree that is turning into a problematic practice. While I’m one that admittedly loves to buy DLC and vice versa for my PlayStation 4. Though what may have triggered this is the fact that Destiny has made such a big splash on PlayStation 4, but a huge portion of it is the fact that the PlayStation is started dominating the market for the first time since the days of the PlayStation 2. Unfortunately, this puts a lot of fans on the back burner compared to those who don’t have the console itself. It’s a pity that the cycle has decided to repeat and continue on from where it did before. This time around? The Xbox fans are being left in the dark while the PlayStation fans reap the rewards.

#3 – The Legend of Zelda Wii U Absence

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As long as it has been since we heard about it, we all know that The Legend of Zelda for Wii U has been one of the biggest talks for it next to upcoming titles Xenoblade Chronicles X, Yoshi Yarn, Star Fox and many more. The issue here? We know the game hit a few hiccups, that the game has been known to go through, we are currently waiting to see where the game will go, how it will end up, and when we can expect it. All we know is that this new open world adventure that promised to be bigger than tiles such as The Elder Scrolls Skyrim or even Fallout, we can only hope that the game carries through with that promise and we see it at Tokyo Game Show (TGS) this year. With the silence it can only make us wonder what happened to the game that could possibly help bring more sales to the Wii U as faltering as the console has been since the release of Super Smash Bros. Wii U.

#2 – Microsoft Xbox Kinect Being Absent

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When the Xbox One had been announced, we knew that the console would be driving itself around the Kinect to bring interactivity to a whole new point, and this meant that the console would be powerful, but so would its player immersion with this device. With it having been very loosely used for some of the past titles, we also know that the console itself has been struggling a bit till the prices dropped, and a few games began to land on the Xbox One that actually used it in some intriguing ways. The problem here is obvious; Kinect seems like it may be out of the future of the Xbox One.

#1 – Missing Exclusives

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Hellblade PlayStation 4 Trailer

We know that E3 is all about showing off those exclusives that were tailored around the console announcements that both Sony and Microsoft had pre-E3 2015 that revealed games such as Shadow of the Beast (PS4), Quantum Break (Xbox One), Scalebound (Xbox One), Deep Down (PS4), and even titles that seem not to matter such as Adr1ft (PS4). It seems that many of these games were absent and hopefully will be talked about at conferences such as GamesCom and TGS. Here’s a good luck to that as we hope that something will come out of these soon.

/-/ The Ugly /-/

You’ve already guessed it. There is something to be said that there is a worst of the worst, but the funny part? This is where we feel that companies have truly dropped the ball. Lets take a look at our top 5 of E3’s “The Ugly” moments.

#5 – Nintendo’s Presentation

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Nintendo, Nintendo, Nintendo, why can’t you just seem to learn? I can’t say that they don’t at least try, but the problem is? They try in all the wrong ways. When it comes down to it, Nintendo has yet to learn that you can’t keep rehashing the dead horse and hoping that it comes back to life since well, one something’s dead; it kinda needs to stay dead. The same can be said for them bringing back titles like Star Fox and Super Mario Bros.. While these titles are good and all, which they are, Nintendo has shown a lack of innovation and want to work with third party teams. E3 would have been a chance for them to show off some of the future works with DeNA, but also a chance to show off The Legend of Zelda Wii U, The NX, or even a whole new IP in its own right? We’re at least happy that Fatal Frame: Oracle of the Sodden Raven is heading this way under its new name; The Black Haired Shrine Maiden. Good job on that one Nintendo, now learn how to market, or there can be some true problems here.

Downside of Nintendo? Unless they do something quick, they may as well leave the console market, and focus on the Nintendo 3DS, which has seen massive success and support from fans. The only thing left? Why didn’t they show off their big hitters that could have done with the New Nintendo 3DS via exclusives since it has taken fans by storm with the amiibo support? And speaking of amiibo’s, a discussion about the scalping and shortages would have been a great idea seeing as fans are starting to lose their faith in the company.

#4 – Sony, Show the Vita Some Damn Love Already

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Alright, we know this is shooting the dead animal with a high powered rifle just to see what we can hit that is left of it. The issue here with Sony? The Vita isn’t as dead as they think it is. Thanks to exclusives coming out of Japan and third party support, I think it’s fair to say that this game is still very much alive, and needs all the support it can get, but this means Sony actually needs to pull their heads out of the grown and actually do something about it before they do lose the fan base that’s there. WE could use some love here Sony. Where’s our Soul Sacrifice 2, Killzone Mercenary 2, and or even a Gravity Rush 2? Those were great games that could use a fair bit of attention and well… They’d sale quite frankly if you actually marketed them.

#3 – Games to Release Soon Being Displayed

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Well, we know how this goes, and I’m pretty sure this topic explains itself. We’re not seeing games that are coming out in the near future such as Metal Gear Solid V: The Phantom Pain or it’s online component Metal Gear Online, but also titles such as J-Stars Victory VS, Onechanbara Z2: Chaos, and even more. Though they were on the showroom floor, it would be nice to see companies take these to the big stage so that the niche games get a bit more of highlighting.

#2 – PC Game Exclusives

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With the Steam Machine line starting to get into production for this winter, it’s no surprise that we’d have hoped to hear more about this, the games it’ll support on launch, but also the fact we’d love to have known more about what Steam had in mind for this thing. That brings in the question: Why don’t we get to see the exclusives that will launch on Steam for this thing? We’re as confused as you are, but the answer might be simpler than I think: Steam gets enough exclusives that they could have an entire convention surrounding just PC Games and PC Games alone.

#1 – The Future of PlayStation Firmware

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We know, we know, and we know that this might be a lame deal, but the thing is? Microsoft has shown what it takes to improve their consoles, this means a Windows 10 style updated, backwards compatibility, and even more power being dedicated to power things such as Direct X12 and even better graphics engines. This is something we didn’t hear out of Sony, and this is definitely something that we hope we get to see a bit of. Why is that? Because Sony has a lot of room to make up for, and the painful part for them is that they aren’t seemingly trying due to how they pushed sales with the PlayStation 4 in its current state. We still would like to see them quit with the PlayStation Now and finally admit that the PlayStation 4 itself still has a long way to go in order to catch up to the recent news from Microsoft. Till then? All we can see in the PlayStation 4’s future is more stability updates and that’s about it. There’s ALWAYS the next big show Sony, always the next big show.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter @GamingAnomalyGoogle+, and or you can find him on PSN with RaivynLyken.

Inside Gaming Culture: Why Being a Gamer and or a Geek Makes You a Better Person

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

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It was twenty eight years ago from when I first saw a television light up with a copy of “The Legend of Zelda” when my dad came home from work one night. It was the first time I also would ever find myself also sitting side by side with my dad hammering out some Super Mario Bros. and eventually some Duck Hunt. Well that’s not to say other games such as Battletoads, Double Dragon, and more didn’t play a role into that, but the point is? They changed the way I would cooperate with other people when it comes to communication, gaming, and learning when good manners would tie into sportsmanship. So how did games and becoming a extremely large geek make me a better person?


/-/ Communication Skills /-/


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Lets face it, we all at some point suck at communicating with other people, it’s inevitable, but through video games? We may just have that ability to discuss, call out specific targets, or even just chat about the current game we are online playing; it’s because of these things that people begin to open up for conversation, but also open discussion about the events that are taking place. Lets take my days of playing World of Warcraft before I retired from it for example. When playing World of Warcraft it’s almost inevitable that players are going to raid; why? Because raiding is the endgame content for some while others prefer to PVP, both of which require a specific thing – communication via ingame chat, but preferably through VoIP clients such as Ventrillo, Mumble, and or even just the in-game voice servers since it allows for direct communication, but also discussion among players to figure out the best tactics for the situation they are undergoing.

But why does this help people communicate better than before? Unlike before, many gamers now have access to the internet, headsets, chat servers, VoIP’s, but also the capability to connect with hundreds if not thousands of gamers from around the world depending on the game they are playing. This allows for them to discuss their shared interests, but also discussions about ingame content, bug fixes, general discussions, but also suggestions for future patches. This allows gamers to not just discuss among themselves, but once in public, they are capable of communicating with other people better, but also discussing among each other with open minds, but also the capability to respond positively as needed. This is something that itself is quite important when it comes to being a part of society. Whether it’s about discussing simple things such as day to day aspects of life or even a thoughtful discussion, it won’t be a surprise to see that many gamers are quite knowledgeable about many topics, but also good conversationalists.

Let alone do those who play online games good at communication, they are also good at solving problems, innovating, and even being excellent collaborators. This is in part attributed to those who raid lead, lead guilds, and or even lead online clans on games such as Battlefield, Counterstrike, Call of Duty, and even games such as Rainbow Six; all of these titles have heavy communication and leadership requirements to assure that clans win their matches. Let alone do they communicate well, these gamers, according to John Seely Brown and Douglas Thomas; gamers and geeks love to be tested through evaluation, provoking them to think, problem solve, but also work on individual improvement, but also group work improvement.

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On the downside? Let alone can they communicate with other ‘geeks’ or ‘fans’, but they do suffer something rather troublesome when it comes to basic conversations. As someone who games, loves to talk, and even gets easily excited by other fans being around, conversation outside of work, games, or something of interest is truly hard to do, it leads to awkward silence, but also the trouble of knowing when to quiet down for others to take their turn talking or the queue that someone is not done talking. This can lead to moments of awkward conversations or even silences when they feel they’ve interrupted.

How can this be mostly noted? The best part of it is noted by a speech therapist by the name of Karyn Ashburn, her article can be found here. Unlike most people, Karyn Ashburn explains that geeks, gamers, or just in general, hobbyists, tend to have trouble speaking like most people, instead they are more likely to pronounce words rather carefully versus the typical generalized pronunciations that the general public will use, but also they tend to pronounce things such as their punctuations such as commas, periods, and or their spacing with verbal pauses. But are these people rude when it comes to general conversations? According to Ashburn they aren’t, instead their conversation skills, unlike most, vary from the general publics and that can be seen when you get a cluster of gamers or geeks in large groups. Why? When we are in large groups we are used to the typical behaviors we see, we are good at using conversational habits that most don’t have, but instead, gamers and geeks alike carry a speech pattern that will be recognized by other geeks and gamers.

Want to spot a WoW player? Just watch for how they talk, how extravagantly they do it, and you’ll see that these folks are well mannered, very detail oriented, but they also tend to use a lot of body language in order to carry a conversation.


/-/ They Love to Learn /-/


If you never thought gamers loved to learn, you are very mistaken; gamers absolutely love to learn. When purchasing a new game or playing games multiple times, gamers like to press the boundary of the games mechanics whether it’s in regards to heightened difficulty or simply because gamers want to take on a new game to master; they love to learn and this drives them to do that. This is especially common in gamers who play games such as MMO’s (Massive Multiplayer Online) titles which can include World of Warcraft, Rift, and even MOBA titles such as DOTA 2 as well as Heroes of the Storm. Each of these titles require several things: Knowledge of the characters, rotations, tactical advantages of the maps, and even uses for the equipment as well as abilities that can be equipped and or used. For raiders? Optimization for their specific classes stats (based on spec), this means that gamers thrive on knowledge and learning how to do the things they do, and do better at it as they progress in the methods that have learned.

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Lonstersmash. Photo is copyrighted by Ning Photography and is property of Lonstersmash.

When applying gamers into scenarios and interests they have, these people are some of the brightest men and women you will find, they thrive on new knowledge regarding anything that peaks their interest. Many of these gamers are good with technology, but also very sharp when it comes to anything related to PC’s, gaming, and even the peripherals that accompany their hobby.

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ThorTV, photo is protected and copyrighted by him.

So how exactly can you tell when you have a gamer around or even a geeky person at that? Listen to what they talk about, listen to their speech patterns, and just for the sake of it, pay attention to the things they discuss with those around them, but another way is how fast they learn, how quickly they get bored with stuff, and even the rate at which they learn, something that can sometimes be attributed to disorders such as ADD, ADHD or even a heightened IQ. So what makes them easy to spot out of the crowd? They are always looking for that next big project, something that will require them to go online, go to stores, jump onto forums, and even go on a learning spree like any other. These people crave the finest of details in order to find out what they want, but also how to do what they already did, and make it even better. This means they are also extremely detail oriented since the smallest detail could ruin their entire project they have been working on.

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Loki Hates You cosplay photo. The photo is protected by him and the photography.

What’s an example I can use? Let us take a look at the Geeks that truly drive on detail: Cosplayers. When it comes to cosplay, for example, their accuracy isn’t based just upon how ‘close’ they can get to the costumes they are designing, but how photorealistic they can be for that personality on the comic book page or even the T.V. screen depending on the character they are seeking to portray. Due to most of them wanting to get it as close to reality as possible, they aren’t going to just alter, sew, and stitch costumes; instead they are going to tailor them over time, perfect them, but also seek any form of personal modification they can due in regards to hairstyles, contact lenses, wigs, clothing, or even as far as to physical health to obtain that appearance they want. This can be noted on cosplayers such as Lonstersmash, ThorTV, and even Loki Hates You can verify when perfecting their outfits for upcoming conventions they can be spotted at (if you haven’t checked these guys out, definitely do).

This is something that can also be attributed to any form of geek since they absolutely crave learning and the detail that comes with perfecting what they learned.


/-/ They’re Innovative and Radical Thinkers /-/


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If there’s anything you have to remember about geeks as well as gamers, it’s that they are radical when it comes to searching for alternatives to solutions that may seem useless and not perfect, which means they will seek more innovative strategies for completing a task at hand. This means whether they are doing a quest in an MMO or a challenge in any game that they are working on. This means they will find shortcuts if possible that won’t come with negative impact, but instead come with a more positive conclusion on how to complete two tasks at once if there is any form of doing so, but they are also capable at reconstructing past projects in order to make their past accomplishments even more profound than before. This means they are highly creative and will go to outrageous lengths in order to complete what they are wanting to do. Wanting to know how far they will go? Take a look at cosplayers and gamers alike; these two forms of “Geekdom” are not much different. Instead these two are almost identical since they will seek out insane was to reconstruct their characters they are highly passionate about, but they will also seek ways to improve upon the characters they enjoy, and even recreate them in new and more creative ways than before.

Thanks to this hunger for creativity, gamers, geeks, and writers all like to see just how far they can go in order to become better at what they do. This means they are flexible, resourceful, they will improvise, they believe in completing their task or quest at hand, they do believe in meritocracy and well, they absolutely despise bureaucracy since they believe their skills can exceed many of those whom are around them, which is why they are rather perceptive of what others are doing and how they can do it better than them before. This means let alone do they become more creative than those around them, they will take what those around them have done, and aim to do it even better in order to show that things can always be done better than before. Just don’t expect them to be able to walk you through how they completed their tasks at hand, instead watch them, observe how they do it, and ask them if they can take notes so that they can repeat what they did at a later date.

So how are these people radical thinkers? Because they seek to learn, they crave it, but they also love to work on things that seem out of hands, far fetched, and almost impossible to do, but instead, they make it happen and look to make the impossible, possible.


/-/ They’re Resourceful /-/


When it comes to resources as these people work on tasks or are given objectives, Geeks and Gamers are extremely resourceful when they are trying to complete tasks that would almost seem impossible to some. These people will go to the internet, go to others within their social groups, and even pick at all the things they need in order to find out just what they are looking for. Since we’ve used cosplayers as a few reference points, take a look at gamers. When it comes to games such as World of Warcraft, DOTA 2, Warframe, Destiny, or even online cooperative titles such as Borderlands, these people are extremely creative and seek to find the best tactics possible and how to accomplish their tasks at hand whether it’s finding an item, completing a mission, or simply how to find a better path through where they are stuck if they are stuck.

This means let alone do gamers along with geeks go to every resource they can find whether it’s other gamers, forums, guides, YouTube, action figures/statues, cartoons, anime, mangas, and even things such as comic books. This is what makes them resourceful. They are willing to adapt in order to find the information they want in order to achieve their goals and to accomplish their tasks at hand.


/-/ Closing Thoughts /-/


When it comes to real world scenarios, gamers, geeks, nerds, whatever you would like to call them; they are extremely intelligent, organized, and resourceful. With being as driven as they are, they do what they must in order to complete their goals. Overall being a geek or gamer has had proven upsides and ones that are not as everyone would have you think. Heck, it’s even proven that FPS titles can improve your eyesight! So next time your kids ask for a game or to let them do something geeky? It’s got a positive side to it.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him on Twitter @GamingAnomaly,Google+ or you can find him on PSN with RaivynLyken.


Op-Ed: Konami’s Departure from Consoles and the Grim Future of Gaming

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

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Editors Note: Please note that the views and ideas expressed within this article are not a representation of Blast Away the Game Review, but are that of the writer, and do not reflect us as a team. This article is written as a insight to a writers thoughts and opinions about the current state of the gaming industry.


Where do you begin when you are a fan of companies such as Konami due to titles like Metal Gear Solid, Castlevania, Silent Hill, Suikoden,and Ninja Turtles in their pocket; one can only wonder what has happened to make Konami do what they have done by throwing out their main development studios. Within the past few years, it’s no surprise that the console market has begun to flourish even more than before thanks to the powerful entities known as the PlayStation 4 and Xbox One. Even with their own shortcomings, both consoles have offered us a unique, but extravagant look at the future of games; this includes better graphics, faster load times, and even a deeper look into the future of VR gaming once it becomes publically accessible. It wasn’t long ago that companies such as Kotaku, Polygon, Game Informer, and several others began to report that Kojima Productions had been removed from the label of all their upcoming titles. To many, this was the sign of the end for Konami as we know it since their only titles in production are Metal Gear Solid V: The Phantom Pain and Winning Eleven.

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So what exactly has me at my wits end with this company? Some would beg to say that it’s the letting go of Kojima and his studio “Fox Hound” or the cancellation of the skin crawling Silent Hills, but truth be told, it’s their “focus” of going to the mobile market in their recent statement that can be found on Polygon, Trend Nikkei, Jin115, and by a NeoGaf user. So what is my real reason? In truth it’s the idea that the mobile market is the future of gaming. What do they mean by mobile market? You guessed it; cellphone’s and tablets. With everyone in the world having one and companies producing ones powerful enough that they could easily put my netbook to shame, it’s no surprise that companies will find a place to earn cash, and this is the “Pay-as-You-Play” model that many companies have taken too, which means to unlock more of the game – you pay. You want extra turns or content or items? You pay. The game is free, but not everything in it is. This is much like the games we refer to as Warframe, AirMech Arena, Power Pro, and even titles such as Winning Eleven, which provide players with plenty of content, but the issue here? It’s not a market that may seem like it is doing as well as Konami thinks. Sure people do put money into that market, people always will, but the true fans, the hardcore fans won’t do so.

Even with my phone, for example, an Sprint HTC One M9, it’s no surprise that I love to see games such as Order & Chaos Online, Heroes of Order & Chaos, and even small Facebook games such as Double Down Casino on my phone, but does this mean I want to hardcore game on my phone or a Samsung Galaxy Tab S? No, not necessarily, which is where many gamers will stand unless they are sheep to the culling and wish to play games on devices that will make their wrists feel arthritic in one fell swoop. Sure I play a Nintendo 3DS and even a PlayStation Vita on average of 20-25 hours a week or even 10-15 depending on if I’m reviewing or not, but that doesn’t mean I prefer to have my wrists in such weird positions that they hurt, so why would Konami think this market will lure in the hardcore gamers? Honestly, your guess is good as mine at this point.

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In his interview, Konami’s CEO Hideki Hayakawa has stated that gaming itself has “spread to multiple platforms”, but it all comes down to mobile (guessing he means cellphones or tablets?), which is where he feels that the future of gaming is there, and it is there that consumers will find themselves going when it comes down to it. Even with their summer blockbuster Metal Gear Solid V: The Phantom Pain on its way, Konami has all but admitted that they are leaving the console, PC, and handheld gaming markets to head onto the mobile platform, which will be throwing the largest portion of their gamers out. With a later statement, he continues on to say that multiplatform games has gotten to a point that there isn’t a reason to dividing the market into categories anymore, this meaning that the gaming market doesn’t need it, want it, and shouldn’t have it, but because of his statement, he also continues on to state that mobile will be a new role of bringing the general public into the gaming world. So what’s so important about this?

When looking at the long forgotten past of Konami, it’s hard to not forget that they made some of the most influential games to date: Metal Gear Solid (y’know, the game with the guy who smokes cigars and sounds like he drank a keg of rum before heading out onto the field?), Silent Hill, Contra (seems they forgot about this one that’s about their 8-bit warriors that took on enemy forces of any kind back while getting graphics upgrades on the NES, SNES, and PS2), Pro Evolution Soccer, Suikoden (that one RPG series that REALLY should have been rebooted at some point), Castlevania, Salamander, and Teenage Mutant Ninja Turtles, for those of you don’t remember. Here is some of the largest names in gaming history, a company that has famed themselves on them, and even become most renowned for their Metal Gear and Silent Hill titles. Though they are slowly going away, this is where I begin to think we are getting to the point that many companies are losing sight of what makes games truly unique, but also why many gamers feel their voices fall on deaf ears.

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This trend could namely agree with titles such as Phantasy Star Online 2, God Eater 2 Rage Burst, Fatal Frame 5: Oracle of the Sodden Raven, and even titles such as Monster Hunter Frontier G (Vita) making their debut in America. Much like what has happened with Konami, it seems that a lot of Japanese brands are scared to take the risk of launching their titles in North America, let alone listening to fans outside of Japan on what they want, look for, and desire in their games. Then again, who wants to listen to us since we’re all a bunch of “Call of Duty, Battlefield, and first person shooter junkies, who just want to blow stuff up”, right? To be honest, that answer is quite frankly – no. When it comes down to it, fans have gone to odds lengths in order to keep some of their favourite games alive, and even worked on re-creating the games that they had come to love via game mods on PC. They have also come together by working with eachother and making servers just to keep some of these games alive, while also making North American patches to ensure that the games can be translated to English. Remember that whole thing with Halo Online for Russia? Yea, that’s how bad gamers want some games, and what lengths they’ll go to in order to get them. So why is it that game companies don’t read the forums, listen to the fans, and just ask them what they want in a game versus making them have to go to an odd length to enjoy them? The question is quite simple – they don’t think there’s an audience, but the possibility gamers will also feel they are entitled to the game(s) once they are heard.

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When it comes down to it, gaming has gone from an enjoyable place where we get to enjoy new IP’s, but also a world where we are also seeing a lot of copying and pasting, which leaves originality tossed out the window. Lets take a look at Call of Duty Black Ops III versus Advanced Warfare, for example or Call of Duty as a whole for that matter. Lets put it this way, with the lack of changes, Call of Duty online is a more suitable idea at this point.

There’s no secret that I’ve played Call of Duty since it’s launch back in 2003, when it initially launched on PC, and later on PS2 as Call of Duty: Finest hour, and even a re-launch on Xbox 360 and PlayStation 3 as Call of Duty Classic. Since it’s launch, Call of Duty has seen several variations of changes in map types, storytelling methods, and even graphics engines. Over the years, however,  it seemed that the game began to manipulate itself from its outstanding storytelling methods to an online shooter that has now become one of the most famed games of all time when it comes to Major League Gaming, and even the Call of Duty Tournaments that games have taken to embedding within the online matchmaking. As the years passed so did the methodology in how the multiplayer worked, having gone from random pick ups on the maps, random power-ups being hidden across the battlefield, Call of Duty saw itself reinvented to be more versatile. It later allowed for players to set up their class ranging from perks, killstreak rewards, weapon attachments, and even allowing players to prestige so that they could reset their rank, but at the capability of unlocking special badges, emblems, and even more loadouts to edit so that they could be prepared for any occasion that may occur on the battlefield. But where did Call of Duty go wrong? As one of the people that used to stand inline at midnight, and hoping for a glimpse of the future, I began to notice something that was occurring with each of these titles; a lack of innovation. Sure the games initiated a pick-10 or pick-13, but there wasn’t much change. Perks all seemed to start running together, players began to go for the same guns in the game due to well known balancing, or unbalancing at that, and even a problematic layout with the maps.

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This is a problem that many have even voiced their opinion on, but it almost seems as if Activision’s teams, just aren’t listening. The recent change a lot of people don’t like? Exo Suits. They don’t belong in Call of Duty is how quite a few would express their feelings about it and would even go as far to say that Call of Duty’s annual release is truly ruining the series, which can be said about other franchises as well; look at Assassin’s Creed Unity and the issues it ran into.

When looking at my examples with Call of Duty, and even Assassin’s Creed, it’s not easy to say that the issues that arose are strictly the developers fault, sometimes there are unforeseen consequences that do happen, but when a game does see an annual release (this could be limiting games to a 2-3 year dev cycle, leaving very little room for innovation, but a lot more time for coding and debugging versus pushing the biggest new change to a series). So where do we stand when it comes to games like this? Lets take a glimpse at to why the future of gaming is beginning to become grim, and why innovative minds need to come forth and help shape the future of gaming.

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So why is the future so grim for games? When looking at games, we all know it’s easy to not say we’ve all played tons of them, some seeming more and more like others, while some try to become innovative, but only ends up to find itself at the bottom of a well with no rope to climb up. When discussing this, it’s hard not to use a title such as Call of Duty, Battlefield, and Assassin’s Creed as an example. While these franchises have changed in ways of graphics, small mechanics, characters, and locations, but can we honestly say that the series has changed much at all? The most significant change to it? Going from being a single assassin to having been joined by a team of assassin’s. So why does this read out a shining example of why games are beginning to lack innovation and setting us forth into a world where games are becoming too similar to a previously released title? Take a look at Destiny for example, it’s not much different than Halo, but could that be the fact it was developed by the same minds behind Halo? To defend my argument, I’ll just say that the enemies do seem quite similar, and so does the story.

In both titles, bad guys invade Earth, bad guys are being attacked by other bad guys, in this case The Fallen are being attacked by The Hive, and the Hive are being attacked by, well, the Guardians that work to restore Light and power to The Traveler. Sound familiar? Remember the Covenant from Halo? Sure you do. For those of you that don’t, the Covenant is an organization, a religious grouping of alien’s more or less, whom have formed a unity in order to carry out the will of their “Prophets” and wipe out the universe by using the Halo rings, which (big spoiler), are weapons to wipe out life in the entire universe to rid the universe of the Flood. Sounds familiar, right? Well it should, this is something rather similar to Destiny’s whole story, which is much the same. This time around, “The Darkness” is the flood, they are problematic, and rather annoying creatures, the Hive is for those of you who didn’t catch on.

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The problem here isn’t that companies aren’t trying to be creative, it’s that they are using a very similar formula, one that has been overused, and run into the ground to the point that even the ground is tired of it being run into it. So where do we go from here? When looking at games, we can easily say that games are becoming more and more similar to one another. Want a shooter? They’re a dime a dozen and many of them are copying one another. Want a good fighting game? Well there’s a wealthy bunch to pick from, but the issue? The developers haven’t done anything to truly improve upon their old mechanics in the past, well, decade really. Mortal Kombat, has changed, however. It went back to its roots, decided to add multiple fighting styles to each fighter, and even gave them costumes that change their selected costumes based upon the fighting style used. Even with small changes, it’s just not quite enough. So this leaves the question, where does gaming as a whole, need to go and what direction?

When looking at it, it’s one of those areas where developers need to sit down, look at the community, read the forums, ask gamers what THEY want to see changed, what they want to see added, ask them what could make their game vastly different from any game out there. That’s where games need to go, that’s where developers need to look, they need to truly discover what would make their title so damned unique compared to the vomit we get these days.

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So where can they start out if wanting to use a game that made itself vastly different from any other? Enter Bloodborne. Sony has been well known for their works with Japanese developer From Software. Renowned for their original franchise Armored Core, which at the time, was one of the hardest franchises in existence, From Software began to push themselves when they teamed up with Sony back in 2009, published and co-developed a game by the name of Demon’s Souls, which was quickly received as one of the most difficulty, and even punishing titles ever developed. The game forced players to watch for traps, take on monstrous enemies, but most of all, how to stay alive and manage currency as both money and XP. Stats would quickly become a player’s best friend or worst enemy depending on their playstyle, and their approach to the games punishingly difficult enemies that varied from location to location. So what managed to change between their having developed both the Souls franchise and the newly and very well received Bloodborne? This game is something of its own monster, having torn itself from the well known play style and storytelling of the Souls franchise, Bloodborne has all, but separated itself from the past titles. Having changed how the combat system works, players don’t just get to run on stealth tactics alone. Thanks to the games new Visceral attacks, players got to see enemies get stunned, and opened up for an attack that hurts, and quite frankly – a lot.

Thanks to these changes and additions to how the rifles, shotguns, and even cannons work, firearms are a new change, one that works quite well, which offers combat an entirely new twist when not working with every weapons secondary mode. Much like Demon’s Souls or Dark Souls, weapons no longer need to have special materials to upgrade their appearances, and or special modes. Instead weapons now include a secondary ‘form’ instantly. Prime example? The Ludwig’s Holy Blade. This weapon is unique, in its base form, it’s a single handed sword, which offers fast attacks, a powerful jab, and combat with an offhand such as a shield, a torch, or simply a firearm. Unlike before, however, many players would be inclined to using two single handed weapons, which has now changed since it’s no longer possible. Thanks to firearms, From Software has dramatically changed how players will enter combat, how they will prepare their weapons, and the stats they will shoot for with inserting gems, using runes on their character, and even on how they will spend Blood Echoes when leveling. Unlike previous titles, From Software looked at what they had done in their previous three styles, and did what they do best – created an entirely new IP, a new world, and even took former mechanics and improved upon them. While it could be said I’m casting the first stone upon titles such as Call of Duty, Battlefield, and many others, it’s not that they don’t try to innovate, it’s not they don’t try to change their chemistry, but what they do is too close to their predecessors that those changes don’t seem incremental enough or altered enough to matter. Instead these changes are being overshadowed by the old bits and pieces that made it through from the previous entry.

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Sure, Call of Duty has vastly edited perks, removed, added, and even altered how some work, but in the end? They’ve remained the same, the weapon balancing remains the same, but so does the killstreaks, the weapon attachments, and even the balancing issues no matter how much they try to alter the appearance to look a bit more refreshing compared to the originals. When it comes down to it? Call of Duty hasn’t really changed in twelve years, it still remains, at the base of it all, the same exact game that could use a breath of fresh air in order to give the game a truly refreshing and new coat of paint. This could also be said about Battlefield as well, which is unfortunate as D.I.C.E. has been well known for their creativity when it comes to game engines, Battlefield has been almost the same exact game as each version is released, but this time around, they chose to try new things with Hardline, in its own, it shows that EA and D.I.C.E. have worked on altering a game, becoming unique, but at the core, not changing what the game itself is. This is what titles such as Bioshock, System Shock, Deus Ex, and many others have tried, and successfully done in the past, and hopefully will keep attempting to do when future titles (for Bioshock we can only hope to see more) will do as gaming goes on. With the enhancements that VR could offer with projects such as Oculus Rift, Sony’s Project Morpheus, and HTC’s Vive VR Headset could offer developers a chance to to truly indulge in ultra-realism, but also a chance to work on mechanics, interactivity, but also physics, which is something many games have forgotten to work on these days.

But what about companies that have begun to force too many HD Remasters out the door for gamers? It’s another part of the problem even though it gives fans a chance to enjoy games. Unlike before, we were used to seeing ports, small upgrades, and even a remastered edition that didn’t require much more than a few tweaks in order to provide the game with some small upgrades. While this is beneficial to fans who can’t afford to go back and grab the original copies as well as the console, there is something to be said to when too many remakes is an issue, and while I can’t state that I haven’t bought a few, it is a troublesome ordeal when some fans haven’t the slightest clue to how these are developed and why they are developed. So why is this also a problem? While I understand from the business perspective, many developers do take their time to place members of a development team on a side project in order to bring forth a game, but also to help bring forth a form of income in the mean time while they are between games. While I can’t lie that I don’t enjoy a good session of revisiting a title, it’s an issue when we begin to see the catalog of available games being hidden by the large amount remakes. Is this an issue? Yes, but should companies stop? Depending on how well the remake is done? No, it offers players a chance to play the games they want, but also gives them a chance to go through what they are wanting to receive, but also a chance to experience games that may have been missed in the past.

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Tidus Comparison’s from PS2, PS3, and PS Vita

When looking at all of these reasons behind the grim future of gaming, it’s hard to not say that a few companies out there are pushing hard to keep gaming moving to the right direction well some companies are doing just the opposite. Till then? We can only assume that the AAA game market is slowly going down hill and won’t be around much at this rate. With the overall cost of games going uphill it can only be anything, but surprising if we see another video game industry crash much like the one we saw between the years of 1983 and 1985, but this time, it may be even bigger with companies like 2K Australia, THQ, ImagePooch, and now Konami slowly leaving the market, but unlike the others, Konami hasn’t gone under and is seeking other options for when it comes to releasing press information. At this time? All we can say is the future at this time looks grim, but at this time, it can still be saved if companies take the right steps in order to bring forth innovation, originality, and bring something completely unique to the gaming world rather than games with mediocre stories that hope to bank in on DLC, online competitive modes, and micro-transactions. Till then, what are your thoughts on this? Is the gaming industry looking as grim as it sounds, or are we just seeing another evolution into what it’s meant to turn into?


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on hisGoogle+. Wanna game with him? You can find him on PSN with RaivynLyken.

Op-Ed: So You Want to be a Gaming Journalist Part 2

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

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A few weeks ago I began by introducing the first part of three about how to become a gaming journalist, but perhaps a journalist or even a writer in general. Doing this required a few steps to simply get you started. A few of these steps were able to be found in my guide that was initially released on April 22nd, 2015. In the first few steps I introduced you to a breakdown of “How To Get Started”, “Finding Your Target Audience”, “How to Format an Editorial”, and “How to Format a Review”. In those four sections I felt that they in a way were a bit easier to break down, but at the same time gave a core idea of how to get started even more-so as many things will come a bit more natural with practice. Today in Part 2 I have decided to take it a step further, which will be breaking down a few more sections such as “Formatting an Email to PR Teams”, “Getting in Touch with PR Teams”, “Going to Press Events”, and my closing statement. So what does this mean? Exactly what it sounds like except that Part 3 no longer exists. Why? In a way, Part 3 can be looked at as a part that was going to be confusing, out of place, and even a bit of a runoff compared to what it would be easier done in a two part series versus a three part. So what now? Lets get started.


 /-/ Getting in Touch with PR Teams and Formatting Emails /-/


When becoming a journalist, it’s important to remember that Public Relations Teams are a very important part of becoming a writer. They are your access to countless bits of information, but also a point of contact that will help you confirm information by providing it, but also providing details as they are made available. So why are these ladies and gentlemen so important? When getting in touch with them, it’s important for you to remember that they are also people, they do this as a job, but also because they are extremely passionate about the industry they are apart of just as you are. When getting in touch with them there are a few things to remember; know your products you are wanting to cover, be professional, be courteous, and most importantly, be direct about your intentions without writing a novel. So what does this mean? Let me provide you with an example email that the team here at Blast Away the Game Review uses in general so that we keep our emails short, simple, and straight to the point, but also not feeling demanding or rude in the process.

“Hello,

In light of your recent announcements, we have obtained the most recent press kit for your upcoming title, “The Most Amazing Game Ever”. With the press kit that was mailed out we noticed a few key pieces of information may have been left out or this bit of information hasn’t been announced as of yet. We are wanting to find out a bit of information regarding release dates, where readers can obtain “The Most Amazing Game Ever,” but also what possible editions will be made available if this information has been decided upon at this time. If there is any information that can be shared it would be essential in order to assure our readers we have the most up to date information regarding this. We look forward to hearing back from you in response to our inquiry.

Best,

John Doe
Junior Editor for This News Company
website: http://www.ThisNewsCompany.com (please note this website is an example URL)
Twitter: @JohnDoe | Phone: 000-000-0000 | Fax: 000-000-0000”

Note, that in this email that I was direct, courteous, but also stating exactly what key pieces of information I would be seeking were I “John Doe” who sent out this email. With this, the PR teams also can simply look through for keywords when scanning the email, which gives them valid time to make a response, contact you, and inform you as well as your teams what information is available. Due note that some PR teams actually use messenger programs and or apps such as AIM in order to make contact easier, more direct, and even more efficient. Do note, that contacting them without a heads up regarding aim can throw the person you are reaching out to in for a bit of a loop.

When reaching out to a game company the first time, it’s a bit confusing on how you should go about this and in truth – it can be hard. This is where we’ve decided to sit down and give an example of how we would go about this, but please note, we won’t be providing contact information to any of the teams we work with or names, but instead a format of an email. To obtain press contact with the respected companies, we do advise visiting their websites and going through their “Contact Us” information.

“Hello,

My name is John Doe, I have sent you this email on the behalf of “This News Company” in order to obtain a press release listing contact. Our team consists of ‘x’ amount of writers whom seek to cover your products. Doing this we hope to bring a broader range of consumersfor you, but also a larger range of people who will possibly ask about your product, and those whom have used it the capability of discussing it among a community through our social media outlets, but also our website. Currently we are a team based out of Middle of Nowhere, Such a State, and we seek to obtain information for our current region. If you have any questions, please feel free to contact myself here, or are team at the following email: gaming@thisnewscompany.com. We can also be contacted at the information below.

Best,

John Doe
Junior Editor for This News Company
website: http://www.ThisNewsCompany.com (please note this website is an example URL)
Twitter: @JohnDoe | Phone: 000-000-0000 | Fax: 000-000-0000”

By allowing a brief summary of what you do, but also your goals, companies are able to see that you can be on point, provide key information, and willing to provide as much information as possible in a direct manner without taking up a lot of their time. Why is this important? Compared to what it may seem, when working with PR teams in any industry, they are extremely busy. With as many companies as they work with, PR teams are constantly on the go and sending out hundreds, if not thousands of emails a day to provide as much information as possible. So the shorter and sweeter the email, the better for both parties, which can almost guarantee that you will be hearing from them in return. Just note that responses can take a few days or more depending on how busy they are.


/-/ Going to Press Events /-/


Once you get where it’s possible to afford the trips, the fees that come around (food, hotel, etc), Press Events such as PAX, E3, QuakeCon, GamesCom, Tokyo Game Show, and more become viable options. Even some of the smaller expo’s such as Super! Bitcon, Retropalooza, Izumicon, and more, become available for you to go. So what should you do to prepare for such events? When the invites go out, it’s hard not to get excited, which is something that will happen the first few times. Thanks to the gaming enthusiast in all of us who want to write about games, it’s hard not to boil over in enthusiasm, and begin responding to the emails right away, but don’t do just that. Take your time to get the excitement out of your system, look at the average cost of a hotel room, gas and or plane tickets, but also how much you’ll want to budget out for food. Why is this important? It gets expensive and quick. It’s always easier to plan around the availability of these conventions, but also your options for making it the most beneficial to yourself. Have friends or family in the area? It’s never a bad time to hit them up and see what’s going on with them. Why? Perhaps they’d like to catch up when you aren’t busy walking expo floors and working on editing articles. A good thing to make sure you have plenty of? Business cards. These are extremely important when it comes to events.

Once you’ve figured out your expenses, built an itinerary, contacted the teams the developers that are there, set up interviews, it’s time to find a few things to remember:

-Get your questions typed up or written out
-Use a digital recorder to be able to go back with
-Write down answers or type them up if possible
-Make sure to have studied the title you are going to be interviewing about
-Provide adequate time for your interviewed person to respond as
-Remember when editing interviews to ensure that the basic premise stays in place

When not working on interviews it is still a good idea to walk around, discuss products, make contacts, and even get to talking with those companies whom are there. Even interviewing attendee’s is always a good thing, it gives insights as to why others should attend the event, but also just a general impression to the companies so that they know what fans want more of or perhaps what fans do want to see there. This will help build a solid bit of information for your first visit, but also give you ideas of what to expand on, what to add in regarding future write ups of the event, but also to help you get an overall experience at such an event. Just remember to take time with it, have fun, and just be yourself when chatting with others. Sometimes it helps to feel a bit more homely than ever.


/-/ Closing Statement /-/


When it comes down to working on becoming a journalist, practice is what ultimately makes perfect, but as does building yourself relationships with those you work with and those you are working to bring in (the readers). As you get a solid foundation regarding these practices, it will become easier, a bit more natural, and will allow for you to build your own portfolio incase you seek to write for companies such as Kotaku, Polygon, Game Informer, GiantBomb, Venturebeat, or even ourselves here at Blast Away the Game Review.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow him up go on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Op-Ed: So You Want to be a Gaming Journalist Part 1 – Getting Started

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

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There’s always something that can peak the interest in many when it comes to gaming. For some it’s the minds behind the games, the artists, composers, level designers, 3D model renderers, engine developers, conceptual artists, or even simply the project director’s. These are all things that become a huge part of gaming journalism, but so do the minds behind all the hard work at the publishers office. This in-part is a larger effort than it may seem in order to make games come to life, which leads to multiple opportunities, and some of these even require journalists so that they can bring the information to the masses through multiple outlets. Sometimes this is merely by writing about the games, building up speculation, and even discussing the previous titles or even going as far as playing them in order to see where the new ones can go from where past versions or even stories left off. This means hours of work, study, and taking lots of notes to ensure quality, but also a good and sound argument to the statement you are trying to make. All this work may or may not come with pay, but if you are passionate, you love games, and you want to cover them – what’s to stop you? Are you still interested? Good, lets continue on.


/-/ How to Get Started /-/


This is the part that is the hardest and this is one that also left me crippled at first since I had no idea what to do or how, but luckily, I got in touch with another writer. Who? Mike Futter at GameInformer. So what was his advice? The same advice I’m about to give you. Started a blog, even if it’s through free places such as wordpress, a video blog on YouTube, blogspot, livejournal, tumblr, or something of the sort – this will help you practice and get articles up. This can also help you begin to show your knowledge of games be it reviews or simply opinion editorials. All of these faucets can help show your strong and weak points, so don’t be scared to start out small and work your way up. Remember, always write out your arguments, edit them, and even format the so that you have a statement, an argument, and a defense to your argument if you are doing an editorial. These will help you continue on and work on future works. Ever notice how some articles read that way? It’s a good format to have and it’ll keep you from rambling. Want an example of how mine work? Remember, this won’t always work for you.

Since are going to do an example, I’m going to show you the format I use, it allows me to break articles down into sections so I can continue on, but also adjust to the pace of the reader themselves:

-Introduction
-How to Get Started (Part 1)
-Finding Your Target Audience (Part 1)
-How to Format an Editorial (Part 1)
-How to Format a Review (Part 1)
-Going to Press Events (Part 2)
-Working with Viewers (Part 2)
-How Social Media Can Influence Your Reach (Part 2)
-How to Format an Email to PR Teams (Part 3)
-How to Get in Touch with Developers (Part 3)
-Closing Statements (Part 1 & Part 2)

As you can see these are all set tones, topics, and follow ups to the ideas before them. Granted in the end, there is nothing wrong with moving what topic you are covering first and in what order they will go in within your article. This is something that happens when working on topics whether it is a review, an editorial, or a simply press kit article. Just remember, make it yours, keep it original, and set the tone for your readers.

When getting started as a journalist there are a lot of tricks to the trade to learn, the biggest one of them? Is to get yourself situated so that you are comfortable with the media you are about to cover, but also making sure you know your stuff, and not selling yourself short. This means researching, practicing your writing, and even visiting other websites and simply reading how they format articles, how they cover their topics in order to bring out their news, but also what might be trending if it’s a slow news day, but remember to take what is trending, and make it just that much more exciting. Remember that your content should be something you enjoy, something that strikes you as important, but remember to have it well planned out in the process of doing so. Just remember, your target audience may have kids, adults, teens, elderly, and so-forth in order to find out what they are buying for their kids, so the more information, the better, but sometimes keeping it clean is the best option.


/-/ Finding Your Target Audience /-/


Remember in the last paragraph how I mentioned your target audience? This is one of the most important things of all: Target Audience. When selecting a target audience, there are several things to take into consideration, which is important:

-Age Group
-Types of Games and News to Cover
-Are your articles going to be more targeted towards adults?
-What type of gaming products are you going to cover?
-Will it just be about gaming or the people within gaming also?

These are the type of topics that become extremely important when trying to get started. These building blocks will give you, your group, or simply your readers a base idea of who you are trying to target, and the fact that you want them to be your audience. This will enable you to pick and choose what words to use, topics to cover, and images to show. Due to some games being more angled towards adults rather than teenangers and children, this will help you build a demographic of the gaming crowd you want to connect with, which can help out with bring in new followers, readers, and even community interactions. This will give a general idea of what readers are interested in, but will also help connect better with certain audiences. Knowing your audience also means that you will need to know what products to cover.

This could simply range from games that are imported, hardware, gaming platform(s) to cover, type of games to review, and what genres to review. These will help build even more of an audience depending on how many of the genres actually match your very own. This will help figure out who you are looking to reach out to, the groups you want to get in touch with, but also will help you build up your community. Remember, it never hurts to just start out, see what others are writing, and see what the trends are and attempt to break the trend. It’s something that will help you grow, obtain information, but also find a suitable building ground for your arguments, but also a way to start a thoughtful debate when needed be. So lets move on as I’m sure you’re more interested in learning how to get started versus learning all the basic fundamentals I’m sharing with you that helped us here at Blast Away the Game Review get started.


/-/ How to Format an Editorial /-/


The biggest question i’ve always gotten is how to start out writing an article, formatting an editorial or preparing to write in general. The first part is to build an idea around how and what you wish to discuss, whether the topic is about a new game, a piece of interest going on within the gaming culture or simply an entirely new topic of your own. The first part is learning how to build your argument or even your statement, but once that is done – defending it. Looking at an article is simple, but so is writing. When it comes to writing one or even an editorial? That’s a whole new thing to look at versus just looking at what articles can cover what topics. So what do you do with this idea? Build your introduction, discuss the topic at hand, make a solid background behind it, but also explaining what the editorial is about. This will set up your entire article itself to see if you can hook the readers or not. Through this method you will be able to set up a reader’s understanding of what they are reading about or even what the entire argument is covering.

Much like your introduction next will be your covering of the topic, trying to provide as much information as you can, your body of your entire article to be more precise. Within this body of text you will be working on covering everything you can, but not taking away from your introduced topic, the topic that you used to set your entire statement. Within this article it is help to provide a good argument behind your stance, but behind the good argument, there should be a rather solid and helpful defense that will help you write, but also will help you keep your readers on an understanding of your entire topic.

So what exactly is a ‘defense’ when writing your editorial? Your defense is your capability to bring your argument to a whole, but at the same time, ensuring that you can defend your topic itself and provide a shieldwall against any debates that may be brought up because of it. This defense needs to be as strong as your argument that you started, but also your chance to set up as to why you believe in what you do or see the things the way you do. This is to provide another viewpoint on both bits of the information itself. Doing this is quite tough from time to time, but it will always come out as intended as long as you lay out what each paragraph is about before coming to the conclusion of the article itself. Something you will find quite a bit easier when reading through the editorial.


/-/ How to Write a Review /-/


When writing a view, there are a few things to remember as a gaming journalist, there is a few things to remember are that Pros and Cons should always be at the start. You might find this odd, but it is in the interest of readers who can’t sit and read full reviews, but instead, it is for those readers who may only be capable of reading a few sentences for those few tidbits of information that they are looking for, which sends them into a small bit of searching frenzy, but by providing those tidbits of information at the beginning of the review, those people can get the few pieces of information they want before having to go digging for the review score that has been chosen for it. By doing this you have gained there interested and a chance for them to read completely through the review if they find what they are interested in, which may lead them to wanting more information in turn.

Once the review has been started, it’s hard to build a solid description of how you’ve encountered the game, but a key piece of information that may or may not be forgotten: be unbiased. By being unbiased, readers are given a chance to see an honest review, one that allows the readers to understand how the game was approached, but also the fact that the review was given a just and fair score as well as opinion set upon it. When writing the review it is important to touch down on several things: mechanics, gameplay, story, sound quality, and known bugs, but also details to graphics quality. With all these, it helps players understand what they are getting into when it comes to game content with the title they are purchasing so that they might be able to enjoy it a bit more thoroughly. One of the best things you can do is actually make sure to cover even what platforms the title was or was not played on to give players a just idea of what they are getting into. Do note that it is also a wise idea to state what changes have been made if the review is a review in progress.


/-/ Closing Statement /-/


With all this said, it’s not hard to actually look into what it may or may not take to be a gaming journalist, but what it is hard to do is approach it seriously and work as hard as you can on it. Doing this will enable both a wide array of skills that will be needed to take an approach to being a journalist as well as a critic into the gaming industry. It is these minor steps that will help you get started by starting up your blog, writing your articles, and even getting your editorials into the online world. Just remember, when quoting an articles by someone else, always source them at the bottom, give them the credit when it’s due.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Super! Bitcon Question and Answer with Joe Sullivan of Oklahoma’s Retro Gamers Society

Join the Blast Away the Game Review Community on Facebook or Google+
Questions by Dustin Murphy and Answers by Joe Sullivan of the Retro Gaming Society

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I want to, before I begin, thank the folks over at the Oklahoma Retro Gamers Society (their Facebook Community can be found here) for allowing us to attend their event called Super! Bitcon, which takes place in Oklahoma City every year at the Oklahoma City Fairgrounds. This year, we saw a ton of people on Saturday alone, but heard rumblings that Sunday had been even bigger, reaching a rough 3,900 attendee’s to Oklahoma’s largest and only known Retro Gaming Show in the state, which means that this event has grown from last years 2,000 attendees. Because we had so much fun, we decided to reach out to Retro Gamers Society’s very own, Joe Sullivan, who helps run this large and amazing event.

Dustin: Joe, thanks for taking your time to answer these questions, but I also want to thank you for letting me attend here for media coverage for Blast Away the Game Review. I know we tried to do this when I met up with you on Saturday, and it was just a chaotic day with how busy it got. Would you mind telling us how Super! Bitcon got started? Do you think with how busy it’s been this year you’ll see a steady growth in attendance?

Joe:

It all started with BC Phillips and David Sollars, both of whom helped found the Retro Gamers Society (RGS), a nationwide organization for retro game enthusiasts.  In the Oklahoma Chapter, monthly meet-ups had been fairly regular, and the desire to have a national scale meet-up and bring members from all over the states with RGS chapters together for what essentially would be one big party.  There had been other retro gaming events in Oklahoma, such as Tulsa’s fantastic Oklahoma Video Game Expo, but initially Super! Bitcon was designed to be the national meet-up for all of the RGS chapters across the country.

Clearly, the focus has changed a bit from the original plan of a national meet-up to more of an all-encompassing celebration of all things gaming.  We’ve been completely blown away with the response, both last year, and in almost doubling the attendance for this year.  I can only hope that we’ll continue to see growth in Super! Bitcon 2016 and beyond, but we understand that with higher attendance comes the responsibility to continue to provide an experience that can appeal to larger and larger audiences as well.

Dustin: Do you think with how busy it’s been this year you’ll see a steady growth in attendance and gives you an idea of what the Retro Gamers Society can expect next year?

Joe:

One of our biggest focuses this year was improving the interactivity of the event.  One of our strongest bits of feedback from our initial expo was that people didn’t have enough to do after walking the vendor floor once or twice, maybe attending a panel, playing a free arcade game,

there just wasn’t enough perceived interaction.  This past year we were thrilled to partner with GameStop to help provide and manage our console free play area, which was a huge success.  Add with that additional panels, a bigger museum, more arcade cabinets, and just more of everything, and we had a recipe for providing a much fuller experience this year.

While at this point we’re going to keep our plans for next year a little close to the chest, we aren’t content to just repeat what happened this year.  The best way to keep on top of all of the news, updates, and general information is by liking our Facebook page.

Dustin: In regards to that, I remember hearing about Super! Bitcon last year around August when a few friends of mine attended and found some great trades as well as purchases. I know that even with this being a trade show for a bit part, but also a great place to meet and see video game history, what do you think the true foundation of this event makes it so successful, but also keeps people from all around the midwest region attending?

Joe:

The RGS monthly meet-ups to which Super! Bitcon was first designed for, were built around people having a place to get together with like-minded individuals, and bring stuff to buy, sell, and trade without having to be a business.  We went out of the way to ensure that there were plenty of additional tables available for people showing up to have a place to negotiate their own trades with other attendees.  I even ended up trading about $500 worth of merchandise myself.  At it’s core, it’s the person-to-person interaction that makes Super! Bitcon a success.  Most of our vendors too had a similar mindset, and were open to making some of the best trade rates you could find anywhere.  Every dealer I traded with gave me fair market value on my stuff, and seemed genuinely more interested in trying to make a new friend and talk gaming history, one of my favorite subjects as the Super! Bitcon Museum Curator, than trying to make sure they could turn a big profit on what I was giving them in the deal.  Cultivating and nurturing that mentality is part of the core of what makes the expo a success.

 

Dustin: I know I saw several names I’ve watched on YouTube a bit before this convention such as OrtPro, Patrick Scott Patterson, Midwest Retro Gamers’ very own Ed, Mo, and Troy. I even got to see cool folks such as Smooth McGroove who is well known for his retro game renditions in a video edited acapella, but also the rather well viewed AlphaOmegaSin being here. What got attendees such as these awesome and talented folks to come on board?

Joe:

There’s a fair amount of networking that takes place between all of the retro conventions in the area, and we’ve been good friends with many of our guests for some time.  Retropalooza, for instance, is headed up by The Game Chasers, who we’ve had the pleasure of kicking back more than a few drinks with at just about every convention in the Midwest.  Some of our newer friends, for instance ProJared, we were able to reach out to and invite up from his home in Texas.

As far as what interests our guests in coming aboard to help out with our expo, give a panel, have a booth, etc, it’s just the continued desire to share in the excitement of all things gaming.  We were blown away during our first show, when, completely unexpected to us, Smooth McGroove himself came in the door as a regular attendee.  I think it was actually AlphaOmegaSin who first spotted him, and the mob of fans seemed to follow shortly after.  We were thrilled this year to have Smooth as an official guest, and have a great interview-style panel with him.

Dustin: Do you think that this will only pave a road for more gaming personalities like them to come back, but also to bring new YouTubers, journalists, and even gaming historians to the event next year?

Joe:

I certainly hope so.  While Super! Bitcon does technically earn money, none of us involved get a paycheck at the end of it.  We do reimburse ourselves for any expenses on the expo’s behalf, but really none of us are here to try to get rich off of this.  All of our proceeds will go directly into next year’s event, so when you break it down, more attendees means a larger budget for the next Super! Bitcon… yeah, I think you’ll get a chance to see even more exciting special guests come next year.

Dustin: When walking the showroom floor before attending a few of the panels, I noticed the museum, which was astounding. It had some of the rarest items I’ve ever seen in gaming history such as game cartridges, the military training SNES, but also some antiques alone due to their rarity. Do you think this collection will grow before Super! Bitcon 2016 and will be there next year?

Joe:

Everything we had for the museum this year was donated for display by a group of nine different RGS members, myself included.  I’ve always personally gravitated towards to rarest and oddest gaming items, and was happy to share some of their stories with our attendees.  Now, I’m not just saying this because it was our expo, or because I personally oversee the museum, but our gaming museum exhibit is the best I’ve seen at any convention.  While we didn’t have either Nintendo World Championships cart or a Stadium Events on display, our volunteers who guided people through the rarities and shared their stories more than made up for is.  There’s something to be said for taking the time to have a personal touch, and someone there to tell the story, more than just reading a placard.  Two of our museum volunteers in particular, Nikki Robinson and Lou Sabina, were particular excellent guides, and it was especially exciting watching the looks on people’s faces when they heard about how the sewing machine they were looking at hooked up to a Game Boy, or seeing the decks of playing cards that were printed by Nintendo from the 1960’s before Mario was even a concept.  Other conventions have had museums, some of which had some of those all-time rarities, even if the only known complete SNES military training set traceable to a single military unit is currently a Super! Bitcon exclusive, but often those museums are completely overlooked.  Having the volunteers with the enthusiasm

to share what makes the items exciting is what put our museum over the top.

Dustin: Is there anything that was almost brought to the show, but didn’t show up at S!BC?

Joe:

As far as the museum was concerned, there were a few things that I left home from my collection this year that I brought out for the first Super! Bitcon.  Our museum theme from the first expo was “Games With Stories”.  I wasn’t as interested in displaying something that was valuable for the sake of being valuable without a good story behind it, such as a complete-in-box Earthbound, or Little Samson, even though members offered to let us display their copies, but opted for more things in the “didja know…” variety.  One of my favorite little stories that I left at home this year due to space limitations was the original Revenge of Shinobi on Sega Genesis.  The initial release featured a number of enemy characters that were nearly direct copies of Rambo, the Terminator, the Incredible Hulk, and several others.  These enemy character sprites were remodeled in the game’s subsequent reprints.  It’s a fun little bit of copyright negligence that was swiftly altered after legal action was threatened.

Dustin: I noticed a lot of advertising at the GameXChange in Stillwater, Oklahoma, but quite a bit through social media outlets. Would you say the Facebook Community (click here to join their page – does require you to be logged into Facebook), for Oklahoma Retro Gamers Society paid a big role? Would you say word of mouth played some part in it?

Joe:

Facebook does play a pretty important role in getting our message out, both between the Super! Bitcon page itself and the various Retro Gamer Society pages.  However, while it’s all well and good to get the message out to those people who are already in the Facebook groups or have already liked the Super! Bitcon page, those updates are really more of a “what’s for sale” after we’ve already “gotten you in the door”, so to speak.  We had about two dozen dedicated volunteers that were postering, advertising, and otherwise spreading the word in OKC, Tulsa, Dallas, and Stillwater, as you personally noticed.  Those volunteers, our Super! Bitcon Street Team, are one of the biggest factors in the “getting people in the door” mentality, so that they can discover what a great event was about to occur.  In particular, Oklahoma City’s Elaine Little was simply outstanding in getting the word out as a vital member of the Street Team.  Her enthusiasm, and really the energy and excitement form the rest of the Street Team members was a driving factor in spreading the word.

Dustin: Do you think the YouTube coverage, media coverage, and even the word of mouth will help this event grow even more, and in turn bring even more guests next year?

Joe:

It certainly will play a large factor moving forward.  Several other media outlets have already pegged Super! Bitcon as a convention with an eventual national-scale draw.  Any successful convention, especially those who aren’t running for the reason of generating profits for those people directly responsible for putting on said convention, hopes to get into a cycle of generating a profit, and then reinvesting in itself for a bigger and better event the following year.  That reinvestment is where the additional exhibitors and guests will largely stem from, as well as the word of mouth from not only media coverage, but the guests we had this year too.  It was really a great privilege to host folks like Patrick Scott Patterson, the Game Chasers, ProJared, Smooth McGroove, and all the rest, and we hope they’ll share what was hopefully a positive expo experience with other, similar guests, so that we can continue to provide some of the best access of any convention in the area.

Dustin:  On the note of exhibitors, I decided to take some time, do some personal training, and even buying to get a few of the finds that I’d been looking for. It seems eBay, Price Chart, and a few other resources are where traders go. Do you have any advice to people who have never attended and will be looking at attending as beginning or amateur collectors so they know what to expect and what to bring to help them trade?

Joe:

The best piece of advice I can give a new collector is to check out Ronnie Titsworth’s article on the www.retrogamersociety.com website entitled Swimming with Sharks: Lessons I Learned in My First Year of Collecting.  It’s a great read, and the best starting point I can think of for anyone who’s interested in getting started.  Couple that with using pricecharting.com to get a general idea of what individual titles are worth, or eBay sold listings if you want to nail down a more concrete value and take things like condition into account.  Condition makes a huge difference, especially in higher dollar titles.  An N64 Legend of Zelda: Majora’s Mask Gray Not For Resale demo cart with a poor label is probably worth about $850 currently, but with a pristine label, the value almost doubles and it’ll likely fetch more than $1500.

Dustin: What about for those that are looking to become exhibitors and bring in some rare items, income, or even just to enjoy the show as one? Is there a special way that they need to enroll for the show next year?

Joe:

If you’ve got something especially rare that you’d like to show off, we may have room for it in our museum next year.  As far as for people interested in purchasing tables as prospective vendors, I expect we’ll open table registrations in the September to October timeframe.  Following us on Facebook is the best way, as we’ll post there once registrations are open.  Additionally, checking in from time to time at superbitcon.com will keep you in the know as we release more information.  A suggestion though for people considering purchasing a table, one of the most common things heard from the vendors, especially those who only purchased one table, was that they wish they had bought another.  That space fills up quickly if you aren’t careful!

Dustin: Joe, I appreciate getting the chance to have you answer these questions and look forward to covering Super! Bitcon in the future. Our experience there was great and for the readers that haven’t read it yet, they can find Super! Bitcon on the website (here), but they can also find our impressions on our own website. Is there anything you would like to share with the readers or future panel guests that may read this?

Joe:

It was a pleasure getting to meet you this year Dustin, and I’m glad you had a great time.  As for anyone on the fence about coming next year, we are going to strive to keep our weekend passes low enough so that you won’t feel like you’ll go broke just to get in the door.  Tickets were only $10 for adults this year, with a large number of free passes available via various promotions in the months leading up to the expo.  Any seasoned convention-goer will tell you that for an event of this size, you could be expected to pay more than triple that for admission.  This past year’s Super! Bitcon was definitely the biggest and best gaming event in Oklahoma history, and those of us on the Bitcon staff are going to do our best to continue to make next year’s expo the new record holder for biggest and best Oklahoma gaming event.

Dustin: Thanks for taking the time to answer these questions. We look forward to seeing more about the event next year and can’t wait to see what the future holds for retro gamers and upcoming retro collectors!

With the conclusion of our interview with Joe Sullivan, I decided to take some time and post some post-event thoughts on this after having met the awesome folks there such as B.C. Phillips, Joe Sullivan, Midwest Retro Gamers, Ortpro, and even Alpha Omega Sin (all can be found on YouTube or through the OKRGS Facebook Page minus Midwest Retro Gamers, Ortpro and AlphaOmegaSin). It’s hard not to say that this game didn’t hold a certain soft spot in my heart. The fact that the adventure was a flashback to a childhood, I enjoyed what I saw, and even found myself immersed in a world where my father, myself, and my mother (we’d love to have been able to bring my brother’s and their women along for the ride) as we discussed our old games such as Galaga, Sonic the Hedgehog, Battletoads (still think my dad and I should have picked a copy up!), but also the happiness that the games brought us. It’s places like that event that can bring out happiness, fond memories, and even strengthen bonds that may have already been strong, but even ones that may have been broken or weak. We look to see just how much memories come back next year when we once more step on the floor and cover the event once more, but this time with more prepping and even a newly formed idea of what the event is like.

If you attended Super! Bitcon let us know! You can share your pictures via our Facebook Page, Google, and or even Tweet them to us when you get a chance.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Op-Ed: Super! Bitcon and the Oklahoma Retro Gamers Society Impressions Part 1

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

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When it comes to gaming, Retro Gaming is where gaming belongs in many aspects. It’s because of games that launched on consoles such as the Odyssey 2, Famicom, NES, and even the Atari. It is because of these consoles that gaming has come as far as it has, but also as a staple point for interactive media. When looking at games, it’s not hard to see that many of them give off a nod or stash a few tropes that are hidden by the developers to honour games that have long-since become classics within a growing and aging industry. Because of the rarity, but also the fandom: Con’s have become a huge thing that allows fans, but also enthusiasts to find, collect, and even trade for games they have been looking for. This is where Super! Bitcon 2015 came into place when it opened up yesterday morning in Oklahoma City, OK. With lines that and crowds of fans filling the convention hall, it was not hard to see how well favored retro gaming was, but also to see those who are trying to keep such a medium alive to this day. With vendors selling games new and old, it was interesting to see where the supply and demand for games such as Super Mario Bros. (NES), The Legend of Zelda: Majora’s Mask (N64), The Legend of Zelda: Ocarina of Time (N64), Parasite Eve (PS1), Parasite Eve 2 (PS1), Mortal Kombat (SNES), and even games such as Shin Megami Tensei’s Persona 2: Eternal Punishment (PS1) would run for. The prices? Were actually quite easy to go by for those wanting to trade since many of the vendors went by varied prices on ebay based upon condition, but also prices based upon price charting, which helps retro collectors and even new game collectors get an idea of prices.

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But what is it that made Super! Bitcon so special besides the trading, buying, and everything inbetween? The memories. When at Super! Bitcon it was not surprising to meet YouTube celebrities like AlphaOmegaSin, Midwest Retro Gamers, Patrick Scott Patterson, acapella game music sensation Smooth McGroove and even OrtPro (click their names to visit their YouTube channels or website!). All of which had their hearts stolen by the family dog Lucy who managed to get into Super! Bitcon, it was quite fun seeing the reactions, but also getting to discuss games, internet coverage, but also the chances of how YouTube can expand viewership and reach for gaming journalism and community reach. However, it wasn’t just getting to meet personalities such as theirs, but there are other reasons that made Super! Bitcon so unique. Let alone did this have one of the largest collections of retro games I’d ever seen for trade, it was also the fact that the community itself was beyond generous, kind, and even shared a fondness for such great games as well as the memories those games helped forge. Let alone was there consoles and gamers of all sorts, but there was also something a bit more enjoyable about Super! Bitcon than what was originally thought to happen outside of video games.

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When separating away from the main floor there was a tabletop village where players gathered to play card games such as Magic the Gathering, Pokémon, and many more: Cards Against Humanity anyone? What made this experience the most unique out of the conventions that are there was the sheer size of it and even the ages of the fans themselves. There were fans who were the age I was when gaming, which made it even more inspiring to revisit retro gaming as I have, but also to enjoy it for what it is and to embrace it all the more, but to also relish the capability to help others enjoy it themselves. When wandering the floors it isn’t odd to see old standee’s, instruction manuals, consoles, games, and even imports of older games for those fans trying to find what they wanted, there was plenty of fun to be had with the museum, artists, and even the panels that took place for fans as well as press members to sit in on and watch. The event itself is one that is unique, fun, and is surely to draw in bigger crowds with each passing years and even more attention from companies such as Microsoft, Sony, Nintendo, and many more in the future as the event continues to grow in support and fandom in the years to come. It is an event we can heavily suggest going to, but also joining the Facebook community for the Oklahoma Retro Gamers Society. Till we get our interviews up, stay tuned, and enjoy. If you attended? Let us know your impressions.


Editor’s Note: We want to thank the Retro Gaming Society of Oklahoma for allowing us to attend the event and get initial impressions of it. We look forward to having more editorials and articles regarding this. Due to the fact we were invited to this event we would like to give those a chance to read our ethics policy, which can be found here.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.

Opinion: DLC – Evolution Done Too Quick? – Pt. 2

Join the Blast Away the Game Review Community on Facebook or Google+
Written by Dustin Murphy

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Where do you begin when it comes to the tangled mess that is DLC, Expansions, and Season Passes that try to bridge the gap of content that is already readily available, but also content that is not? This is something developers have already seemed to have gained a good idea of when attempting to bring out a new title and implement plenty of content to keep players interested. The question comes to this – when is it okay? As we saw in Devon Day’s last article here DLC has become almost a pre-planned contention plan that tries to keep players around for their games. Unfortunately, this also means that those who want a completed game (i.e: story DLC that finishes out a story in the first place or content on disc that’s locked behind a DLC code). Does this mean downloadable content has evolved too quickly or has the consumer become blinded by the not-so-acceptable pre-planned DLC?


/-/ The Disadvantage of Season Passes /-/


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As a gamer first-and-foremost, it’s not hard to see that DLC brings in a lot of interest to titles that live up to their hype, were under the radar, or just simply seemed like a good time burner. Many games such as Monster Hunter, Toukiden, and even Ubisoft’s service called Uplay, have given a unique spin on what it is to have ‘locked content’ and ‘free content’ that can simply be obtained by going online, downloading, and or just checking in on the online portions of the titles. Unlike many titles though, these two titles and a service are one of the few that offer such an alternative to people who don’t want to join the season pass train. This, however, does not mean the Ubisoft service will give up the content that a Season Pass has to offer, instead it offers content that is on disc and is unlocked by performing certain goals within a title or past Ubisoft titles to unlock it.

So where do we begin when it comes to how troublesome season passes are? When thinking of games that feed off of such a setup, it’s easy to look at the big smash hits such as Evolve, Call of Duty, Battlefield, Assassin’s Creed, Destiny, and even titles such as Dead or Alive as well as titles like Forza. So what makes these Season Passes such a bad deal? When stepping away from being a write that reports on games, I’m also a consumer, and one that does tend to buy games as well as look at the future content that will be unlocked from them. When doing this several questions will come to mind before doing so – what’s included, will it take away from the main campaign, and why is it something I should be interested in it to begin with? When playing games such as Call of Duty and Battlefield many players aren’t purchasing the season pass to expand a story, but instead they are obtaining these season passes to obtain maps that are or have not even been developed yet, which means this content is still up on the drawing board at a developer and being worked out to give players the best possible way to play it. This can mean that players will either get a few surprise maps, which isn’t a surprise or they will be getting a rehash of older ones that have been brought up to match the current title. So why is this something to make noise about?

Remember back on the PlayStation 2, Xbox, and even the GameCube when none of that was truly needed to make a game a full experience? Games back in the time didn’t require the option to obtain downloadable content at a set price, but even with the internet, there were still options to obtain expansions for MMOs or online shooters that required a connector to get online (Phantasy Star, Final Fantasy XI, and even Socom can be used as some awesome examples). These games, however, were complete on their launch with only DLC as a secondary option had they opted to create it. This, however, was not a common practice in the time and only recently saw itself growing on consoles, which remained different from the custom game mods that were created by fans of games. As the consoles we know as the PlayStation 3 and Xbox 360 launched DLC began to become an option for gamers with games such as Call of Duty, Battlefield, and even L.A. Noire began to grow and become more popular, so did the idea of downloadable content in order to expand those games. With the launches of new maps, weapons, and such on other titles, L.A. Noire was one of the first games to incorporate the season pass, which allowed fans to gain access to new outfits, story missions, and even broaden the background of Detective Cole Phelps as he worked his way through each crime type.

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As games such as L.A. Noire, Battlefield, Call of Duty, Assassin’s Creed, and even Mortal Kombat began to grow ever-more popular – developers began to find a way to cut individual DLC purchases into one, which got the attention of fan of these games, which lead to them understanding that gamers would begin to purchase these passes, which gave them the DLC at a reduced cost. Thanks to this practice with online games that revolve around multiplayer, titles like Assassin’s Creed, which are story driven, DLC season passes for such games began to pick up and take off so that fans could expand the story around them. So why exactly is this a bad thing? Over the years it has become a common practice for story based games, online multiplayer games, and even various free-to-plays to run on paid DLC and or subscriptions that would allow for players to expand their enjoyment of games. This has also lead to a problem where players feel almost coaxed out of enjoying a full release title versus one that should have seemed complete to begin with. So what titles can be used as primary examples as to this problematic practice? Even as much as I can say that Ubisoft has made amazing attempts to bring completed storylines out to the public, the stories are almost seemingly incomplete due to how the DLC does take a spin on the characters side-story, which in turn does affect how players can perceive a completed story.

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With stories being a problem to begin with, it’s hard to accept a game that is incomplete and requires such fundamental practices to complete it. So why couldn’t the stories have all of this content provided to players on launch? That’s a question to ask a developer, but one thing is certain, it has grown to irritate some gamers as this does cost prices for games to go p from 59.99 USD to an estimated cost of 60 to 100 USD per game before taxes are applied.


/-/ The Advantages of Season Passes /-/


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With the growing popularity of season passes and micro-transactions, the devaluation as well as risk of games not succeeding upon launch, consumers can see how easy that the AAA market takes a huge risk when pushing out content passes before a game series developer and publisher can determine just how well the game will work on launch. With this being a rather large risk, developers shoot on the rather large hope that nothing goes wrong, that fans will purchase the season pass, and thus the ratings for their game to remain successful with each piece of the DLC to go up in turn.

Thanks to the chance to continue development on games, developers do use this in their favor to listen to customer feedback and add the content that they would like to see once the game has been out for enough time to gain some common grounds among consumers. Doing this also gives companies an avenue to encourage season pass pre-orders as well as season pass sales themselves. That in turn offers consumers a chance to get a discount on the season pass before the game and season passes release. A prime example of this is when Borderlands 2’s season pass had been announced, gamers were given the opportunity to pre-order the season pass at a discounted price of 10% off as long as it was pre-ordered or purchased with the game at launch. Doing this allowed for 2K and developer Gearbox (lead by Randy Pitchford) to have extra time to work on their game, change or added things that needed to be added, and ensure that consumers got their money’s worth when it came to the title. Though with it there was a trade off of what was consumers trust with launch of content that was not included in the season pass. This was followed up by launch of several raid bosses that could be obtained for several dollars a piece and taking on the hunt the player wanted to do.


/-/ The Ever Growing Cost of Gaming /-/


When buying a game there is always the question of how much the game will actually cost once all content has been purchased – assuming it is needed to play. With these type of costs, it’s not hard to see why players would be concerned when DLC alone can range from as cheap as a dollar to as expensive as twenty five dollars apiece and with season passes cutting the costs, it’s not surprising that games are now costing between 80 to 100 USD or more (Battlefield Hardline + DLC with local tax is 112.54 USD), which leaves players wondering – is this game for me? Thanks to many changes in companies such as Bioware with their titles Mass Effect 3 and Dragon Age: Inquisition, it’s not hard to see why multiplayer DLC is being made for free and why fans are eating up since the games microtransactions are a decent trade-off for the cost of DLC. Because of DLC options being made before a game launch, the industry has embraced the idea of Season Passes and pre-launch announcements so that they can implement content later on with fans having some acknowledgement.

The cost of this though? A customers trust and patience being tested if the DLC just happens to be what they were not hoping for. This in turn can leave gamers slowly turning away from games and even throwing them in for a trade-in while having sacrificed the money they spent on the initial game and content. For now? The best thing is to buy the initial game before dropping the money on the DLC in order to see if the DLC will be worthwhile.


/-/ Closing Statement /-/


While it’s hard to fight the impulse to buy a season pass for a game you are truly dedicated to, it also comes down to the willingness for players to decide whether or not that this content will be worth their time in the long run. Unfortunately, the only way to find this is take into count how much a game will actually cost with all DLC content, but also the history of a developer before truly jumping in on a season pass that may or may not be worth the while.

While I’ve found myself extensively looking into Season Passes it’s hard to justify the hidden costs of games and the questionable nature of the future content that can be released. Till the content releases, the best thing gamers can do is actually wait, look at the previews and online preview-gameplay before making the financial obligation to content that they may or may not enjoy at the given time of its release, but also if they will have the available hard drive room for that said game.

If you are a person that buys season passes quite often, what is your take on it? Do you like the common DLC practice as of late or do you feel the consistency of announcing DLC before a game is finished is acceptable and allows for developers to finish the game? Let us know your thoughts in the comments.


About the Writer:

DustinBATGRPhoto1Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, MMO’s, Handheld Gaming, and Pizza is insatiable and can’t be softened by even the biggest names in the gaming industry. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. To follow Dustin, hit him up on Twitter over at @GamingAnomaly, find him on his Google+. Wanna game with him? You can find him on PSN with RaivynLyken.