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Brakketology Waxes Nostalgic

SteamBox

I was innocently strolling through my Feedly feeds a couple days ago, window shopping for things that looked interesting –things that would justify my desire to not have to, you know, be productive– when I ran across a reference to Vale having taken the wraps off their internally-developed Steam box. And then another. And then another. These are, of course, signs that an embargo just lifted.

I can name the number of times I’ve been invited to go behind the scenes to get an early look at something and then write free PR about it. It was always a fun experience just because you got to actually see stuff that only a small group is privileged to see and you got to meet people in the business (almost universally great people) that you would never ever get to meet in any other situation. Getting to sit down and have a casual conversation with someone like Fred Wester (Paradox Sofware) or a Mike Laidlaw (Bioware)? That’s awesome. Getting home and realizing you now have to try and write something unique about an experience that was exactly the same for a dozen other people who saw the same thing and are also about to write about it? Blech. Waking up and seeing them all online at the same time and then coming across the one or two utterly brilliant iterations that aren’t yours and make you feel bad about yourself as a writer? Vomit.

This is all to say that while I miss getting to have some of those experiences, I absolutely do not miss the sheer pointlessness of the work involved. It’s much better to look from afar and call attention to the stuff worthy of your attention. Which I’ll do right now…

All hands on Steam’s box. (Yes, I’m ashamed of myself for typing that.) Of the 90 kajillion pieces on the SteamBox, Sean Hollister’s write-up at The Verge deserves your lov’n eyeballs. In particular, it’s got some fascinating details on the evolution of the controller:

Originally, Valve wanted to revolutionize PC input, but it soon realized it needed to focus on a much more fundamental goal: simply getting the library of existing Steam games to work with a new controller. To do that, the company needed a way to make many PC gaming functions possible on a controller without the 104 keys a keyboard affords. Early on, the team decided to go with a touchscreen that could virtualize those keys instead of adding more buttons. “For all of Valve’s existence, we’ve been a software company, and we wanted as much as possible to have control over the input experience through software,” Coomer explains.

Then, the team decided they wanted the same kind of control over the trackball… but that proved impossible. “You can’t ship a software update to change the diameter of the ball or the mass or anything.”

From there, design evolved organically. The trackball made way for a trackpad, which could be programmed not just to emulate a mouse, but also support gesture control. One trackpad became two (and two became a giant touch surface before Valve came to its senses). Valve added tiny solenoid actuators to provide haptic feedback. The entire shape of the controller went concave so the fleshy base of a user’s thumbs wouldn’t interfere with the touchpads.

That’s a huge chunk of text, more than I’m usually comfortable quoting, but there’s a ton more at the link.

Chris Kohler’s piece at Wired is also particularly good.

And while we’re on a Steam info-orgy, there’s evidence online to suggest that they may be working on allowing Steam to function indefinitely offline, instead of just for a couple weeks. That’d be nice… if it ever actually happens.

Those other consoles. Before Valve released everyone and their brother to write everything they wanted them to about SteamBox, the issue of the day had been all about the PS4 and Xbox One’s ability to work as media servers. Sony took the first lump when they put out their FAQ, which mostly listed things the console can’t do; things they’d somehow managed to not talk about yet. This was entirely predictable. Still, the lack of DNLA support (for streaming audio/video from a networked PC) was shocking, given that the PS3 has it and its one of the console’s more redeeming features. Ben Kuchera has been killing them over it at Penny Arcade Report, culminating in this post about why having easy access to your music should matter to gamers:

Both the PlayStation 3 and Xbox 360 used compatibility with your existing media as a selling point, and offered a variety of ways to use that content or to bring it into your gaming experience.

This is a hell of a thing to lose, and if a multiplatform release comes out that supports custom playlists on one console but not the other, that’s a serious selling point for many gamers. You can also forget about games like Audiosurf 2 that can use your own music; you’ll need to either pay for Sony’s proprietary solution or not use that feature if such games ever come to the PlayStation 4. That’s a massive bummer.

Right on cue, Microsoft comes out and says, “Hey, we love that DNLA stuff.” That sound you’re not hearing is absolutely everybody feeling irked at Sony, but not changing their PS4 pre-order.

SteamBox is looking better and better.

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Drifting with the tides. The Torment team has posted their latest project update, in which they discuss the game’s alignment system: Tides. If you’re a backer or prospective buyer, this is worth digging into. It’s not so much a morality system, bur rather a representation of how your view of the world affects your actions:

Rather than focus on moral axes, the Tides look at a person’s legacy, at what they’re remembered for. They are not something people consciously strive for; very few individuals even know they exist. They are more like an invisible force (think magnetism or gravity) driven by people’s actions.

There are five Tides, and I want to walk you through each of them and then talk a little about how they’re used in the game. As you read, remember that the Tides do not care about motives or morality. Each Tide is embodied by heroes, villains, and folks just trying to do their best. The motivations of these people rarely matter; the Tides describe the legacies they leave behind. The Tides are pushed and pulled by action, not motivation.

There’s plenty more, where they detail each of the tides and how they’ll represent in the game. Very cool stuff.

It’s a dungeon, but on your desktop. A couple years ago at the E3 iteration of IndyCade, I got a look at a little dungeon-crawling RPG roguelike by the name of Desktop Dungeons. It had a playable “alpha” that I proceeded to skip in favor of holding out for the final game. I never heard about it again. Until this week. It’s freshly overhauled and it’s out tomorrow. The promo video (below) is all goofy fun and show very little, but if my memory is any indication, it’s worth taking a flyer on.

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Adventures. In spaaaaaaaaaace! If you miss the old the Sierra Quest style adventures and want a little more isometric scifi horror in your life, check out the Kickstarter for Stasis. It looks groovy and it has a proof-of-concept demo you can check out. (I haven’t yet.)

Speaking of all things Kickstarter, Joystiq is doing a neat little feature, called Crowdfund Bookie, where they’re tracking the progress of various crowdfounded games. It’s way, way cooler than the shortlived piece I used to write here. It even has charts and graphs! (RimWorld absolutely killed their goal.)

Fear the mowhawk. Soren Johnson, he of Civilization IV fame, has built himself a new home (with a little help from Stardock). Good luck, Soren! I know you’re all about the RTS with your new project, and it sounds awesome, but maybe you’ll make me another turn-based game someday? Also, I could use a decent reliever in the OOTP league. I’ll trade you a starter for one if you also throw in the best prospect you have. Call me!

Brakketology Is Out of Its Element

Big Lebowski Reunion

This is from my buddy’s annual best of its breed Halloween party last weekend. Call it an unofficial and wholly fictional Big Lebowski reunion tour. On one hand, being asked to be Donny is both A) uninspiring – I mean how do you replicate Steve Buscemi’s look in that movie? Guy wears bowling shirts and Dockers. Done. And B) debilitating to one’s soul, because you know you’ll spend the entire evening being told, “Shut the fuck up, Donny.”

On the other hand, this collection is incomplete without Donny and these dear friends of mine did an unbelievable job replicating Jesus, Walter, and The Dude. Walter in particular is just an eerie likeness. Also, given A and B, there may be no one else in the world, and certainly not in my social circle, better-suited to manning the role. That may be a dubious distinction, but if you’ve got it, own it, right? Plus, as a collection this is completely awesome.

On to business. In this week’s Brakketology rock lives, Mythic’s free-to-play designers ruin beloved franchises, Enemy Within gets some hands-on time, there’s more Xbox One/PS4 comparing and contrasting, and Star Citizen is the game that refuses to take “no” for an answer.

Rock and Roll Will Never Die. I was as big a Guitar Hero (1/2)/Rock Band stalwart as anybody, but despite a recent resurgence at said Halloween party this past weekend, the fad has ebbed and now my collection of plastic instruments –instruments that in no way replicate the experience of playing music– sit in my basement awaiting the inevitable day that they’re moved out completely. There is something in me, though, something that yearns for the notion of game and actual guitar teaching to work well together. I never gave Rocksmith (or that other game I don’t recall) a serious look, but Rocksmith 2014 is now upon us and I’ll be damned if Sean Sands’ deep dive into it at GWJ doesn’t make me want to let slip a couple hundred bucks and dive in. Where is that pesky willpower when you need it?

Console War. FIGHT! If you’ve already taken up sides on the XBox One versus Playstation 4 tempest (in a teacup), this Edge Online article isn’t going to sway you, but it’s a nice even-handed look at the relative strengths and weaknesses of the two consoles (at the hardware level) with some cogent thought put into how messaging (and lack thereof) has played into the equation so far. Lots of good quotes from people at Microsoft and from developers.

“Of course [the company’s messaging problems] hurt in the short term,” says Ken Lobb, partner creative director at Microsoft Game Studios. ”We’re not blind, right? Did they hurt in the long run? We’re going to have to find out after we launch. We knew what we were going to do with indies. We knew what we were doing with Killer Instinct. But when someone comes in and asks a question about something we’ve decided we’re intentionally not going to talk about until a certain date, sometimes you get half answers. There’s no such thing as perfect PR.”

Well, unless you’re Sony. (I can’t believe I just typed that.) Speaking of the One, here’s a demo video of the dashboard. Although it is more frenetic than a coked-out squirrel, being the one guy who’s less interested in the games than the everything else it does, the responsiveness and multimedia capabilities are of interest to me.

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It Is What We Thought it Was. Rich Stanton’s Eurogamer review of Ultima Forever went up back in September, but I’ve only just come across it. I spent roughly 10 minutes with this abomination of F2P horror and Ultima bastardization and never launched it again. I never wrote about it because, well, what can I authoritatively say about something after 10 minutes other than it clearly wasn’t for me. But Rich played more. He’s a braver man than me. And was likely paid to. I’m not sure there’s enough money in the world for an Ultima fan to have to endure this:

In the dungeons, and also in every town, are chests. Here’s where things really go south. Ultima Forever’s currency is keys. Bronze keys you get constantly, and 18 of these can be smooshed into six silver keys. Gold keys are the rarity. These get you the best loot from chests, open inventory slots, allow you to use a second ability at once, and pretty much everything else of any consequence. Did you get that? Basic things like a second spell slot are locked behind paywalls. And not only that – you have to pay to unlock these things separately for each character. Your key balance is shared across your account, but not what you buy. Another sneaky touch is that Ultima Forever sells silver key bundles starting at 69p, but the minimum purchase price for gold keys is £6.99.

How did this happen? The short version is, “who gives a damn.” I mean obviously Mythic is making games for other people. I’m not sure who those other people are, but there are surely two or three of them out there. The longer version is birthed in the attitude of EA and Mythic, given voice in a mid-October interview at Pocketgamer with Dungeon Keeper for iOS senior producer Jeff Skalski, who said this:

“If you want to play Dungeon Keeper or Dungeon Keeper 2, go to Good Old Games and download them,” the senior producer tells us. “I’m not trying to recreate those games. This is not Dungeon Keeper 3. This is not a PC game for mobile. We’re not trying to build the game like it’s 1999,” he says. “We want to make a Dungeon Keeper experience that’s right for this platform, so there were things that we just had to change”.

This is called violating Bill Harris’ first rule of public speaking: Don’t be a dick. I realize, Jeff, you probably weren’t trying to be a dick. You were probably overtired and maybe even having a bad day and the words probably sounded less offensive in your head than they do in an article. And yes, you’re very correct that you’re not just recreating those games. But you also have to understand that if you’re putting the name on it, you are supposed to be recreating the spirit of those experiences. Everyone and their brother knows stuff has to change when you start designing for mobile. But, see, that’s not what the problem is either. The problem is you’re designing for free-to-play and that is a model that ruins every decent gameplay concept it touches. So, you can act be as exasperated with Mythic’s critics as you like, it doesn’t change the fact that the F2P games almost universally suck and when you force that model on some very much-loved franchises it kills what people loved about them. That tends to piss people off. If you want the safety of obscurity that these types of games so richly deserve (to be obscure, that is), your bosses need to put a name on them that nobody cares about. Until that day, however, endure the criticism. It is earned.

Enemy Within Gets Buzzed. RPS posted a boatload of impressions based on hands-on time with XCOM: Enemy Within. Despite the section I’m about to quote, the tenor is very nearly universally positive (and it’s fantastic to see Mr. Meer’s voice back at RPS). But then there’s this here bit I’m about to quote:

The game does feel a little cluttered now, in terms of the amount of things that need researching and building slow things down enormously – which wouldn’t be an issue if it wasn’t for the matter of keeping the XCOM project’s funding nations happy. With all my cash and efforts going into Mechs and gene-splicing, it’s much more tricky to raise the capital and staff needed to build more satellites and Interceptor kit. I had four nations back out in my second in-game month, which wasn’t because I’d fouled up any missions but because I couldn’t erect enough satellite dishes – which as you may remember also entails building enough relays and power generators and lifts and excavations – in time to offest their rising panic from the terror missions I wasn’t able to do. Still, it is feasible enough to get by, but my point is that all the new stuff – colourful and varied and silly and strategic – both steals focus from and really shows up weaknesses in the base-management aspect of XCOM.

This is exactly the kind of thing I’m worried about. Balancing base funding and mission selection with the state of nations and their terror level was already a rather frustrating experience. It’s good in that it forces you to make difficult decisions, but it also feels rather plastic and punitive after awhile. Anything that makes resource allocation at this level of the game more difficult or punitive, without re-balancing the whole darned thing, strikes me as a particularly bad move.

Sidenote: The PA Report preview of the game notes that your soldiers can also earn medals based on unique combat actions. That, combined with the fact that you can rename them whatever you want, could be pretty cool.

Ever More Star Citizen Hype. They just passed an absurd $25 million in funding. There’s a new trailer. Despite the focus on online gameplay (which I keep having to remind myself I don’t give a fig about), this is getting harder and harder to resist. I don’t want to give them my money yet. I told myself I would wait for the final product. Resistance failing.

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You’re Like a Child That Wanders into a Room. Finally, if you have no frame of reference for The Big Lebowski portion of this post, I give you this (NSFW: language):

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One of the all-time great movies. And if you disagree, well, that’s just, like, your opinion, man.

Brakketology Gets a Job; Keeps Flying

FireflyBoardGame

In this day and age a guy has to do what he can to get by. That means you have to take a lot of jobs to make ends meet, even legal ones. A Firefly class boat needs parts and supplies to keep it in the air, after all. In this week’s Brakketology, if you haven’t guessed, I got a chance to play Firefly: The Game. Along with some first impressions of that, there’s a promising first look at Banner Saga (via RPS) that demands you pay attention, more Enemy Within bits, Project Eternity continues its climb up my list of most anticipated games, Amazon does something that almost made my life better, a real Ultima lands on iOS, and Xbox One gets a release date…

Find a job. Find a crew. Keep flying. I talked a bit (or tried to) about Firefly: The Game on JtS this week. I loved the thing. It’s exactly what a Firefly boardgame should be and if you’re a boardgamer and a fan of the series, you should absolutely give it a look. The theme is exactly as described in bold. You’re the captain of a Firefly and you need work, legal or otherwise. The board is big chunk of space populated by the many moons and planets featured (and not featured) in the show and you travel from place to place seeking work from the likes of Badger, and Patience, and –shudder– Niska. Do not disappoint Niska. You also have to build a crew that complements the skills required to execute on a given job, you have to keep them happy, and you need supplies (not to mention gas) to keep your boat in the air. It’s thematically perfect. The only flaw is that it’s a bit solitaire. There are means by which you can interact with other players while on-planet together, trading items, stealing crew, etc., but it’s not required and in the game I played it never happened. It’s also a game that takes a full play-through to get the hang of. In my game there was a lot of downtime while people figure out their moves, consulted rules, etc. It’s the kind of thing that goes away once at least a couple players know the game cold, but it’s a factor you should consider before breaking it out. Also, it’s a four-player limit, which it really didn’t need to be. I’m betting that, like Spartacus (also from GF9), that the inevitable expansion addresses this. (On the bright side, you can also play it with just one player.)

Banner Saga. It Looks Good. RPS has a hands-on look at Banner Saga. It’s long and detailed and you should read it. This was a game that I had intended to Kickstart back in the day, but missed the deadline because I am, of course, monumentally lazy (and cheap). Now that single-player information is starting to come out, the game sounds (and looks) exactly as good as I thought it did during its proposal stage. Here’s a taste from RPS:

I can’t think of a game I’ve played in recent memory where each and every choice I made felt so heavy. I went from telling tiny squads which squares to move to while fighting drunks (that was a fun tutorial) to managing a powder keg caravan of thousands. And if I didn’t keep it all together? If the whole thing went sky high, if I didn’t placate the spoiled human prince, if I didn’t show my Varl legions that I was just as firm yet wise as their old leader, if I didn’t keep our supplies topped off, if I didn’t get rid of the spoiled supplies some grateful merchant accidentally gave us when we saved his life, if I didn’t, if I didn’t, if I didn’t…

Then the ice would break.

There are comparisons to Oregon’s Trail (in a good way) that follow, not to mention the sorts of hooks and subverting expectations that any gamer will appreciate. Go. Read.

XCOM: Enemy Within Tries to Look Spontaneous. There is now a highly, highly scripted demo, which is so contrary to what XCOM is that it’s hard to draw much of a conclusion from it. It’s worth noting that the more scripted the events in a mission in Enemy Unknown, generally, the less interesting that mission was. It concerns me when they talk about “new environments” they haven’t addressed them in the context of just another mission, because that’s what the game needs from an expansion. More types of random missions. More variety of environments for random missions. A longer game to accommodate it all. More ways to customize your squad is nice too, but I’m not on-board yet with the whole mech and genetic modification angle. I’m strictly wait and see on that. If I can be permitted to concern troll Firaxis, I’m wary their focus is on expanding on the wrong things. I’ll still buy, though, because that’s how much goodwill they earned from me with Enemy Unknown.

For those looking for hope, here’s a blurb from RPS who got some hands-on time with it:

I got to play a little of Enemy Within last week, and the net effect of these new units was that aggressive strategies felt much more effective and satisfying. I usually turtle so hard that people want to turn me into soup, but mechs’ ability to essentially function as mobile cover and a nice helping of active camouflage for weaker units made me feel like I was better able to control the battlefield. However, to balance that out, aliens have mechs too, and I nearly ingested my Adam’s apple every time a sectoid gave one a near-impregnable shield via mind merge. The short version? It wasn’t necessarily better or worse than the way I usually play XCOM, but it was certainly different.

Project Eternity Gets a Stronghold. Obsidian came out with a fresh info-dump on what is one of my top three Most Anticipated Games That Might Come Out Next Year — Eternity. The topic du jour is the player’s stronghold. This is no longer a fresh or novel concept for an RPG, but that does not mean it can’t be cool if done well. This looks cool, mostly because it will have function beyond being a place to dump stuff. Here’s a list of passive things it’ll do. You’ll find much more at the Kickstarter page; the bit about constructing a prison sounds particularly cool so do click over.

  1. Resting bonuses. Some of the upgrades to your stronghold will grant temporary bonuses to your attributes or non-combat skills when you rest there. As examples, you can build Training Grounds to improve your Strength or a Library to improve your Lore skill. Some of these upgrades are expensive, but you’re worth it.
  2. Adventures for idle companions. You will eventually have more companions than will fit in your party, so you will have leave some of them behind. While they are idling away at the stronghold, they can take part in their own adventures, earning additional experience for themselves and extra money, items and reputation bonuses for you!
  3. Ingredients. Many of the stronghold upgrades will generate ingredients used by non-combat skills. For example, Botanical Gardens create Survival ingredients over time, and a Curio Shop produces ingredients for use by both Lore and Mechanics.
  4. Special offers. Sometimes visitors to your stronghold will have rare items for sale, or perhaps they will offer you items in return for something else. Pay attention to these visitors. Some of these items may be nearly impossible to find any other way!
  5. Wealth. Don’t forget that by owning a stronghold, you also own all of the surrounding lands and impose a tax on all of the inhabitants. It will feel nice for a change to have someone recognize your high standing and give you the money that you so richly deserve.

Xbox One Needs a Hug. Has no Takers. Lots of Xbox One stuff going on this week. November 22nd is the first day you can officially not buy the console. Lucky you! What’s amazing is that I’m actually on the fence about it. Despite the fact that I’ve been doing 100% of my gaming via PC the past year, and am perfectly happy with that, I almost want this console just to have it. Maybe it’s because Microsoft keeps bending over backwards to let people know that, “Yes, we know you hate us and everything we stand for, but look at all the ways we’re maybe(?) changing things you don’t like just to make you happy!” Like, teasing the possibility of backwards compatibility… someday. There’s a desperation so thick it makes me want to give them a conciliatory hug by just buying the thing. Also, I think my kids will like the new Kinect and it might keep them off my PC. Also also, I haven’t bought a new gadget in a long time and I’m getting twitchy. It’s a sickness.

On second thought, this ad is so full of awful maybe I’ll reserve my hug for awhile longer…

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Because football wasn’t complete until Xbox One. Maybe it’ll even solve that pesky concussion problem.

Ultima IV to iOS. If you want to get the stink of the kinda sorta free-to-play abomination that is Quest of the Avatar, you can now get a retro fix of Ultima IV on iOS as Mythic –let’s just call it an apology even though it isn’t one– ported the Commodore 64 version over to Apple’s mega-mall of a store. And it’s free.

Kindle Readers to Get the Best of Both Worlds? Almost. Amazon, which already gets props for doing this with their music catalog, will now let you purchase their print books and, at the publisher’s discretion, let you tack on the ebook for a small fee (free in some cases). As a Kindle user who laments not being able to share books I enjoy with the people I know, this is a long overdue solution. Now if only I could tack on the print book sale to all my ebook purchases from the last year. Nothing like punishing those of us who bought into your platform already. Ugh.

Brakketology: Summer’s Over Edition

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Labor Day has come and gone and the last time I penned anything we lived in a world where I could go 48 hours without hearing anything about Miley Cyrus. I didn’t even know what twerking was. Yes, it was a happier, simpler time. But fall is coming and I’m here with renewed vigor to, like, write things and stuff. (Said vigor may least three weeks or three years, get your bets in now!)

After the break, lots of stuff from the past week summarized for your edification…

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Dragon Age 3. Now with 100% More Origins. And 150% More Mass Effect 3! RPS saw the game. They wrote things. (Along with about a billion other hosers.) Many promising things that you should go read, but let me snip this one small chunk from them:

Tales of Grey Wardens and blights are in history now, with the world facing a new threat – a Fade Rift. The Fade is the magical realm that exists alongside our own, filled with horrors and abominations. It is the place with which mages are most in touch, and hence why mages are so feared and vilified in the world. And now it’s torn open, and all manner of beasties are pouring in. And that’s trouble.

However, rather oddly, little seems to be being done about it. Each clan of people, each enclaved race, seems extraordinarily wrapped up in their own disasters, and none is able to tackle the Fade troubles as well. And BioWare were keen for us to know that this just seems a little bit too convenient. So you, whomever you might decide to be (and this time out that can be Human, Elf, Dwarf or new to Inquisition, Qunari), are heading up a new Inquisition, to Get. Shit. Done.

Put in Mass Effect terms, you’re a Spectre and you have to unite the Salarians and the Rodians and the Romulans to combat the Reapers. Yes, the next paragraph (follow the link, follow the link, follow the link) says this isn’t the case, but not with any facts. They’ve got a “just trust us on this” from producer, Cameron Lee. I think Bioware used up all their trust when they told us Dragon Age II was a full on sequel, but perhaps I’m just being catty.

On the non-catty side of the fence, tactical overhead view in combat is evidently back (YES!), there is not auto-healing between battles (m’kay), and locations won’t scale their difficulty to your level (YES!). These are things you should be excited about.

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Is the Enemy Within Firaxis Itself? You people know how much I love XCOM: Enemy Unknown. I love it so much I eventually caved and stopped using a hyphen in the title. They earned it. This trailer and some of the things I’ve read about the recently announced expansion, Enemy Within, however, have me wary. Sure, I’m glad international troops will have international voice sets, etc., but augmentation canisters on levels that self-destruct if you don’t reach them in time? Is that a bridge that’s just entirely too… gamey? It feels like it. As do the mechs in this entirely too action-packed trailer. Enemy Unknown wasn’t an action game and marketing it like one strips away the qualities that make it unique and awesome. I’ll keep my mind open until it comes out in November, but yellow flags raised and all that.

Outlook Cloudy. Ask us Later. Microsoft is telling people they absolutely will support external storage for the Xbox One. Just not at lunch and, no, please don’t ask us how long you’ll have to wait. Next question. This is the natural evolution of the release now, patch later mentality that began with PC games roughly 20 years ago. It’s filtered through to console games and is now infecting game consoles themselves. (Isn’t the Wii U still promising features that buyers should have had at launch?) How about you guys call me when you’re done fiddling and the console is really complete and maybe then I’ll consider giving you my money… if you throw in a pack of doughnuts and a hooker. (Disclaimer to fiancee: Said hooker is not for me, I swear!)

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Consider Yourself Teased. It’s an actiony Space Hulk game. It has a teaser. It’s also from Focus Home and Cyanide (two companies with spotty track records) and Streum (a company with no track record to me). Given that, showing a pre-rendered space marine stomping around buys you… nothing really.

Balder’s Gate 2 Gets Enhanced. Joystiq says it’s coming November 15th. The first game’s Enhanced Edition demonstrated to me that the Infinity Engine isn’t remotely well-suited enough to iOS to have been worth what I spent on the iPad version. It’s still a terrific PC game, though. For one of my favorite games of all time, I’m willing to buy again from Trent Oster’s crew of merry rebuilders.

Star Citizen. Cash Cow. Having now been funded to the tune of $17 million, I’m starting to regret paying not attention to the game whatsoever. My wallet is in my hand, Mr. Roberts. Dare I pull out more wads of cash for you?

Short, Short Reviews. Bill just wrote about Gone Home and Occult Chronicles. I’ve played both and my opinion can be summed up thusly: What he said.

In Summation. Brakketology as a recurring name at the top of this column. Lame or incredibly lame?

The Xbox One-Eighty

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I swear. You go to see Man of Steel and the whole world changes. James Gandolfini, a man who changed the face of television with his portrayal of Tony Soprano passed away and Microsoft reversed all of their crappy DRM and online check-in policies.

What an afternoon.

I have to say, this reversal was pretty damned shocking. When you’re this involved in gaming, it’s easy to think that the rest of the world feels as strongly as you do about things, but in many cases, it’s just the echo chamber effect and the stuff that you vocally despise isn’t that big of a deal to the greater game buying public. Clearly Microsoft felt that the backlash shown at E3 as well as the love shown to Sony over the PS4 was enough to make them change their minds and not wait until the console launched to see how the public reacted. I don’t have access to pre-order information, so it’s possible that pre-orders were down, but I doubt it. I would imagine that pre-order allocations were low enough to let the hardcore Microsoft fans get their hands on a console at launch as well as let Microsoft PR send out many the press release touting how the Xbox One sold out at launch. I don’t have any hard data to back that up, just things I’ve heard here and there about pre-order allocations at various retail stores.

It’s interesting to see what Microsoft felt was necessary to withhold as a result of the DRM changes, things like family sharing and being able to install the game and just play the installed game. Seems to me that both of those things could still exist, and still exist with a mandatory, once a day check-in, only with the new policy, customers could choose to enable the daily check-in so that they could make use of those features. Microsoft seems to be missing the point that choice is the key word here. If people want to have game sharing, fine, let ’em, but they have to have daily check-ins enabled, as does everyone they share with. Ditto for game installation. This binary set of choices seems arbitrary and a little punitive, to be honest, as if they’re saying, “Oh yeah, well then you don’t get these awesome things here that we haven’t really talked about but trust us, they’re awesome.”

Honestly, I’m not sure what to think about game sharing. You’ve got a blog posting making the rounds today from a supposed Microsoft employee working on the Xbox One that states that Family Sharing was just glorified demos. I’ve got other people saying it was full game sharing. If I had to guess, it was somewhere in between with publishers deciding the level of sharing. I mean, if it was full game sharing and it allowed you and nine other people to split the cost of games, why wouldn’t Microsoft be shouting that from the rooftops? I mean, they can’t be that bad at PR, can they?

As expected, once the reversal was announced, out came all of the people who were for these restrictive policies, even if they never mentioned it in the past. Gizmodo thinks that the Xbox One just got “way worse” as if it were a given that Steam type of sales would come to the Xbox One, you know the same way that the current spate of Xbox OnDemand games are so darn inexpensive. Yes, I would like to download JASF, an 18 month old game for thirty bucks. I mean, why wouldn’t I? It’s not like I can find it cheaper anywhere.

It was also cool to see CliffyB head back to Twitter to tell all of us ungrateful children that this why we can’t have nice things and that tacked on multiplayer and tons of microtransactions are all but inevitable now. Look, I’ll admit that there’s no easy answer to this whole thing but as I’ve said before and will continue to say, you are blaming the consumer for a problem they did not invent. If the only way you can add “value” to your game is with tacked on multiplayer then you didn’t do a very good job making your game. Nintendo said it best when they said that the best way to keep people from trading in games is by making a game they don’t want to trade in. Cliffy also brings up Blood Dragon and Minecraft as games brought to us only via digital distribution and he has an excellent point there, except he’s leaving out one very important detail: cost. Minecraft is twenty bucks and has infinite replayability. Blood Dragon is 15 bucks and gives around 12 hours of content, and good content too. How am I supposed to feel good about buying digital games at 60 bucks a pop when it’s clear publishers can charge less? The lack of tacked on multiplayer and microtransactions is supposed to make me feel better? Never mind the notion that microtransctions going away simply because stuff is digital is patently ridiculous.

I do applaud him for wanting to make sure that every game developer gets paid for every sale of their games, but that’s assuming that publishers aren’t screwing with the numbers in some capacity to minimize the amount of royalties paid out. I don’t want to tell the guy what to do with his spare time, but if you really want to make sure developers get their fair share, maybe work towards removing the horrible practice of tying development bonuses and payment structures to arbitrary Metacritic rankings. Or, and here’s an idea, maybe work towards making sure that those in development and QA have some semblance of a personal life and aren’t made to work in sweatshop conditions for eight months of crunch time only to be fired before their game is released. I’m sure every developer laid off in the time between the game is finished and is released need only wait by the mailbox for the royalty checks that the publisher will undoubtedly send them!

I’m glad that Microsoft changed their policies, because the old ones were so anti-consumer that it bordered on abusive. It doesn’t change anything for me though, my PS4 preorder stands. For one, I don’t like the idea of game developers knowing that they have Kinect at their fingertips. I still remember all of the shitty ways that Sixaxis motion control was tacked on to early PS3 games and I don’t want to be working out and playing an Xbox One game and have to start waving my hands all of sudden, nor do I want Kinect’s ability to read my heart rate to result in an unnecessary call to 911 because it thinks I’m having a stroke.

Second, while I think that this move effectively places Sony and Microsoft in their respective corners in regards to DRM with neither willing to go beyond what they have right now for fear the other will pounce on them about it, I don’t like the fact that this stuff can all be turned back on with a simple software patch. This isn’t me being paranoid, this is simply acknowledging that Microsoft has a clear vision of a digital future, and the Xbox One was a part of that. Their vision hasn’t changed, they’re simply reacting to the rejection of that vision. As time goes on, they may start changing things here and there to take smaller steps to the same place rather than this giant leap. As they take those steps, I may decide that I want to go along with them, but I need some time to see how they manage it rather than blindly trusting them.

Finally, as it should be, it’s all about the games. The PS4 has more exclusives that I want to play. The PS4 also allows indies to self publish, which means I can play Transistor on it. Compare that to the stance towards indies that Microsoft has and it’s not a hard choice to make. Guess not all developers deserve to get as much money as they can from their work, just the AAA development studios.

So yeah, I’m glad that Microsoft reversed their policies because it means that if they keep them reversed, once the console gets a price drop or two as well as some exclusives I care about, I can pick one up and go back to being a two console household. It also means that with the PS4 and the Xbox One on relatively equal policy footing, the competition between the two can go back to being about the games. What it doesn’t mean is that I’m going to fall over myself praising their decision. Like I tell my kids when they complete a chore, I’m not going to congratulate you for doing something that you should be doing in the first place. Microsoft should have done this in the first place. Let’s not forget that.