Opinion – Gameverse https://gameverse.com Thu, 21 Jul 2022 17:56:48 +0000 en-US hourly 1 https://wordpress.org/?v=6.1.3 https://gameverse.com/wp-content/uploads/2019/05/cropped-gameverse-icon-600px-32x32.png Opinion – Gameverse https://gameverse.com 32 32 5 Games You Didn’t Know Changed Gaming Forever https://gameverse.com/2022/07/21/games-changed-gaming-forever/ https://gameverse.com/2022/07/21/games-changed-gaming-forever/#respond Thu, 21 Jul 2022 16:18:51 +0000 https://gameverse.com/?p=6710 Mark of Kri

The history of gaming isn’t that old compared to other artistic and entertainment mediums. Many people have lived through the entirety of video game history, and more people have seen most of it. As such, you’d think that the history of video games would be pretty well documented.

Yet, there are some games that just don’t get the historical credit they deserve. It’s strange to think that some of the most important innovators in video game history can be largely forgotten, but it happens more than you may think.

With that said, here are five games that we bet you didn’t know changed gaming forever.

ChuChu Rocket

ChuChu Rocket

How it Changed Gaming: One of the first console games with functional, official online multiplayer.

Gamers of a certain age may remember ChuChu Rocket and the buzz it generated in 1999, but the game’s innovations have tragically been overlooked as the years go on.

ChuChu Rocket is a puzzle game that was essentially designed as a test of the Dreamcast’s online multiplayer capabilities. At a time when online console gaming was little more than a pipe dream, ChuChu Rocket offered easy-to-access competitive multiplayer that ran fairly well. It even let players upload and download custom maps!

The game itself was fairly simple (yet still a lot of fun), but it should be remembered as the game that helped a generation of developers figure out how online console multiplayer was practically going to work.

So while you may have been able to technically play other console games online before ChuChu Rocket, this is the game that made the dream a reality.

Kill Switch

Kill Switch

How it Changed Gaming: The introduction of an active cover system.

This one is a little hard to explain. See, there were games before Kill Switch that featured a cover system. Metal Gear Solid 2, for instance, let you take cover to avoid detection or incoming damage.

Yet, Kill Switch is the game that introduced the cover system as we typically see it used today. By that, I mean that Kill Switch allowed you to rapidly move from cover to cover and pop out from your cover to engage in firefights. Whereas previous cover systems were largely defensive, Kill Switch‘s use of cover was all about staying on the offense.

Granted, Kill Switch borrowed a rough draft of that concept from games like Time Crisis, but at the time of its release in 2003, nobody had seen a third-person action game that let you move like that. Kill Switch‘s cover system was even featured in the game’s marketing and on the cover of the game’s case.

Gears of War tends to get the credit for this one, but we owe a lot to Kill Switch.

Mark of Kri

Mark of Kri

How it Changed Gaming: Use of 3D, multi-target combat.

It’s funny how a game can come along, garner critical acclaim, and over the years, kind of fall by the wayside. That’s about what happened with Mark of Kri.

Mark of Kri is a pretty great game in general, but its best feature was a dual-analog targeting system that let you assign an attack button to enemies around you. By doing so, you could easily jump between multiple enemies during combat sequences.

Does that sound familiar? It should, as it’s basically the combat system that Batman: Arkham would eventually help popularize. The difference is that Arkham came out in 2009 and Mark of Kri came out in 2002. While Kri‘s system was certainly rougher, it still feels like a generational leap ahead of everything else that was around.

At a time when 3D combat was rough, Mark of Kri figured out how to make it feel satisfying.

Jet Rocket

Jet Rocket

How it Changed Gaming: The first open-world game, first flight simulator, and first first-person game.

To be honest with you, I tend to hate talking about absolute firsts in gaming as the earliest technical examples of a concept tend to be rough.

However, Jet Rocket‘s historical accomplishments are too notable to ignore despite the very, very rough nature of the game itself.

Released in 1970, Jet Rocket allowed players to navigate an open 3D landscape while piloting a fighter jet. Its open-world design is particularly interesting, as the environment featured a few simple digital landmarks that actually offered a sense of perspective. Remarkably, the arcade cabinet was even shaped like a cockpit which enhanced the feeling of actually piloting a plane.

So why isn’t Jet Rocket typically remembered as an innovator? Sadly, a couple of companies got their hands on an early prototype of the game and ripped it off ahead of its global release. At least we now know we have Jet Rocket to thank for so many early innovations.

Marathon

Marathon

How it Changed Gaming: Introduction of free-aim mouse and keyboard controls.

Go back and play the original version of Doom. If you’ve been raised on modern first-person shooters, we’re willing to bet that the first thing you’ll notice is the fact Doom does not use the mouse for aiming and looking.

Actually, the first game to really introduce that concept was Bungie’s Marathon.

Generally remembered as the series that Bungie made before Halo, the Macintosh version of Marathon featured a mouse-and-keyboard look and movement system that feels remarkably modern. It actually took a little while for this innovation to catch on, but once it did, it led to the development of FPS games that emphasized precision aim and fast movements.

It’s truly incredible to think that such a seemingly simple control concept would change gaming forever.

Note: Updated from the original article dated Nov 1, 2020.

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10 Best Twisted Metal Characters We Want to See in the TV Series https://gameverse.com/2022/04/16/best-twisted-metal-characters-tv-series/ https://gameverse.com/2022/04/16/best-twisted-metal-characters-tv-series/#respond Sat, 16 Apr 2022 21:38:57 +0000 https://gameverse.com/?p=6977 Twisted Metal Sweetooth

(Updated 4/18/22) Even at a time when it feels like every game is being adapted into a show or movie, the news that Twisted Metal is being turned into a TV series stands out. Why? Well, it probably has something to do with the fact that one of the more ignored major franchises in PlayStation history has always felt perfect for such a format.

See, along with its own brand of car combat action, the best Twisted Metal games offer an appropriately twisted story that feels somewhere between Tales From the Crypt and Spawn. It’s the kind of “dark” entertainment with a humorous bend that you just don’t see enough of. The series also happens to feature some of the most overlooked characters in gaming.

Those characters are what we’ll focus on today as we count down the 10 best Twisted Metal characters that we can’t wait to see in the upcoming TV series.

10. Outlaw 

While the Outlaw vehicle certainly isn’t the most interesting in the early games, the lore of this vehicle (and its drivers) perfectly captures the better continuity elements of the series’ mythology.

By the time that we watch Twisted Metal 2‘s Outlaw driver join her brother in space and uses her specially rigged vehicle to slowly make their way back to Earth for revenge, you really start to appreciate just how ridiculous these games really are and how much effort goes into shaping the often equally cruel and hilarious fates of its drivers.

9. Roadkill

There’s really no such thing as a heroic protagonist in the Twisted Metal series, but Roadkill comes fairly close to filling that void.

As one of the series’ true regulars and most well-rounded drivers, Roadkill rises above his “default” status by virtue of a fantastic back story that sees him battle the very reality of the Twisted Metal universe. His discoveries call into question the very fabric of the games.

8. Shadow

Shadow became watered down in subsequent Twisted Metal games (who didn’t?) but his debut sets the standard for what this character is all about.

Essentially an agent of supernatural chaos sent to claim revenge on behalf of those who died in the original Twisted Metal game, Shadow’s “Grim Reaper” design affords him a unique place in the Twisted Metal universe that takes into account the influences of Heaven and Hell.

7. Spectre

Granted, the Spectre vehicle is best known for its mechanical abilities, but the lore of the driver is also fairly fascinating.

The best version of Spectre is arguably the runaway bride in Twisted Metal Black who enters the competition to find true love. As her dark ending suggests, though, it’s her relentless pursuit that’s more fascinating than the goal.

6. Warthog

Many versions of Warthog are actually fairly generic military dudes, but the version of the Warhog driver featured in Twisted Metal Black stands tall among the pack.

As a serial killer who feels remorse for his actions, you’d think that Twisted Metal Black‘s Warthog would enter the contest looking for redemption. Instead, he’s hoping to ask Calypso for the power to remove the part of his brain that feels remorse. It’s a twisted little detail that captures the series at its cruelest.

5. Minion

While Minions is often presented as a somewhat generic devilish “boss” character, there are aspects of the character that have long left fans looking for more.

As one of the few characters in Twisted Metal who may be more powerful than Calypso, it’s been strongly suggested that Minion may be the true evil in the Twisted Metal universe. Then again, he always seems more interested in maintaining the balance than gaining power.

4. Axel

Axel’s iconic tire arms make him an instant standout, but if you dive deep enough, you’ll find he’s one of the most sympathetic and interesting characters in the entire series.

Axel’s best story beat arguably occurs in Twisted Metal 2 when we see the character wish for the strength to confront his father and seemingly get revenge on the man who left him in this appropriately twisted form. In reality, though, Axel is one of the few characters looking for something much deeper than vengeance.

3. Mr. Grimm

Granted, Mr. Grimm’s popularity can partially be attributed to the fact he’s a skeleton riding a motorcycle, but various versions of this character over the years have benefited from surprisingly interesting lore.

Initially presented as an all-consuming force that thrives on chaos, the Mr. Grimm character was eventually shaped into a tortured soul that refused to die until he claimed vengeance. Honestly, any version of the character would play well on the big screen.

2. Sweetooth

The undisputed mascot of the Twisted Metal franchise is one of the few Twisted Metal characters that has survived the series’ dark downfall.

As the only vehicle to be driven by the same character in every game, the iconic Sweet Tooth benefits from one of the most consistent backstories in series history. Still, it’s that creepy flaming head and even more disturbing ice cream truck that elevates him above the pack.

1. Calypso

He’s not nearly as famous as Sweet Tooth, but at his best, Calypso is absolutely the most interesting character in the Twisted Metal franchise.

As the head of most Twisted Metal tournaments, Calypso is best known for granting ironic rewards to contest winners. However, as a few winners can attest to, sometimes getting what you want from Calypso is really about knowing what to ask for.

This will undoubtedly be the most desirable role in the upcoming Twisted Metal series.

Original Publish Date 2/24/21

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Mortal Kombat vs. Street Fighter: Which Has the Better Roster? https://gameverse.com/2022/04/15/mortal-kombat-street-fighter-rosters-best/ https://gameverse.com/2022/04/15/mortal-kombat-street-fighter-rosters-best/#respond Fri, 15 Apr 2022 20:46:44 +0000 https://gameverse.com/?p=6971

(Updated 4/15/22) The reveal of the Mortal Kombat movie trailer and news that Street Fighter characters are joining the Fortnite roster has both legendary franchises on the minds of gamers everywhere. So, it’s only natural that fans have also started to compare and contrast the series.

Any of those comparisons have to start with a discussion about the franchises’ rosters. As two of the most notable fighting game franchises ever, it’s no surprise that Street Fighter and Mortal Kombat boast two of the greatest collections of characters in the genre.

Which roster is better, though? Nobody is ever going to write the definitive word on that topic, but if you’re looking for talking points, here are our thoughts on how they compare.

Mortal Kombat’s Roster

Mortal Kombat Roster

Notable Fighters

  • Liu Kang
  • Sonya Blade
  • Shang Tsung

Strengths

The biggest strength of the Mortal Kombat roster is the story that NetherRealm Studios has crafted over the recent major installments in the franchise.

The idea of a substantial Mortal Kombat story seemed absurd for a franchise (and, frankly, genre) that so often ignores traditional storytelling, but Netherrealm has carefully constructed a compelling narrative that has not only evolved over time but finds a role for most of the series’ major characters. Granted, it’s not much deeper than say the MCU films or the Fast and the Furious franchises, but much like those movies, the games find something wonderful in combining spectacle with more serialized storytelling.

Those serialized spectacles have certainly elevated the Mortal Kombat characters in recent years, but they’re really just an extension of the things that the MK franchise has typically done so well. The MK games’ iconic use of fatalities has ensured that most players latch on to a particular Kombatant in a way that they may not necessarily do in other fighting games. It’s not unreasonable to pick a Mortal Kombat character on the basis of their personality. That’s quite the accomplishment from a storytelling and design perspective.

The Mortal Kombat roster’s star power is unlike anything else in the genre. There’s a reason so many people were able to name so many characters in the recent MK movie trailer even if they’re not big fans of the game.

Weaknesses

While recent MK games have emphasized the personality of the franchise’s roster, it’s important to remember that things haven’t always been that way.

There was a long, dark time when MK‘s designers relied on color swaps just to put an expanded roster on the box. They would try to introduce those characters to the franchise via brief backstories, but they usually just made things even more confusing.

There’s a degree to which that problem lives on in the modern MK games. While recent installments have trimmed the roster and done a better job of distinguishing characters, there’s a large chunk of the overall MK roster that remains forgettable. Furthermore, you can kind of tell that the developers are still fighting their reskin urges.

The relatively simple nature of the MK games from a mechanical standpoint also means that fighters are largely defined by their most elaborate moves. It’s nice that even new players can just kind of “pick up” most MK fighters, but the comparative lack of a larger learning curve means that some characters again start to blend together.

Street Fighter’s Roster

Street Fighter Roster

Notable Fighters

  • Ryu
  • Guile
  • Chun-Li

Strengths

The best quality of the Street Fighter roster is the quality of their fighting.

Over the years, the Street Fighter series has become a favorite among genre fans who emphasize the mechanical elements of fighting gameplay. It’s not the most complicated fighting game out there by any means, but it is a series that has managed to maintain most of its roster over the years while evolving many of the characters in ways that stay true to how they began without feeling handicapped by those origins.

There’s a real joy in truly learning a Street Fighter character then growing with them as they grow between installments. You really start to feel like you’re connecting with a character in a way that makes fighting games so appealing in the first place.

The power level of the Street Fighter roster is also fascinating. Along with the “tier list” approach to fighting game characters, you have the ways that the series’ lore establishes the idea of a mythology-friendly power system without nuking the idea that many characters could beat other characters.

Weaknesses

Simply put, the biggest weakness of the Street Fighter roster is the narrative of the Street Fighter games themselves.

The Street Fighter stories have improved over the years, but it’s pretty clear that Capcom just isn’t that interested in telling substantial stories through these games. That’s fine, but their attempts to tell more of a story without really committing to that concept has left many characters feeling like they’re in a holding pattern.

Even if you accept that Capcom isn’t into Tekken or MK levels of direct storytelling, there’s the feeling that they’re missing out on an opportunity to do more with their roster. Many Street Fighter games focus on the stories of a select group of characters, leaving many others fighting for bits of narrative scraps.

It’s fine for fighters to be defined by their fighting, but as real-world fighters from Muhammad Ali to Connor McGregor prove, a little more showmanship can go a long way.

Which Roster is Better?

While the Street Fighter roster is undoubtedly impressive, the improvements made to the Mortal Kombat roster over the years are hard to deny.

By virtue of their star power, growth, abilities, and personal stories, the MK roster feels like the winner here. As for who would win if the major players from both rosters ever got the chance to square off…well, that’s a debate for another day.

Original Publish Date 2/19/21

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Breath of the Wild 2 Needs Weapon Breaking Compromise https://gameverse.com/2021/06/15/breath-of-the-wild-2-needs-weapon-breaking-compromise/ https://gameverse.com/2021/06/15/breath-of-the-wild-2-needs-weapon-breaking-compromise/#respond Tue, 15 Jun 2021 22:49:18 +0000 https://gameverse.com/?p=7116 Breath of the Wild 2

The Legend of Zelda: Breath of the Wild’s critical acclaim is often met with the counter of being “overrated” by some players. There are usually numerous reasons for this – both notable and ridiculous – but one of the most common is the weapon durability issue. Breath of the Wild departed from previous Legend of Zelda games by not assigning you a handful of swords and shields for the duration of the game. For most of the game, you can only use what you pick up, including Link’s often-used bow. The kicker was that all of these would break after a relatively limited amount of use – which depended on both the type of weapon used and what it was used on.

Durability systems have been in RPGs for quite some time, but never in a Zelda game. Despite this system being popular in RPGs, it’s rare for weapons to break so quickly as well as involve the complete destruction of the item. The goal with this in Breath of the Wild was to encourage the player to use weapons dynamically and shake up the gameplay. You may want to stick with whatever is strongest, but sometimes a weapon may provide more reach or be effective if thrown at the enemy. For me, at least, I found that to be an enjoyable component baked into the gameplay quite well.

However, as we have the reveal of Breath of the Wild 2 fresh in our minds, I think it’s time to discuss where things could go from here. This seems to be a scenario that will be like Ocarina of Time and Majora’s Mask – where gameplay is very similar, but the setting is new. Yet, I believe the controversy generated by this mechanic could be grounds for a compromise that would work for everyone. Link should have a small set of permanent weapons that do not break in addition to collected weapons.

This would allow people who aren’t a fan of the system to play through the game with a rock-solid set of “Link Swords” while also collecting and using breakable weapons. The new weapons would need to be stronger and more dynamic, but it would allow a player firmly against that mechanic to ignore it at their own risk. This would also always leave a baseline state where you could still function if you broke all of your other gear. A state where you wouldn’t be as effective, but you would never be defenseless.

In my perspective, one of the most interesting and entertaining parts of Breath of the Wild was the dynamic nature of the combat. One contributing factor to that was being able to pick up enemy weapons (or pieces of the enemies themselves) and engage with them. The weapons were a part of the experience and added many layers to the combat. However, it’s easy to tell how much the game changed after I had the more permanent Master Sword. It could still break, of course, but since it ‘recharged,’ it homogenized many of the encounters when I used it. If players could choose the way they approach this, it might create a middle ground that allows the best of both worlds. Those that want more of the dynamic and interesting combat can coincide with traditionalists and their old (and somewhat boring) ways.

It’s hard to say what the future brings for Breath of the Wild 2, but I doubt that Nintendo would want their top system seller to have its mechanics changed too much. Yet, at the same time, Breath of the Wild is a huge mechanical change from previous Zelda games. Therefore, we may see something entirely different come 2022.

Do you think this is a good middle-ground for fans and critics of the series? Do you have a preference either way for the weapon system? Let us know in the comments!

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I Want More Apex Legends Stories https://gameverse.com/2021/05/29/i-want-more-apex-legends-stories/ https://gameverse.com/2021/05/29/i-want-more-apex-legends-stories/#respond Sun, 30 May 2021 03:58:10 +0000 https://gameverse.com/?p=7100 I don’t play a lot of Apex Legends anymore. I enjoyed the game for a while, but there aren’t many games I’ve stayed with consistently over the long haul since the lost years of World of Warcraft. These days there are just too many good games to spend too much time on one. However, I do still follow the content added to the game, and with the launch of Valkyrie, I’m continuing that trend.

The quality of the character development, design, and world-building in Apex Legends is on par with games that have far-reaching singleplayer content. Yet, the game itself explores little to no actual story development. Everything that I know about Apex Legends is from the cinematics exclusive to youtube. In fact, if you somehow only played the game and didn’t follow the external content, you could be an avid fan without even knowing about this ever-growing and well-crafted world.

These character-specific videos remind me of Team Fortress 2 and even Overwatch, both of which have cinematics that I love and remember fondly years after they first debuted. While both of those games explored a bit of their universe in comics in addition to their unique videos, neither ever really made me want to dive into it. Especially from a gameplay standpoint. Overwatch’s attempts to build on the story in-game were particularly disappointing as it usually just involved left-clicking robots until my eyes crossed. I’m not too excited about Overwatch 2.

Something about Apex Legends makes me want to dig into the story from any angle possible though. Maybe it’s because I’m confident in Respawn Entertainment’s ability to craft a narrative after putting together Titanfall 2 and Jedi Fallen Order. Perhaps that’s why the bits of a story they do grace us with are so engaging and leave me wanting more every time. Whatever the reason, they need to put that skill to work fleshing out characters and stories beyond the existing character backgrounds. Also, I really need to know what Caustic was up to before he found such a suitable outlet for his hobbies. It’s probably interesting and terrible.

At this point, I think we would all love to see a Titanfall 3. My love of high-flying fast-paced FPS combat is only exceeded by my love of giant mechs. The quality of the Titanfall 2 campaign is on par with the absolute best of FPS singleplayer experiences. I think the best thing that could happen is to have a new game or game-event that bridges the 30-some year gap between Titanfall 2 and the competitive mayhem of Apex Legends. I’d love to see what the writers could do and how they could set up existing and future characters with that scenario.

It seems like Apex Legends is branching out more and more toward different types of gameplay. While I’m not dead set on this narrative driving experience being a singleplayer component, it could potentially work as the original Titanfall did. There, the story of the game was explored as part of the multiplayer content. It wasn’t a great design at the time, but I think it might work out better with Respawn’s now seasoned crew.

Whatever the future brings, I’m sure at the very least Respawn will continue creating characters and building stories that grab my attention. It does manage to get me back in the game, at least until I realize how bad I am at it yet again. However, I’ll still hold out hope that there will be a more expansive look into this Apex Legends and Titanfall universe. Maybe one that will bring back some mechs to ensure I’ll be dragged back in.

What’s your favorite Apex Legends story? Would you like to see a deeper dive and more gameplay associated with these narratives? Let us know in the comments!

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Warzone’s New Map Could Be a Disappointment: Here’s How To Avoid Disaster https://gameverse.com/2021/04/06/warzones-new-map-could-be-a-disappointment-heres-how-to-avoid-disaster/ https://gameverse.com/2021/04/06/warzones-new-map-could-be-a-disappointment-heres-how-to-avoid-disaster/#respond Tue, 06 Apr 2021 15:55:46 +0000 https://gameverse.com/?p=7011 Call of Duty Verdansk South and Central Zone4D-Overview-001
Warzone’s New Map Could Be a Disappointment: Here’s How Activision Can Avoid Disaster

Diehard fans of Call of Duty’s groundbreakingly successful battle royale – Warzone – have been eagerly anticipating the release of a new map for months now. If Activision gets this one right, the new map’s debut could mark a huge, positive step forward for an already well-to-do title. However, if certain rumors surrounding the map change turn out to be true, fans may be left feeling robbed.

Over the past few months, Warzone has introduced nuclear weapons onto the game’s primary map, Verdansk. The warheads are hidden in secret bunkers across the map, all of which contain computers displaying an ominous countdown.

Rumors suggest this will culminate with the map blowing to smithereens, after which a new map will be introduced into the game. For example, leakers ZestyCOD and ModernWarzone both claim “a nuclear explosion event” will introduce a new map on April 22, as reported by Screen Rant.

If such a change does arrive, its introduction may disappoint and even anger fans, should certain rumors turn out to be true.

A Slight Redesign

Some of these rumors imply the new map will feature the Russian Ural Mountains, an area currently featured in the Fireteam: Dirty Bomb and Zombies’ Outbreak modes of Black Ops Cold War, according to Charlie Intel.

This would be just the sort of breath of fresh air that players have been waiting for.

Other rumors, however, predict Verdansk will simply undergo an aesthetic redesign to better align the map with Black Ops Cold War. Verdansk will remain virtually the same, albeit with a slight 1980s makeover.

Activision could also decide to set the nukes off, destroying certain sections of the map – turning buildings into rubble and adding the occasional large crater – while keeping Verdansk largely as it was.

Should Activision opt for the easy way out by only adding slight aesthetic changes, players will likely be enraged, and rightly so. This map has been hyped up and hinted at for months now. Players are expecting something huge. Activision needs to deliver on those promises or else be forced to deal with a pissed-off fan base.

Deleting Verdansk

There’s another possible map change to Warzone that could elicit an equally venomous response from fans. Activision could delete the Verdansk map entirely.

Well-known industry insider Tom Henderson claimed on Twitter that this will indeed be the case, saying “The current plan for Warzone is that Verdansk will never return.”

“There’s no separate playlist, map voting, or anything like that. Warzone is Warzone and Warzone is 1 map. Warzone will continue to change its map as the story progresses.”

Since its debut over a year ago, Warzone has become the preeminent battle royale map. Due in large part to Verdansk’s brilliant layout, the game has remained endlessly replayable for all that time. Destroying something fans have grown to love over the course of a year and leaving no option for them to return, would be a horrible mistake – one that Activision would certainly have to answer for.

What Gamers Are Hoping For

The nukes on Verdansk are going to go off. We all know this is going to happen. Activision should deliver on their implied promise. They should use the event as an opportunity to introduce a brand-new map. What the gaming industry giant should try to avoid, however, is forgetting what made Warzone successful in the first place.

When the dust settles, there should be two maps in Warzone – Verdansk and a new map. Anything less would be a disappointment to Warzone diehards.

Let’s hope Activision makes the right choice.

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Nintendo is Manipulating Us https://gameverse.com/2021/04/01/nintendo-is-manipulating-us/ https://gameverse.com/2021/04/01/nintendo-is-manipulating-us/#respond Thu, 01 Apr 2021 22:41:49 +0000 https://gameverse.com/?p=7007 Shadow Mario

After the Nintendo Gamecube’s subpar performance relative to its competition, the company seemed to shift focus to a new approach for selling hardware and games. Instead of trying to have the best visuals or the latest franchises, they went for unique designs and embraced nostalgic re-releases of classic games. This is a trend that continues to this day. However, more recently, Nintendo has added a much more manipulative tactic to this overall strategy. The use of artificial scarcity to trigger consumers’ fear of missing out (FOMO).

 

Game consoles have always been a hot commodity. I don’t recall a time that has been more true than it is now. Yet, Nintendo’s production system seems to intentionally underproduce popular products specifically to limit their availability. Perhaps the long-running demand of the Nintendo Wii showed them how significant this interest could be. Now, nearly every product the company releases is in limited quantity and sells out numerous times despite the use of preorders and well-documented demand. Every scalper knows you just need to track down whatever the latest and greatest Nintendo product is and you can flip it for many times the retail price. This occurred with both the NES and SNES Classic Editions.

Today marks a new day in Nintendo’s effort to manipulate their fans. As of March 31st, 2021, you can no longer play the online Super Mario Bros. 35 game, and you can’t purchase a digital version of Super Mario 3D All-Stars. Nintendo has also ceased production of the physical version of the latter. Fire Emblem: Shadow Dragon and the Blade of Light are also included in this expiration date. There is no logical reasoning for this move. The only conclusion I can come to is that it seems to have happened solely to generate hype and make consumers feel like they’ll be missing out if they don’t buy/play these games when they’re available. I’m positive that it has worked in many cases and managed to make what are essentially all re-released titles top sellers on a modern-day console.

 

The problem here is that this consumer manipulation will continue and grow. Given that it is already a product of a systemic process, I assume more games and products will be released on a limited basis and in limited quantities. The free press Nintendo received is worth its weight in gold. I’ve even seen several sensationalist articles with titles like “Nintendo is Killing Mario!” The only part that doesn’t make sense is that the company didn’t use that to shuffle in their next limited-run consumer manipulation scheme to convince their committed fans to re-buy more games from decades ago. I suppose they still have time to cash in on the manufactured fanfare though.

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What’s Next for Doom? https://gameverse.com/2021/03/30/whats-next-for-doom/ https://gameverse.com/2021/03/30/whats-next-for-doom/#respond Tue, 30 Mar 2021 23:15:12 +0000 https://gameverse.com/?p=7000

The journey of the Doom franchise has followed an incredibly rare trajectory. It’s not common for a game series to be developed exclusively by the same company for its entire lifetime. It’s even rarer for that franchise to fade away only to rise to the pinnacle in an industry where the competition is constantly growing and improving. Doom has defied all of the odds. However, we’ve reached a station on this hype train of success. It’s time to take a look at where we’re headed.

Doom (2016) set a new standard. The transition from the previous game’s lean toward survival horror to pure action and minimal story was welcomed and praised. Doom Eternal leaned into this but changed enough to draw just as much anger as praise in the process. A shift toward a more arena-style movement-focused experience showed that id Software wasn’t afraid to take some chances. They certainly could have simply iterated directly on the previous game and found just as much success. The efforts they made with the new multiplayer – Battlemode – were twice as ambitious and probably ten times as contentious. Yet they have backed it up to this day.

The DLC for Doom Eternal, The Ancient Gods, practically split the fan base right down the middle. The first release had some players praising the extra layer of difficulty while others felt it was unnecessary and convoluted. The second part didn’t receive as much positive feedback though. For me in particular, it felt rushed and uninspired. I did enjoy the way the story wrapped up, but with the new enemies being glorified reskins and the final boss being a repetitive exercise in frustration, I wasn’t too impressed. Given this mixed response, it begs the question – will there be more DLC or is it time to move on?

Most would say this is a clear sign that it’s time to work on Doom 6, or whatever that may be called. I think any typical developer would agree. Yet, id Software identified this two-part DLC as part of the “year one pass.” That’s indicative of there being a “year two pass.” It seems like it could still be the case too. Hugo Martin said in part of a two-hour interview,

“The beast sleeps. People have said he’s dead. I’m like ‘he’s not dead,’ I’m like ‘he sleeps,’”

and follows that up with

“There’s more Doom stories to tell always. The Doom universe is vast, ya know, and I think there’s lots of cool stuff we could do.”

The interview leading up to that statement makes it seem as though the saga that is Doom Eternal and The Ancient Gods may be the last of the story DLC for the game. With his talk of future Master Levels, however, it seems that may not be the end of all DLC. Building future content around paid Master Levels (hopefully in new levels) would be a good way to appease the most committed Doom Eternal fans while the developers work on whatever the next experience would be. I also suspect that there may be more multiplayer content coming including, but not limited to, the long-awaited Invasion mode.

If adventures with the Doom Slayer are over, at least from a story standpoint, I think it would be advantageous to see the world through a different set of eyes. It may be difficult to transition to a protagonist that isn’t almost entirely silent and superhuman, but it would be nice to climb the mountain again. One of the most fulfilling aspects of virtually any good first-person shooter is unlocking new weapons and feeling their power. While DLC typically doesn’t deliver that, a new game would, so I’m hoping Doom 2024 will be a reality whether I’m the Doom Slayer or not.

What do you think is next in the Doom world? DLC? Multiplayer? A whole new game? Let us know in the comments!

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How to Get Xbox Game Pass for Free (or Cheap) https://gameverse.com/2021/03/12/how-to-get-xbox-game-pass-for-free-or-cheap/ https://gameverse.com/2021/03/12/how-to-get-xbox-game-pass-for-free-or-cheap/#respond Fri, 12 Mar 2021 19:46:55 +0000 https://gameverse.com/?p=6995 Game Pass

Since the release of Xbox Game Pass for PC in June of 2019, I’ve spent maybe $20 in total for the service. Between the numerous promotions and some simple tasks, it has been relatively easy to keep the service going without having it be a monthly drain on my wallet. With the price of gaming steadily increasing, services like Game Pass have become more appealing. However, it’s not free, and the $10-$15 monthly fee can add up. Here’s how I’ve avoided shelling out cash for access to these dozens of games.

 

Get Started Cheap

Like any salesperson or drug pusher, Microsoft wants to get you started cheap. There are always promotional deals to get your first month free or for $1. Previously, there was an option to get three months for $1, though the time for that may have passed. I’ve even seen promotions on Cheez-It crackers for a free month. Most of these are for new customers, so they may not help you much if you’ve already started, but there’s always the option of making new accounts. I’m sure that’s against their terms of service, but considering how long they’ve left open a huge loophole in their process, I doubt they’re policing it too vigorously.

 

Microsoft Rewards

Microsoft Rewards is a program that has been around for quite some time now. It’s a free service that allows you to earn points by doing basic tasks in your browser like simple trivia and searching with Bing. You can redeem these points for various gift cards and sweepstakes, but also Xbox Live Memberships, Xbox gift cards, and in my case, months of Game Pass. I usually pop over to the site each morning for a few minutes to complete these tasks while checking my e-mail and stockpile a few hundred points a day. I’m not quite diligent enough to fully fund my Game Pass in this way, but it’s the most significant contributor with the least effort.

 

Alienware Arena

The Alienware Arena has also been around for several years, but I only recently discovered how it can contribute. They have always had giveaways for games and that has been reason enough to have an account.

However, I also found that within their ranking system, you can get Dell Rewards money. If you rank up through 25 by doing more simple daily tasks or participating in the forums, you can get a total of $150 in Rewards this way. You can toss those rewards at some overpriced Dell hardware, or in my case, buy digital Xbox gift cards you can use for games or Game Pass. This process is a bit slower than Microsoft Rewards, but it does have the added benefit of ranking up for Alienware game giveaways. Recently they gave away System Shock Enhanced Edition, Street Fighter V, and various other games and in-game items.

Any way you can get Xbox gift cards is a way to get more Game Pass. Retail outlets of all sorts will sell gift cards at a discount from time to time. Notably places like Newegg and sometimes Best Buy will offer modest discounts. That may seem obvious, but the thing to look for is Microsoft’s desire to get people on their platform and using their store.

They’ve been very liberal with ways to get money on their storefront. The value proposition of the service is already high and has paid for itself with day one releases of several games, and that’s before the Bethesda acquisition launched 20 more on the service. With the potential for so many additional expensive games going forward, I’ll definitely be keeping this going and saving money at both ends of the process.

 

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Five March Releases to Check Out https://gameverse.com/2021/03/02/five-march-releases-to-check-out/ https://gameverse.com/2021/03/02/five-march-releases-to-check-out/#respond Tue, 02 Mar 2021 23:44:59 +0000 https://gameverse.com/?p=6991 Monster Hunter Rise

The first quarter of any year is usually pretty bland when it comes to releases, but most of the time things start picking up in March.  Despite 2020’s existence, 2021 seems to be shaping up similarly. These games come in all shapes and sizes and span several genres, but each looks to bring something exciting to the table.  There are quite a few ports and re-releases, but I want to look at what is brand new and exciting coming to the public for the first time.

 

Loop Hero – March 4

Devolver Digital’s latest published game is set to be a sleeper hit for fans of RPGs across the board. This retro-styled 8-bit game looks like it would be at home on an Apple II, but is hiding its robust and addictive gameplay just beneath the surface.  I think only after release will people latch on to how enjoyable this seemingly simplistic game is.  Devolver has a sixth sense for great games no one anticipates.

 

Endzone: A World Apart – March 18

Coming out of early access, this post-apocalyptic city builder is set to bring a fresh concept to the genre. Rather than working toward efficiency and monolithic skyscrapers, your goal is to survive in a world after a nuclear attack.  Buildings are cobbled together and the danger of radiation and fallout is ever-present. City builders have come a long way since the days of (the now-defunct) Sim City, especially in recent years. This looks like yet another branch of originality for a genre previously stuck in iterative ruts.

 

Story of Seasons: Pioneers of Olive Town – March 23

The long-running franchise born on the Nintendo is making its debut on the Nintendo Switch.  Before Stardew Valley took over the genre, Story of Seasons (or Harvest Moon before 2007) was the go-to game series for farming fun.  Not to be confused with the new lesser quality offshoot Harvest Moon games – which ironically also just recently released another lifeless title on the Switch. Pioneers of Olive Town looks to deliver all of that fun farming goodness people love to relax with after many months of grinding away at Animal Crossing.

 

Monster Hunter Rise – March 26

The Monster Hunter franchise spent too long cramped on the blurry screen of the 3DS.  When Monster Hunter Generations was ported to the Switch that was even more apparent.  Now a platform-built game is on the horizon and, if the appreciation of the demo is any indicator, it should be good.  Nintendo Switch owners may not be able to embrace the beauty of Monster Hunter: World, but the improvements to this monster-slaying adventure seem to make the game even more enjoyable for veterans and newcomers alike.

 

Evil Genius 2 – March 30

Nearly 17 years after the original strategy simulation game, the long-awaited sequel is rounding out the end of the month.  Taking on the role of a villain seeking world domination, it’s your job to put together a secret lair that will defeat even the heartiest heroes while conducting missions to deliver on your diabolical plans.  This centers around building an elaborate base to build weapons, train minions, and entrap the good guys trying to stop you.  If it is anywhere near as enjoyable as the original, we’re in for a nostalgic treat with plenty of replayability.

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Nintendo is Neglecting the Switch https://gameverse.com/2021/02/18/nintendo-is-neglecting-the-switch/ https://gameverse.com/2021/02/18/nintendo-is-neglecting-the-switch/#respond Thu, 18 Feb 2021 23:20:37 +0000 https://gameverse.com/?p=6964 Nintendo Switch

With the mediocrity of the first Nintendo Direct since 2019, it seems Nintendo is doubling down on the limited effort to make the most of its immensely popular console. The Nintendo Switch has sold nearly 80 million units and, despite having hardware nowhere near its competitors, it continues to be a difficult device to find in stores. The creation of the Nintendo Switch Lite augmented that slightly, even though the handheld version doesn’t seem as popular as the original with its existing handheld capabilities.

However, this success makes Nintendo’s minimal effort in improving the experience of the Switch seem even more ridiculous. In the nearly four years the console has been available, only basic improvements to the platform have been introduced, and often those are lackluster at best. For instance, the ability to copy screenshots and videos (which were also somehow a post-launch addition) was added late last year but is clunky at best. It involves scanning multiple QR codes, opening the image or video in a browser on your phone via an IP address through a wireless connection, and then saving it.

Of course, the media you create with the Switch isn’t exactly museum quality. Even though many games run at 1080p, all screenshots and videos are recorded at a compressed 720p. This can be, in part, associated with the limited power of the device, but it’s still a disappointment for someone like me who wants to edit and post them. Limited power is an issue that I think many have hoped would be addressed via a “Switch Pro” that has been rumored, but never confirmed.

The issues run deeper than something as isolated as media capture though. Online functionality has been a rough spot for Nintendo for as long as they’ve attempted it. Even though they’ve moved away from the annoyance of “friend codes,” the quality of the online experience is subpar. Despite moving to a paid online system, most Switch games still rely on peer-to-peer connections rather than having any dedicated servers. That means quality is heavily reliant on individual connections and bandwidth capabilities and it makes the experience worse for everyone.

Nintendo’s biggest problem with the Switch has been the drift problems on the joy cons. While I haven’t personally experienced this (yet) it is most likely because I use the pro controller as much as possible. The class-action lawsuit about this issue is a sign of how widespread it has become. The effort to create a slim portable control method for the unique design of the Switch has marred their successful history of unconventional-but-functional controller designs.

It’s also odd that, over the years, few cosmetic improvements to the Switch UI have taken place. There has been an option to set “themes” from launch, but no themes exist. These were a prominent and enjoyable feature for the Nintendo DS collection. The store on the device has also taken some time to even come to a baseline level of quality, but it’s still difficult to discover new games within it. Then, of course, there’s the fact that there’s no music for the store or any other part of the Switch. While that may only be a problem as a matter of personal preference, the Wii’s music in these areas is nothing short of iconic.

Yet, I see one of Nintendo’s biggest areas of neglect being the limited first-party titles. The Wii launched out of the gate with Wii Sports and it proved to be a universal system seller. It came with the console and was a perfect way to demonstrate the functionality of the controls. The closest comparable thing on the Switch was 1-2-Switch which was wildly overpriced and sparse in content. By this point in the lifetime of the Wii, we also had a second mainline Mario game, were on our way to a second Zelda game, and had Metroid Prime 3 and the whole collection ported to the console. The limited first-party releases for the Switch are split between new releases and re-releases. This includes the upcoming The Legend of Zelda: Skyward Sword, which is a fairly poor showing for the 35th anniversary of that franchise. Also, how it wasn’t Wind Waker HD is beyond my comprehension.

I’m not sure why Nintendo is investing so little effort in pushing the Nintendo Switch’s capabilities. It may be as simple as looking at the fact that they’re still selling out without that effort. However, with the lull in notable games, people are starting to notice the blemishes. The Switch has succeeded on the backs of some great games and being a platform that embraced some wonderful indie experiences. Yet, if Nintendo wants it to be the next ubiquitous evergreen Wii, it needs to catch up and address as much of this as possible. Even if that means releasing a “Switch Pro.”

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How Hades Revolutionized the Roguelite Formula https://gameverse.com/2021/02/06/how-hades-revolutionized-the-roguelite-formula/ https://gameverse.com/2021/02/06/how-hades-revolutionized-the-roguelite-formula/#respond Sat, 06 Feb 2021 23:00:49 +0000 https://gameverse.com/?p=6951 Hades

Supergiant Games has a history of setting standards in the world of indie development. Despite maintaining a relatively small team for years, they’ve created some of the most impactful titles each including top-tier design, voice, and music. Hades is the culmination of ten years of this level of quality work, but it’s more than just another notch in their belt. They took the roguelite subgenre, one that has been inundated by a flood of games, and made it something fans and critics alike can appreciate. They did it in a way that seems simple but actually involves several elements coming together to make it work.

I’ve been burnt out on roguelite games for a while now. My interest in indie games has me venturing into quite a few new titles and I’ve noticed many are adopting the roguelite design. It can be extremely useful in extending a short game and keeping a small developer from needing to create massive environments. The use of processes like procedural generations and enemy scaling can add variety without adding years to the development process. Often, the difficulty has to be fairly high to make sure players don’t complete the game in the relatively short overall run time. While this has a history of being embraced, it can also be repetitive and frustrating.

The first way that Hades improves on this formula is by having a rich story and character interaction throughout the game. The numerous characters with professional-quality voice acting conveying it also adds to the experience. Having the story spread throughout the entire run though makes it even easier for players to embrace it. Instead of just getting a dose of narrative at the start of a run and seeing little more until the very end, bosses, boons, and random characters all contribute to the story in unique ways as you progress. There are plenty of RPGs that feature strong writing and well-developed characters, but how it is conveyed can mean the difference between something ignored and something worthy of praise.

The gameplay of Hades is about as good as an ARPG can get. Featuring half a dozen weapons with four aspects each and numerous ways to change and improve your abilities, it checks all of the boxes. However, the reason the gameplay is great to experience because it’s approachable. Even early on, you can make tangible progress into the game. It didn’t take me many runs at all to make it to the final boss – even though the time involved was considerable compared to other roguelites. However, even failed runs feel rewarding with the process of permanent upgrades, cosmetic additions to the sanctum, and unlocked conversations.

The sheer quality of the production within Hades is one reason it’s easy to pick up, play, and continue to play for ridiculous amounts of time. Yet, the reasons it wins over players who normally don’t enjoy roguelites is more than quality. It’s a design principle that I believe future roguelite games can learn from and implement to make each more enjoyable. When people feel like they’ve accomplished at least something even when they haven’t achieved the overarching goal, it keeps them playing. The longer they play, the more likely they are to accomplish those main goals.

This principle is something we’ve seen in multiplayer games for a while now. When you unlock something, even a cosmetic, in a game like a Battle Royale, it feels like you did something right even when you’re knocked out early. It keeps you coming back with the knowledge that you’ll be rewarded, and through repetition, you get better. Hades is a roguelite that gives you the motivation to continue beyond simply going all the way to victory. That’s what separates it from the sea of comparable roguelite games.

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It Is Time to Revive Star Wars: 1313 https://gameverse.com/2021/01/13/it-is-time-to-revive-star-wars-1313/ https://gameverse.com/2021/01/13/it-is-time-to-revive-star-wars-1313/#respond Thu, 14 Jan 2021 02:53:14 +0000 https://gameverse.com/?p=6905

With the announcement of Lucasfilm Games being created as well as Ubisoft taking on the role of creating an open-world Star Wars game, the future of the franchise seems bright. While EA has certainly turned things around with the releases of Star Wars: Squadrons, Star Wars Jedi: Fallen Order, and the updates to Star Wars: Battlefront II, they’ve accomplished relatively little over their years of exclusivity. With the growth of the massively popular The Mandalorian and Disney’s clear desire to branch out from big-budget movies, it’s clear they want to explore new avenues in the gaming world as well.

This seems like a prime opportunity to revive Star Wars: 1313.

Star Wars: 1313 was one of the final unfinished projects of the now-defunct LucasArts game studio. While the game studio produced some of the less-popular Star Wars games toward the end of their life, this more mature adventure was set to turn things around. The gameplay we saw from the E3 demo trailer was gritty, violent, and most importantly devoid of the magical whimsy of Jedi shenanigans.

Of course, these days, a game about bounty hunting would probably be just as likely to feature Din Djarin as it would Boba Fett as originally intended, however, the gameplay would have to change little. The idea of chasing down bounties and bringing them back dead or alive while adventuring through the rich expanse of the Star Wars universe sounds great. Getting down into the dark underbelly of Coruscant (the 1313th level to be exact) provided the potential for a whole new style of Star Wars game.

I’ve mentioned before my desire for more Star Wars games that venture away from the binary influence of light and dark sides of the Force. Jedi tend to be the ultimate McGuffin in the franchise and it has gotten tiring seeing that path retread so many times. The idea that billions of life forms exist within this universe and we have to keep seeing them through the eyes of a handful of immensely powerful Jedi just seems stifling. Games like Republic Commando and Star Wars: Squadrons have shown how great the “Regular Joe” experience can be within Star Wars.

However, there’s no guarantee this is the path that will be taken. While the idea of a Ubisoft-designed open-world game automatically evokes thoughts of cover shooting and camp clearing, it could be about anything. Yet, I think that the spectrum of recently created games has left a void. A void that is in demand thanks to the work of people like Jon Favreau. If Disney doesn’t want to fill that void when the time is perfect, I don’t know that they ever will. Hopefully Star Wars: 1313 – or something similar – is considered for the task when Lucasfilm Games generates a new wave of games.

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Star Citizen – What’s Coming in 2021 https://gameverse.com/2020/12/23/star-citizen-whats-coming-in-2021/ https://gameverse.com/2020/12/23/star-citizen-whats-coming-in-2021/#respond Thu, 24 Dec 2020 02:32:57 +0000 https://gameverse.com/?p=6852

Star Citizen has had an interesting year. Like many developers, the circumstances of 2020 left development hampered with most working remotely. However, Cloud Imperium Games had the advantage of having much of the infrastructure in place for this – given their setup with multiple developers at locations around the world. Early in the year, the updates did show some features being pushed back or removed, but things have started to come together for the latter half.

The last six months of Star Citizen have introduced several new ships into the game, improvements to HUD for both mining and combat, new dedicated areas for cargo management and mining, massive volumetric gas clouds, a revamp of physics on players and NPCs, and the inclusion of tractor beams among many other smaller changes. For a game that has been many years in development, this year thankfully wasn’t as much of a loss as it was for other developers.

Today, CIG released a new roadmap. This long-in-the-making view of the future of the game gives us two perspectives for the upcoming development of Star Citizen and Squadron 42. The “Release View” is much the same as the previous version of the roadmap and includes only what is most likely to be in the next update. However, the “Progress Tracker” provides a highly detailed perspective on each aspect of both games. You can drill down to see tabs on designs for each piece in development, where the focus of work is, and the projection for when it might be completed.


While this doesn’t give any definitive information, it does give us an idea of the many separate and intertwined elements within the development of these games. Across the 20 sections of “deliverables,” there are dozens of individual portions of the game being worked on by different teams. Some of these are listed only as “unannounced,” probably to maintain the surprise that Chris Roberts seems to love creating. Yet, even with those, there’s so much information here it’s hard to sum it up. The only thing I can say without a doubt is that there’s a lot of work still to be done.

One thing I can surmise from this is probably one of the most disappointing aspects. It appears that Squadron 42 most likely isn’t going to be released in 2021. The cornerstone of what has been under development these past eight years is likely, at the very least, heading into 2022. Several of the design elements for the 28 chapters run to the end of December. That doesn’t mean the game won’t enter its beta testing by that period, but it certainly indicates the full release won’t be in that window unless something changes significantly.

It seems that the originally outlandish goals of Chris Roberts have slowly been caught up in the games industry. The extreme detail of locations within Star Citizen has started to become more common in recent releases. While the visuals are always improving in this SC, this next generation of games is set to push similar boundaries. I doubt any game will bother stretching resources to accommodate the extreme scale of planets, moons, and the rest of the universe in such detail though.

Whatever the future brings, I’ll continue seeking out the quarterly patches for content that I enjoy. I’ve committed myself to play only limited amounts of time for each patch as to not get burnt out before the game has the majority of its content. However, every update brings with it something I’d like to explore further. Perhaps as bounty hunting gameplay expands and things become more stable, I’ll put more effort into honing my dogfighting skills. Until then, Star Citizen will continue to be the “wait and see” game of a new decade.

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1998: The Greatest Year in Gaming https://gameverse.com/2020/11/30/1998-the-greatest-year-in-gaming/ https://gameverse.com/2020/11/30/1998-the-greatest-year-in-gaming/#respond Mon, 30 Nov 2020 21:02:30 +0000 https://gameverse.com/?p=6804

There are times when a video game releases and the world stops… just for a second. Most of the time people wouldn’t even notice it in the heat of the moment. They wouldn’t feel the effects of that game’s impact until years later when its waves have rippled and rebounded to create something bigger and better than was ever anticipated. Any given year can have one or more games that fit that description, but today we’re going to be talking about one year that stands out above the rest. A year filled to the brim with games that would shatter expectations and set new standards for what developers and consumers would want to see games become going forward. That year, as you might expect from the title, is 1998.

 

StarCraft

By 1998, Blizzard Entertainment had already leveraged itself as a premier PC gaming developer. They had twice proven themselves masters of the Real-Time Strategy genre with the Warcraft series and even kicked off the ARPG craze with the creation of Diablo. However, a new franchise was on its way, and it was going to take RTS competitive gaming from janky LAN parties and direct modem connections to a streamlined functional internet-based system that was, most importantly – fun.

Not only would StarCraft add an exciting blend of three playable races with distinct units that provided unique and complex strategies, but it would allow you to compete with players all over the world via Battle.net. You could bury yourself in a lore-heavy, voice acted single-player campaign featuring Blizzard’s (now notorious) cinematics throughout and then head online to find out just how poorly your single-player skills transferred.

The strides StarCraft made in creating a landscape for deeper strategy in the RTS genre as well as a new online platform for competitive play can still be felt today in the world of gaming. The introduction and integration of mods into the online space also opened the door for a tsunami of inspired works that would ultimately lead to the creation of Dota and its many derivatives. StarCraft went on to sell at least 9.5 million copies and would be remastered in 2017.

 

Thief: The Dark Project

Before 3D stealth games were even really considered a genre, Looking Glass Studios developed Thief: The Dark Project and released it in November of 1998. The game placed you in the role of Garrett, a master thief with a knack for getting himself wrapped up in complex situations.

Thief stood out from most first-person games of the era by putting you at the opposite end of the spectrum when it came to combat. Rather than being a super-powered warrior armed to the teeth ready to mow down your foes, you were a regular guy who could be bested by a guard or two in sword-to-sword combat. The player would have to make use of their skills, tools, and most importantly stealth to avoid guards or take them out silently. Staying quiet and out of sight was integral to your survival. It often required making careful use of your light gem, an item that told you how visible you were in your current position.

Thief took the first-person design from fast-paced twitch games and transitioned it to one of patience and planning. Learning how the advanced AI would react and respond to something as simple as the sounds of your footsteps was a cornerstone in the success of your thieving endeavors.

The Dark Engine, developed in conjunction with the game itself, made use of advanced physics and lighting techniques that allowed for the use of shadow as a core mechanic in the game itself and gave arrows more realistic flight. It would go on to be used in Thief’s sequel as well as another groundbreaking game of its time, System Shock 2. Thief’s contributions to stealth games were integral in the development of the genre itself. Stealth games of all sorts have been inspired by this hit title and aspects are still in use in other games to this day.

 

Half-Life

One of the most notable games from 1998 has always been Half-Life. The first game from Valve not long after its founding proved not only to be one of the most popular and critically acclaimed games in history but would be the launching point for building one of the foundations of PC gaming.

Half-Life stood above its contemporaries, not only by being visually more impressive but also by building gameplay that differed dramatically from the Doom-inspired first-person shooters of the era. Gameplay that didn’t have you shooting every NPC you met and taking the time to explore detailed levels grounded in a more realistic setting was an important part of the experience. A wide variety of enemies and obstacles that often featured basic puzzle elements meant that players would have to do more than blaze through levels pulling the trigger. It took the genre from permanently sprinting and bunny hopping to crouching through air vents overnight.

Half-Life showed us that first-person shooters didn’t have to be about just guns and gore. They could feature gameplay that branched out with characters and level design that built up the atmosphere of the environment and told a story beyond your efforts to get to the biggest enemy and take them out.

It inspired countless games and mods and kicked off a franchise that, sadly, more than 20 years later hasn’t concluded. It was the successful starting point for Valve that let them build a company and create Steam, the digital distribution platform responsible for bringing modern PC gaming to the masses and taking all of my money. It set up the basis upon which FPS gaming became a place that could include powerful storytelling and world-building in addition to pushing graphical fidelity.

 

Metal Gear Solid

Another cornerstone in the monolith of stealth gameplay, Metal Gear Solid reignited a decade-old franchise and launched it into a driving force for owning a PlayStation. Hideo Kojima’s work in bringing Solid Snake to life with the iconic “Tactical Espionage Action” proved to be unforgettable for several reasons.

Not only was the player participating in great stealth gameplay in some of the earliest 3D console games, but they were getting a unique and interesting story as well. Making use of cool gadgets and weapons to incapacitate guards was great, but memorable characters made the game a hit. With iconic voice acting and a twisting story, it was easy to see why the game was so successful.

Metal Gear Solid would spawn four more direct sequels along with a few spinoff games that also found plenty of success. Despite the franchise most likely being lost, many stealth games borrowed mechanics that are still in use today. Games like Splinter Cell cultivated its own extensive franchise using aspects from both Metal Gear Solid and Thief.

Kojima’s work as an elaborate story weaver has lead him to new endeavors that still have some of that classic feel he kicked off with Metal Gear Solid in 1998. The legacy of third-person stealth games owes much of its history to a crazy game about world powers and strange military conspiracies. The good news is that some of it seems like it might not have been true.

 

Baldurs Gate

1998 was coming to an end, but Bioware had to squeeze one more powerhouse game into the year. After the moderate success of the mech game Shattered Steel (back when everyone was making mech games) Bioware was inspired by what is the core of every modern RPG, Dungeons and Dragons. On December 21st, they released Baldur’s Gate.

While not the first RPG and not even the first featuring isometric gameplay, it stood out from its contemporaries in many ways. Baldur’s Gate not only would have the players weaving through an elaborate story, but it would be driven through a huge variety of dialogue options that could involve stat checks and have impacts on characters and the story. The customization let players be more invested in those characters, much like D&D and the long-running pen and paper system was present throughout the game in a streamlined form. It brought the world of complex and deep RPGs to the mainstream.

Baldur’s Gate had a major effect on the RPG genre, not only in the inspiration of their games but for many developers. CRPGs were always popular among the more dedicated fans, but after Baldur’s Gate, they had a new following. Even though the golden age of the subgenre was in the late 80s and early 90s, Baldur’s Gate is often cited as one of the favorites of modern fans.

Bioware went on to use this formula to build other epic games such as Dragon Age and Knights of the Old Republic. The influence on Western RPGs resonates to this day and the recent revival of the franchise seems to be similarly well received.

There are, of course, many years that have been notable in gaming. For some, it may be the year one or two of their favorite games were released. It’s hard to ignore how influential that can be. However, from my perspective, it seems like 1998 laid the foundation for several notable reasons. Graphics accelerators were just starting to take hold in PCs. Developers were getting in the swing of creating 3D games for the fifth generation of consoles. More games seemed to be turning the corner from fun ways to pass the time to conveyors of memorable stories. It wasn’t just a year of great games, it was a year games became great. For those reasons, I’ve come to believe 1998 to be the greatest gear in gaming.

 

What notable games of 1998 made an impact on you?  Is there another year that you believe was even more important to gaming?  Let us know in the comments!

 

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Five Cyberpunk Games to Play Until Cyberpunk 2077 Releases https://gameverse.com/2020/11/18/five-cyberpunk-games-to-play-until-cyberpunk-2077-releases/ https://gameverse.com/2020/11/18/five-cyberpunk-games-to-play-until-cyberpunk-2077-releases/#respond Wed, 18 Nov 2020 18:56:15 +0000 https://gameverse.com/?p=6779 cyberpunk games

 

Now that we’re (probably) on our way to actually seeing the long-awaited Cyberpunk 2077 release, it’s probably a good time to get yourself primed for the experience.  Cyberpunk games span many genres and have been popular for many decades now.  Some have built major franchises while others have been one-off gems that sometimes fall into the realm of “cult classics.”  Whatever the case, the dystopian futuristic worlds filled with neon, mysterious fog, and unique fashion statements are a great place to visit in the world of video games.

 

Ghostrunner

A recent release in the world of cyberpunk, Ghostrunner puts you in the role of a heavily augmented cyber ninja seeking revenge for their near-death experience.  In this game, that feels like a mix between Mirror’s Edge and Hotline Miami (or Katana Zero for those familiar), the highflying action and numerous deaths are just part of the fun.  The rest lies in a story rich with corporate espionage and grand plots to control the population.  This all takes place in perhaps the most cyberpunk of settings, a giant tower in the ruins of a destroyed city.  The permanently dark and wet construction and neon-lit walls give it everything it needs to find a home on this list.

 

Shadowrun Returns

If you’re looking for something a little less twitchy, this spawn of a classic tabletop game will give you all the time you need with its turn-based gameplay.  Enjoy taking control of characters, gaining abilities, and taking turns blasting away at your enemies with all the gadgets and magic of cyberpunk goodness.  Hacking drones and computer systems are also a fun part of the mix as you make your way through this story set in the futuristic urban sprawl of Seattle.  No matter how far in the future you go, there’s no neglecting good strategy and tactics.

 

Transistor

Getting back to the action, this ARPG makes things a little stranger than usual.  Sure, a sentient talking sword is odd, but when you use it to beat down rogue AI, it makes things feel a bit different.  The combat also draws in a sort of blend of turn-based combat as well that you can use to plan your attacks and execute them to the greatest effect.  Coming from the former developers of Bastion, it’s not surprising it has great voice acting and music from start to finish.  Then, of course, it’s set in a wonderfully crafted although somewhat ethereal sci-fi cityscape.  Even six years later, it’s a game I fully recommend.

 

System Shock 2

One of the original 3D roleplaying survival games, this dive into a cyberpunk universe has you struggling aboard a spaceship against a variety of creepy enemies.  Using guns, hacking, and even some psionic abilities, you’ve got to collect resources and survive this horror experience.  Even though the game is over 20 years old, an “enhanced edition” is under development.  The original System Shock had an enhanced edition released in 2015 improving several quality-of-life issues and making the game more functional for modern players.  If you want to skip out on this iconic experience until System Shock 2 gets the same experience, I won’t judge you.

 

Deus Ex

This quintessential cyberpunk video game franchise for the past 20 years is an obvious choice.  If you haven’t played any of the games, there’s never a bad time to get started.  I was late to the party, but even when I played years after its release, the original game still shines as an absolute classic.  Diving into the world of malicious corporations, government corruption, sentient AI takeover, manufactured viruses, and a world driven by nanomachines, it can feel like a mix between masterful fiction and a direct feed from your crazy uncle’s Facebook feed.  The gameplay, very obviously inspired by System Shock 2, provided the groundwork for player-driven FPS RPGs for years to come.  Then, when you’ve finished the first game, you’ve got a whole franchise of other great games to follow it up with – even if I’d recommend skipping Invisible War.

 

This is only the tip of the cyberpunk iceberg.  There are numerous games across an even broader spectrum of genres you can explore. Major titles go from the infancy of video games up to a couple of weeks go with Watch Dogs: Legion. The concept of a troubled future that exemplifies the worst outcomes of current trends is a fun topic for all sorts of creative work.  It just happens that it works even better for video games because it often involves rich stories and cool gameplay potential in hacking and futuristic weapons. Cyberpunk 2077 seems to be coiled and ready to strike delivering a venom that will obliterate weeks of every gamer’s life, but these titles might be just what you need to prepare your body and mind.

 

 

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Does the Fear of Missing Out Affect Your Game Purchases? https://gameverse.com/2020/10/30/does-the-fear-of-missing-out-affect-your-game-purchases/ https://gameverse.com/2020/10/30/does-the-fear-of-missing-out-affect-your-game-purchases/#respond Fri, 30 Oct 2020 18:34:40 +0000 https://gameverse.com/?p=6699 Random Doom Eternal Screenshot

Recently in a podcast with ACG, an impromptu poll was taken as to whether FOMO (Fear Of Missing Out) was something you felt in gaming. It was something I hadn’t outright considered before. When I took a beat to think about it, I noticed the podcast participants, and many of the viewers in chat agreed that it was an issue with them. I too realized that I hate the feeling of being out of the loop when people I know are talking about games I haven’t had a chance to play. 

Of course, FOMO is used as a tactic in marketing all the time. Phrases like “You don’t want to miss this sale” say it outright, but it is used across a whole spectrum of subtlety. In the world of gaming, console exclusivity instills a fear that you’ll be missing out on the latest games if you don’t get the device. Modern “Games as a Service” often hold temporary in-game events that you can miss if you’re not playing enough. Even something as basic as multiplayer can create the response since it can wane in population and even have servers shut down if you don’t play it soon after launch. Gaming is full of designs created specifically to motivate people to participate through the fear of missing out.

For me, a person that plays, reviews, and regularly discusses games only in my free time outside of a full-time job and family activities, it can be extra frustrating. I’ve come to find more value in short singleplayer games since they can be completed in a weekend. Multiplayer games also allow me to participate with a flexible amount of time required. However, I end up with numerous games I want to play but rarely get the chance to. Even when I do, playing a longer RPG may take me weeks to complete, thus missing discussions with people that could dedicate more time.

All of this is take even further by the notion of “spoilers.” People go to extreme lengths to avoid spoilers. Discussion about games (as well as movies and TV shows) is a touchy subject. Whether it’s Youtube videos, Reddit posts, or even Discord discussion, spoiler etiquette is often a strict rule. Many people want to be able to talk about these notable plot points, so the fear of missing that opportunity can drive you to buy a game or play it more. In this way, your friends are the ones unintentionally cultivating fear.

Since I’ve come to this realization, I’ve taken a few steps to limit the issue. The first one was going through my Steam wishlist and removing several games. These were games that were years old or I realized I just added to satisfy a need to join in on the discussion. Without notifications every time they go on sale, it’s easier to ignore them. I also try to ignore conversations and videos about games I don’t already have at least some interest in. Even if you think a game isn’t for you, just having someone’s judgment about it may be enough to plant a seed in your mind. It’s hard to tell if it has had much impact so far, but time will tell.

Now I pass the question onto you. Do you feel a fear of missing out when it comes to games? If yes, has it ever had you getting games you didn’t like or want to continue playing? If no, do you take any steps to avoid it or is it just something that doesn’t affect you? Let us know in the comments!

 

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5 PlayStation Classics Demon’s Souls Developer Bluepoint Games Should Remake https://gameverse.com/2020/10/20/playstation-classics-bluepoint-remake/ https://gameverse.com/2020/10/20/playstation-classics-bluepoint-remake/#respond Tue, 20 Oct 2020 21:18:26 +0000 https://gameverse.com/?p=6671

We haven’t yet had the pleasure of sitting down with the full version of Bluepoint Games’ Demon’s Souls remake, but barring something entirely unforeseen, it should be another hit for the studio that already successfully remade Shadow of the Colossus.

Bluepoint’s unique status as one of gaming’s best remakers has millions of fans dreaming of the games they could choose to revisit next. While we highly doubt that all of these games would be on the table, these are some of the best possible remakes that Bluepoint could tackle next.

Vagrant Story

Vagrant Story

As long as we’re dreaming big, let’s start with the biggest dream remake of them all.

The brilliance of Vagrant Story isn’t found in its incredible story, amazing world, memorable characters, or unique strategic combat system. No, the brilliance of Vagrant Story is found in the way that all of those elements are tied together by the creative concepts of developer Square Enix (then Squaresoft) at their very best.

Vagrant Story remains a truly unique title that’s never exactly been replicated. This beloved dungeon crawler’s already impressive visuals would undoubtedly look stunning in a modern engine while a hypothetical remake could address some of this game’s notable gameplay oddities.

We doubt this would ever happen, but this really is the perfect candidate for a remake.

Legend of Dragoon

Legend of Dragoon

Legend of Dragoon was always burdened with the unfortunate position of being released close to (or alongside) incredible PS1 JRPGS like Final Fantasy 7, Xenogears, and Chrono Cross. Yet, those who played the game seem to almost universally love it.

Legend of Dragoon is perhaps rightfully best remembered for its stunning visuals, but this game’s surprisingly strong story and fun combat made it a notably great jumping-off point for those who didn’t otherwise consider themselves to be JRPG fans.

While this game never really lived up to the legacy of its console companions, it’s easy to imagine how a remake could address some of its tragically old-school (sometimes derivative) elements which arguably held it back.

Legend of Dragoon is a fantastic example of a very good game that a remake could make great.

Ico

Well, Bluepoint already absolutely nailed their remake of Shadow of the Colossus, so why not let them remake Ico?

Quietly released in 2001 for the still young PS2, this spiritual predecessor to Shadow of the Colossus was widely praised for its stunning art direction, emotional direction, and compelling puzzle gameplay. It’s a simply beautiful game.

Of course, as Shadow of the Colossus proved, even some of the most beautiful games ever can benefit from a remake. Ico wouldn’t need much more than just a fresh coat of paint, but we’d take any excuse to replay this gem.

Honestly, we’d be shocked if this remake didn’t happen at some point.

God of War: Chains of Olympus/Ghost of Sparta

God of War

The PSP and Vita are seemingly destined to be two of those systems that are fondly remembered for their great games and criticized for their poor design decisions that resulted in underwhelming sales.

Among the many games on those devices that could be resurrected via remakes, Chains of Olympus and Ghost of Sparta stand out. These two exceptional God of War games combined the series’ old-school action with fascinating stories that expanded the series lore in notable ways.

We’re not asking for the world with these. Even if a remake proved to be nothing more than the core games with modern visuals, we’d rest easy knowing that more gamers have the chance to play these titles on modern devices.

The successful reinvention of this franchise casts doubt on such a revival, but we feel like there’s enough room for two excellent types of God of War games.

Ape Escape

Ape Escape

It’s funny, but it feels like we’ve been hearing about an Ape Escape remake for about as long as we’ve been playing the game itself.

Of course, it’s easy to understand why that’s the case. As brilliant as Ape Escape‘s bizarre humor, challenge design, and then-innovative controls were, the game always felt like more of a prototype for a more complete experience rather a fully-realized vision.

If a remake could find a way to fix some of Ape Escape‘s pacing and structure issues, it could revive the series at a time when its 3D platforming style is hard to find outside of indie projects.

Ape Escape may not be entirely worthy of the overwhelming amount of love it has received over the years, but we’d argue that a remake could justify the series’ status as a beloved favorite.

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10 Best Xbox Exclusives Ever https://gameverse.com/2020/10/16/bext-xbox-exclusives-ever/ https://gameverse.com/2020/10/16/bext-xbox-exclusives-ever/#respond Fri, 16 Oct 2020 20:30:58 +0000 https://gameverse.com/?p=6652 The Elder Scrolls Morrowind

While it’s true that the Xbox One’s exclusives just weren’t on par with the PS4’s, you’d be wrong to think that Microsoft has always struggled with securing incredible exclusive titles. In fact, a look at the history of Xbox exclusives reveals some of the best games of the last 20 years.

So, ahead of the Xbox Series X’ release and incredible backward compatibility abilities, we thought we’d count down the 10 best Xbox exclusives ever.

Just know that for this list, we considered an Xbox exclusive to be any game that was never released on another console besides an Xbox. However, if that game was released on PCs or mobile devices, it was still considered to be eligible.

10. Lost Odyssey

Lost Odyssey

During Microsoft’s brief infatuation with wooing the Japanese market with high-profile JRPGs (which also included the excellent Blue Dragon), they convinced Final Fantasy creator Hironobu Sakaguchi to make this often-overlooked Xbox 360 exclusive.

Lost Odyssey was initially criticized for its reliance on traditional genre elements, but years later, the title’s blend of classic concepts and new ideas feels more appealing than ever before. Besides, Lost Odyssey‘s story is arguably one of the best in JRPG history.

9. MechAssault 2: Lone Wolf

Mechassault

Blowing stuff up with a variety of giant mechs is fun. That may sound obvious, but given that the MechAssault franchise has largely been ignored over the last 15 years, it’s apparently not as obvious as we’d like to think.

MechAssault 2 is a pure action game that’s depth comes through its various unlockables and high replayability. Its multiplayer was also shockingly good, especially for an early Xbox Live game.

8. Alan Wake

Alan Wake

Before Control, Max Payne developer Remedy Entertainment dipped their toes into the horror genre with the surprisingly scary Alan Wake.

Alan Wake’s simple gameplay and sometimes…off voice acting won’t win everyone over, but you just can’t beat the title’s moody small-town atmosphere, various world-building tricks, and genuinely engaging story. It’s a gem of the genre.

7. Rare Replay

Rare Replay

This spot was reserved for Viva Pinata, but while we’re at it, why not just highlight the collection that includes that game and 29 other retro classics?

Granted, most of those games are available on some other console, but the ability to play some of Rare’s greatest games (including the aforementioned Viva Pinata) in one package makes this one of the Xbox One’s best exclusives.

6. Fable 2

Fable 2

Truth be told, there’s never been a Fable game that’s realized the ambitious intentions of the series’ creator. However, Fable 2 is the game that proved even a taste of that ambition could be addictive.

Fable 2‘s simple (but fun) gameplay, engaging story, and incredible character-building options help it stand tall above its largely underwhelming predecessor. Even Fable 3 couldn’t quite live up to Fable 2‘s tight take on this franchise’s best ideas.

5. Crimson Skies: High Road to Revenge

Crimson Skies

Anytime you ever meet a Crimson Skies fan who is a little too enthusiastic about this game, try to forgive them. After all, there’s never really been a game quite like this 2003 Xbox exclusive.

Crimson Skies‘ airtight aerial gameplay is bested only by the game’s shockingly interesting story and fascinating alternate history worldbuilding in which America has rebuilt society around air travel. We’d give anything for a proper sequel to this truly underrated classic.

4. Forza Horizon 4

Forza Horizon 4

As the Forza series grew from its humble origins as a Dreamcast exclusive called Metropolis Street Racer, the one thing that remained constant was developer Bizarre Creations’ ability to inject more personality into their racing titles than any other developer.

Forza Horizon 4 is the culmination of their efforts. This massive racing game is nearly perfect from a visual and gameplay standpoint, but the true joy of the experience comes from finding a way to appreciate all the little touches while you blaze past them at high speeds.

3. The Elder Scrolls 3: Morrowind

Elder Scrolls 3 Morrowind

You can’t really talk about Morrowind without acknowledging that the game was a technical nightmare, suffered from some historically slow pacing, and, in many ways, just wasn’t designed for consoles.

Yet, Morrowind‘s success on Xbox really did change the gaming industry for the better. It not only proved that games like it were viable (and desirable) on consoles, but it advanced the technological design of Western RPGs by years. Flaws aside, Morrowind remains one of the best Elder Scrolls games in terms of world-building and genuine role-playing.

2. Halo 3

Halo 3

We could just reserve this spot for the Halo series and call it a day, but just to make it interesting, we’ll go with the Xbox 360 exclusive, Halo 3.

We’ve praised Halo 3‘s multiplayer in the past, but in terms of the balance between multiplayer and campaign, you really could argue that this is the best overall Halo game. It represents everything that there is to love about this franchise.

1. Star Wars: Knights of the Old Republic

Star Wars Knights of the Old Republic

Few Xbox exclusives, not even the mighty Halo, are held in as high regard as BioWare’s 2003 Xbox RPG, Knights of the Old Republic. Thankfully, this is one of those cases where the hype is about more than nostalgia.

In some ways, KOTOR‘s incredible gameplay, jaw-dropping story, and memorable missions are bittersweet. As BioWare has lost its way and Star Wars games struggle to relive the glory days, there just aren’t many RPGs on the modern market that come close to replicating the stunning creative brilliance of this true masterpiece.

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What Star Wars: Squadrons Needs to Survive and Thrive https://gameverse.com/2020/10/16/what-star-wars-squadrons-needs-to-survive-and-thrive/ https://gameverse.com/2020/10/16/what-star-wars-squadrons-needs-to-survive-and-thrive/#respond Fri, 16 Oct 2020 19:56:44 +0000 https://gameverse.com/?p=6654 Squadrons X-Wing

Star Wars: Squadrons has been a surprising move from EA so far. Coming in for a more moderate price and without any microtransactions, it feels uncharacteristic for the publisher. However, the game isn’t without some issues. The biggest ones are obviously in fixing various bugs that have popped up since launch. The first two patches have been dedicated to this, including the one released yesterday. Thankfully, issues like players abandoning matches also seem to be on their radar, so that’s good. Yet, if Squadrons is going to move forward and have a happy and healthy community, it needs some other additions. 

 

Ranked Dogfighting

The fact that the game mode Dogfighting exists without a ranked mode seems like the strangest launch decision. It’s the multiplayer mode you have to play initially before you can even unlock the only ranked mode, Fleet Battles. As strange as that is alone, dogfighting conceptually is the core of the entire game. Giving that mode the attention it needs would spawn more competitive gameplay than anything in Fleet Battles. While player vs. player dogfighting is important in Fleet Battles, the prominence of AI always puts a damper on that. I’d love to see the numerous squadron compositions and strategies worked out in a 5v5 CSGO-style faceoff at various ranks.

 

Balance

Balance is one of the most important components of a good multiplayer game, but I put it second for a reason. Without a good way to evenly compare ships and strategies directly to each other, it’s hard to say where they really stand. Right now the support ships have a mediocre-at-best role for Fleet Battles, but their heals, shields and other tools may prove much more powerful in competitive Dogfighting. I wouldn’t want to see them become overpowered in Dogfighting just to give them more recognition in Fleet Battles.

 

Singleplayer DLC

I know EA has gained a lot of praise for stating there wouldn’t be DLC for this game. I can agree with that sentiment. However, many games thrive on post-launch DLC, and I found the story and experience of the singleplayer fun enough that I’d like to see more. It would be fascinating to explore stories potentially with new squadrons and pilots. There is so much Star Wars lore out there and I love getting into the Galactic War from this perspective. They could even bring in some battles on planets to expand the game. I believe that would warrant some kind of “expansion,” or what we call DLC these days.

 

Multiplayer Modes

Star Wars: Squadrons is leaning hard on Fleet Battles right now. While it does have a decent flow mechanic and some strategies that can be explored, it is only one mode. After the addition of ranked Dogfighting, more AI-bolstered action could be enjoyable. Perhaps an event like Battlefield Rush-type event where one team attacks with limited respawns and the other defends. There could be objectives that spawn in AI corvettes or something along those lines. Maybe another mode would be an AI onslaught that goes X number of rounds with a ship or station to protect. There are more ideas than I have reason to type, but they would all build out this game with its solid mechanics to work with.

 

If EA and Motive want Star Wars: Squadrons to be more than just that neat little VR game that justified their poorly-used exclusive license to the franchise, these are good steps. Having a dedicated starfighter game with a strong online component is something I am happy to finally see in the mainstream. I can only hope that over the next few months it grows with its community and becomes the game it has the potential to be.

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