New Destiny Retail Details

What will we explore in the new Bungie adventure?

Why Am I A Console Game?

[Short Answer] I hate you PC Folk

The Continual Problems with Battlefield 4

Why the DICE multiplayer needs another tweak...

Six Months with Microsoft Next Gen Hardware

Games Console or Entertainment System?

The Best DLC Money Can Buy

Does it have Zombies, Burials or Dragons.....?

Friday, 12 July 2013

Beta Testing - The Microsoft Points to Real Money Exchange

For those of you that don’t know; the UK Xbox gamers currently involved in the beta-testing for the new Dashboard have been experiencing significant price hikes as a result of Microsoft’s transition from their points format to real currency.

Reddit users have been chronicling the changes and have observed an increase in prices on the UK Xbox marketplace. The dashboard is set to convert all your existing points into real money but fear not Microsoft are addressing the issue.

They told Joystiq, "We are aware that select regions experienced some incorrect game title pricing in the Xbox Live beta. This was an unintended error that we are in the process of fixing." Beta users affected by the incorrect prices will be reimbursed "after the update is available to all members."

The prices changes listed were:
400 MSP were previously £3.20 - now cost £4.49
800 MSP were previously £6.80 – now cost £8.99
1200 MSP were previously £9.99 – now cost £11.99
1600 MSP were previously £13.60 – now cost £14.99

Several articles quickly popped up; some explaining that the price increases actually fall in with the PlayStation Network equivalents, while others suggested that you would do better to buy games ahead of this change. For the time being we suggest you stay put and await further news as Microsoft release updates.

Beta testers from other regions are reporting that prices have very slightly dropped - in Australia, for example, by around $1.
 

The Division - Finally something to agree on....

I caught up with a few old friends this week to discuss the hot properties coming out of E3. The atmosphere was weird; the dark rooms we had sat in watching the press conferences doors had put everyone under a constant strain and set us all off in an argumentative manner. Whether it was the massive mech title ‘Titanfall’ or the big brother ethic in ‘Watch Dogs’, none of us could agree on our expectations – that was until we started talking about Massive Entertainments ‘The Division’.

Shown off during the conference, this seemingly sandboxed third person shooter had managed to get all our appetites wet. The two swedes showing off the project, Petter Mannerfelt and Nicklas Cederstrom, have stumbled across something special here.

Massive have been a studio to watch; they released the excellent Cold War strategy game, World in Conflict, assisted on Assassin’s Creed and Far Cry but have also been linked with various other projects before this was shown off last month. In fact it had been strongly rumoured that they were working on an MMO and then that they had links to the Tom Clancy license before we had heard anything about The Division. But, given their top notch productions, it’s still a normal affair for Ubisoft to place studios under their own heavy leadership and vision; setting them to work on a title that would drift into the horizon without another thought.


Thankfully though, The Division is all Massive's work - right down to the next-generation Snowdrop engine - and it couldn't be any more confident or, importantly, any more modern. Every member of the discussion was excited about the persistent online world, the gripping narrative and (I’ll commit a cardinal sin here) the excellent graphics.

Probably the most impressive thing though is that The Division has only been in development for about a year, and with only a team of 200 behind it, the game is already very impressive. It’s scheduled for an appetising release alongside Bungie’s Destiny and a wave of other MMOs in 2014 (although I’m punning the term CSMMO – ‘Console Style Massively Multiplayer Online’).

Although the title presents itself as a blockbuster action game, with a lot of cover shooter mechanics, Massive have been pushing that this is first and foremost a role-playing game - it’s being billed as an “Online Open-World RPG”.

The discussion group and I love RPG games because of their variety and progression opportunities. It’s the exact opposite of why we also all love Call of Duty; a game where you character is just as good at the beginning of the campaign as they are in the end.  The RPG elements of The Division follow player progression, looting and upgrades as well as strong crafting and customisation mechanics.

If anything, the game is pushed for a single genre as it's the scenario, rather than the console-friendly presentation, that really makes The Division stand out among its peers. Its direct competition comes from Destiny, and even Borderlands, but both provide a hybrid game style. The Division has the gritty credibility, provided by the Clancy name, and a set-up ripped straight from the most paranoid news headlines. A severe viral epidemic has exposed the fragility of first-world society, and amid crashing markets and infrastructure, the operatives are struggling to bring the chaos under control through the open New York City.

The most interesting concept in The Division is "dark zones". These are contaminated areas of New York where power and food are in short supply and lawlessness is at its worst. These are set to be the PVP zones of the game, where players are free to attack each other; you're always safe from player attacks outside them but these areas will be rife for conflict.

The missions you complete in there zones offer the best loot in the game but also come with the biggest risks. The loot has to be extracted and decontaminated before you can use it and the player must send up a flare for extraction 90 seconds before they can leave the area – during this time other players can attack your position and claim the loot from you, with the flare drawing their attention.

It's also been mentioned that players will be able to influence New York itself, bringing sectors under control and the city back alive by chaining missions together. But when asked how this will work – whether each player city will differ or if the world will be linked to everyone – Massive have yet to commit.

Oddly, Massive have also confirmed that they are looking at the Xbox One’s cloud capabilities and have mentioned that this allows them to run physics separately. The example given was that one player may influence the waves of the sea, whether by driving a boat or via a grenade, and the ripples of that action will affect those within a designated radius.

We held a lot of back and forth conversations about Massive’s sales techniques. A few of us are resigned to the micro-transactions that have become a staple of the business, while others expected the game to be sold boxed as a free-to-play title. Perhaps the one thing we agreed on was that subscription systems seem unlikely. 

The Division is shaping up to be the Tom Clancy game that we’ve been missing out on for a few years and, no matter your genre preferences, there seems to be a reason to suck you in. The game style and ideas are speaking for themselves and that shows why it was high up my list of E3 announcements.

Thursday, 11 July 2013

What has Don Mattrick left behind at Microsoft?

Don Mattrick has left Microsoft’s Xbox division and taken over at Zynga, after founder Mark Pincus stepped away from the day-to-day running in favour of product development.

Mattrick’s departure isn’t really a surprise, but not because of the Xbox One policy content. These sorts of massive company changes aren’t decided over a cup of tea and looks like it may have been in the works for the most part of 2013. Mattrick didn’t really have anywhere to go in Microsoft; being as close to Steve Ballmer without taking his job. Don didn’t really hit the stage at E3, compared to his previous outings, and looks a bit blase about the hardware delivery.

The timing though may not be such a coincidence. Microsoft took a heavy beating since it’s Xbox One reveal on 21st May, and, assuming Mattrick’s departure was already in motion, the company simply allowed him to leave before his notice period was over. This gave soft a chance to reduce any lingering toxic feelings from their policies.

It’s difficult to judge Don’s time with the company either, at least until the Xbox One has launched, but his impact over the six year Xbox 360 tenure has been pretty pronounced. Probably his most impressive feat was the increase in revenue and production of steady profits to the Interactive Entertainment Business Division – especially after it had made losses for many years ahead of his arrival.

Mattrick staked his early reputation on user acquisition, especially from the Sony market, and for all intents and purposes he’s done that. The Xbox 360 and PlayStation 3 have both sold just a few less than 80 million units – however the Microsoft console reigns supreme in most of the territories outside of Asia. The Xbox Live user base at the time of his arrival was a few million at most and is now nearly 50 million.

Since his arrival the company have broadened their horizons and pushed themselves, gradually, into the entertainment market. While Sony sit on their gaming morals, Microsoft have ventured into multimedia territory; signing indie developers and global partners like Sky TV and Netflix.

Probably the only area where Mattrick did suffer was for his love of the games themselves. Even with his 25 years over at EA he still didn’t manage to focus on the core owners of the console. He didn’t interact with the crowd like his predecessor, Peter Moore, and this was particularly evident in the lack of successful new first-party games.

Star franchises like Halo, Gears of War, Fable and Forza Motorsport remained popular, but there has been a distinct shortage of new IP’s. Even the new 343 Industries studio, which he helped create, were set to build primarily for Halo sequels and game off an uninspiring decision for most gamers - even if Halo 4 was exceptional.

He also wasn’t one to speak to the industry press either, which is probably a good thing if he had no interest in keeping the product as a Video Game ‘only’ system. His comments have often been harsh and unfair – publicly slating Halo creators Bungie, after they broke free of Microsoft in 2008 and withheld Halo 3: ODST from the yearly E3 conference. More recently he suggested that gamers upset about the Xbox One’s Internet policy ‘could by an Xbox 360 instead’. Didn’t he have a way with words?

Personally I felt that his biggest impact came in the form of the Kinect (previously Project Natal) hardware. The new technology is both innovative and revolutionary but his implementation was still off. Kinect ‘1.0’ for the Xbox 360 was rush into market, when there were surely experienced voices in the company advising him that the product wasn’t ready. Mattrick really wanted to catch the Autumn sales period and since then the industry has joked about its delivery.

Lionhead, who were an expensive acquisition under his leadership, worked on a pair of Kinect games, but their more ambitious title ‘Milo & Kate’ never made it to market. Instead we got the enjoyable, but very underdeveloped, Fable: The Journey. In fact no killer game has been created to hand the technology on – only the Kinect Sports and Dance Central games have had any impact on the market.

To put it plainly; the Kinect just wasn’t very good when it launched and, now with the Xbox One just around the corner, you can’t expect it to pick up many sales. The Kinect 2.0 capabilities though, which were shown off at this year’s E3 presentation, is very encouraging. The hardware is more responsive, maps more joints and is genuinely looking like the product it always intended. However, the new policy to make this a standard feature for the Xbox One has cause issues with various privacy advocates, who object to have a camera and microphone turned on 24/7 – let alone the fact that the Kinect can ‘see you in the dark’.

Looking over his tenure it’s hard to escape the fact that his is a businessman above all else and didn’t have the connection with the consumers that someone in his position, and specifically in the industry, that is needed to do well. He had a vision and he went for it, even though the public, and his colleagues,  ‘sometimes’ shouted about how bad it was.

Obviously we won’t really know whether he truly achieved brilliance until the Xbox One, the first console built under his leadership, has been released. It’s an all-in-one entertainment offering and it’s certainly been moulded to fit his ideas.