What’s Next? – Short Blog

The day I started writing for Destructoid as staff was a dream come true. The culmination of years of studying, writing and honing my skill, finally publishing a review for potential millions to see was enough to bring me to tears. I had achieved the goal I set out for myself all those years ago.

Then a few months later, reality crashed into me. I had been working as a per diem employee at a homeless shelter when a very unfortunate incident happened. I ended up losing my job due to management’s decision right before December. While becoming unemployed at any point is unfortunate, doing so right at the peak of the holiday season is disastrous.

I wasn’t completely up shit creek, money wise, so I decided to start fresh at the beginning of the New Year. I would have the best possible chance to get my resume seen if I applied while employers were actively looking for new recruits. Sadly, as of the time of this writing, I am still unemployed. The magnitude of my situation at the homeless shelter has finally sunk in and I realize that I’m going nowhere and fast.

You’d think achieving two dream positions (working directly to help people and being a video game “journalist”) would see me elated, but that isn’t the case. I’ve slowly been running out of money and nothing seems to help. I’ve tried being an Uber driver, but apparently there aren’t a lot of people in Connecticut in need of chauffeuring. I’ve been constantly putting out applications, only to get rejections from basically everyone (including an unpaid internship!).

A few years back, I found myself in a somewhat similar situation. I left a job with my friend’s dad to obtain a personal training certification, which I successfully did. After that, I started on the job hunt only to get nowhere. Employers wanted me to have previous client bases while individual people wanted me to have experience in training. It was a ridiculous catch 22 that I couldn’t find an answer for.

Still, to this day, I cannot obtain work at any commercial gym. It makes me wonder what the value of education is. I took a big risk and it failed, but why did I even do that? I wanted a change of careers to something I enjoyed, but I guess that is too much to ask of the world. It feels like all of my choices are wrong.

Really, what is next for me? I’m 29 years old, sitting at home wasting away and getting nowhere in life. I don’t have money to return to school, I’m slowing depleting my funds on medicine and cellphone bills and I have little to show for it. It’s great that I’m able to engage with the gaming community on a larger level, but that doesn’t pay the bills. Why does everything have to come down to the almighty dollar?

How do people cope with the realization that their lives are nothing? When all you do is wake up, go to work, come home, eat and sleep, what is the point of life? Is there no possible career option that allows me to simultaneously enjoy what I do and earn a living? While I am always going to be grateful to Destructoid for giving me the chance to finally live out my aspirations, it’s looking more and more likely that I’ll never be able to turn this hobby into a job.

It hurts so much to write that, but it is the truth. I’m lost in a state of arrested development and I’m not sure how else to proceed. I just want to become something important to the world, but that doesn’t seem likely. For me, toiling away in obscurity until I inevitably die might be the only path.

Really and truly, I am just looking for possible options. Where is the flaw in my logic? What is preventing me from becoming successful? How do I accept reality and become a mindless drone? How do other people manage to find consistent work that lets them be independent?

What JRPGs should learn from Final Fantasy IV

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For anyone who has read my recently posted review of Dragon Ball Fusions, you’ll note that I closed out my piece with a little tangent about how I disliked modern JRPGs. I’m not sorry I wrote that, as I feel it helps one understand my frustrations with Fusions. The game does literally nothing to break the typical mold of JRPGs and it suffers for that.

One thing that seems to be misunderstood is my attitude towards the genre, as a whole. I don’t dislike every JRPG ever made, just most of them after Chrono Trigger. As a matter of fact, I’m going to now explain why Final Fantasy IV’s remake is one of the best examples of the genre and how Fusions and Bandai Namco could (and should) learn a thing or two from Square Enix’s past.

The opening of Final Fantasy IV immediately breaks the stereotypes of the genre. You aren’t playing some prophesized hero on a quest to save the world from an ancient evil; you’re a man who begins to question the morality of the orders he is being given. That insecurity leads to you being stripped of your position and sent on a tedious (and ultimately terrible) mission.

After falling from grace and hitting rock bottom, Cecil (the main character) vows to travel the world and help others in need. This goal thrusts him into an adventure that has a few twists and turns and introduces an incredible cast of characters along with some innovative and thrilling combat mechanics.

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With age, I’ve grown to understand why people enjoy turn based RPGs. Having that layer of strategy and tactics play out in a manner with which you are given limited control is an extra challenge on top of any difficulty selection (with which the remake of Final Fantasy IV offers two options). You can’t predict the future with 100% accuracy and any mistakes lead to emergent gameplay in the style of damage control. Failure to come back from the brink of death leads to a game over, but succeeding brings an incredible sense of accomplishment.

The thing is, most modern JRPGs do very little to distinguish each of their battles. Dragon Ball Fusions, as a matter of fact, is basically the same exact game for 90% of its playtime. You can approach every single battle with the same team of people and never even come close to losing. Some side quests offer up variety, but holding victory to different stipulations shouldn’t be relegated to optional content. A game should be challenging the player every step of the way.

Final Fantasy IV does exactly this. The default difficulty definitely makes things easy, but you are constantly faced with enemies that have weaknesses to different magic attacks or require you to play defense with certain characters. A lot of the bosses are resistant to magic or physical attacks and the rotation of your party members help switch up tactics without lecturing the player with dialog boxes.

Even the animations of the enemies can clue you in as to what needs to be done. One of the main bosses, Rubicante, will move his cape and that lets the player know physical attacks are now diminished in effectiveness. Of course, the only way to discover this is by trying things out, but the game gives players the freedom to learn these nuances on their own instead of throwing an utterly baffling amount of information at the player and then hiding important details in a “tips” menu.

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Then there is the active time battle system, which forces you to think on your feet. Sure, the characters won’t be moving on their own and everyone goes in a turn, but failing to select an option within a reasonable time limit will grant the enemy a chance to retaliate. You can’t just sit around and think forever, something that modern JRPGs have regressed back to.

One of the coolest additions to the remake (and even the PSP port) is the auto battle option. Grinding was worked into the design of older JRPGs because of the lack of technology powering them. Making a long and meaningful game on the NES was an arduous task without raising the difficulty. While removing grinding would have been preferable, having the auto battle for easier encounters removes a tremendous amount of tedium.

Let’s say you don’t gel with the combat or find it tedious; that can be understandable with the length of a lot of JRPGs. Final Fantasy IV’s story moves at such a brisk pace that I was able to complete in 20 hours while undertaking numerous side quests. I was never bored, I constantly felt the severity of the situation at hand and I had concern for the characters in my party. When certain events would strip me of some of my party members, I got legitimately sad.

Newer JRPGs don’t do this often. Most of the time, you have a group of people who never face any consequences. They don’t die, never get called away or come under ailment; they are basically terminators. Everything that happens in battle doesn’t matter, because they will always be there for you. I usually get pissed off because the party size is arbitrarily limited and I can’t use them all at once.

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Final Fantasy IV may be a bit too happy about shifting around the dynamic of your group, but at least you never feel like anyone is being wasted. This is also putting aside how some events in the plot permanently remove members from the game, even if they still exist in the story. I’d really hate falling in love with Tellah, for example.

Still, the constant drive to keep the plot moving and have you seeing new things is refreshing. A lot of big budget games, let alone JRPGs, pad the length of their runtimes with meaningless content to justify a higher price point. Reaching the finish line feels like busy work instead of having the game motivate you to complete it.

Now are there any examples of modern JRPGs I enjoy? Sure, quite a few. I’ve always been into Kingdom Hearts, but that is possibly the best example of mixing wonder and joy together with two gigantic corporations collaborating. Having Disney’s dream filled worlds collide with the battle systems of Final Fantasy is so crazy and extreme that it balances out into fun. The combat also reminds me a lot of Diablo, in some bizarre manner.

Xenoblade Chronicles is also one of my favorite Wii titles, even if that deviates incredibly from the typical JRPG mold. It borrows heavily from World of Warcraft or even Final Fantasy XII, but it has an ever expanding world that is densely populated with believable characters. Maybe the sidequests are totally pointless, but the game doesn’t offer harsh punishments for failure to save or prepare; you’re allowed to make some mistakes and keep going.

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Tales of Vesperia was a game I bought on a whim after conversing with an old friend. He was a huge fan of the series and I loved the presentation aspect, but it left me feeling indifferent. The combat is pretty awesome, almost mimicking Street Fighter with combos and special moves, but the characters and elongated plot don’t do the game favors. Instead of being concise and giving the player forward momentum, the game has a tremendous amount of detours for characters to doubt themselves, almost once an hour. It really drags at the end.

Lost Odyssey is also great, but it suffers from the limitations of the Xbox 360. Being one of the first “next-gen” RPGs, the game utilizes the Unreal engine to push HD graphics. That requires a lot of disc spinning, so the load times are absolutely horrendous. Random battles take about 20-25 seconds to load and most of the game is waiting around for things to start. The combat is great and the story is incredibly deep, but even it falters with Disc three being worthless. Why are children so hard to write?

For the rest of my experiences with games, I just see the same kind of crap. Infinite Undiscovery was a borderline embarrassing waste of potential and Final Fantasy XIII is the worst example of that particular series. The newer Star Ocean titles also play things incredibly save and do nothing to push their settings; they just expect space to be awe-inspiring by itself.

That loss of wonder and excitement is what makes something like Dragon Ball Fusions feel so disappointing. It may not be a bad game and has some pretty complex battle mechanics, but it doesn’t really respect the players time and input. The game tasks you with suffering through the same encounters and plot points until it ends and gives you nothing in return.

Maybe I’m comparing apples and oranges here, but I just want my playtime to feel like it mattered. I know that is getting caught up in an arbitrary definition, but older games usually put more of an emphasis on world building and player involvement. I just want to see that return to JRPGs, instead of the influx of bloated games with little originality.

I Will Survive

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Doing the right thing doesn’t always bring peace. When you’re a homeless person with a record, any threat to your safety becomes a threat to your life. Even if you know you’re breaking rules and causing trouble for others, when you lose the comfort of your safety net, all bets are off. Without a bed to sleep in, you might as well lie down and die.

Last night, I was assaulted by one of the men at the homeless shelter where I work. He had continuously broken our curfew rule and he wasn’t happy when I suspended him. Giving him a slight benefit of the doubt (and not wishing him to freeze out in the cold), I granted him permission to grab some of his belongings. Even if he was lying to me and himself, I wouldn’t want to bring harm to him.

Sadly, he didn’t feel the same way about me. I was helping another resident and his man turned around and slugged me. He got in a few more hits before I even realized what had happened. I’m thankful that someone else was in the room with me, or else I may have eventually retaliated and caused a serious problem.

What strikes me the most is the fear I saw in that man’s eyes. As he knocked me over and proceeded to walk towards me, I could see a killing intent beaming from his pupils. If I were a weaker person, I may have died in that room. While it frightens me to the very core of my being, it also makes me terribly sad that some people feel the need for physical violence.

When the world doesn’t go your way, resorting to such hostility isn’t going to solve your problems. You’re refusing to look in the mirror and see that your own behavior is causing your misfortune. I won’t claim I’m a saint, but I’m not the reason you lost everything in your life.

I do feel somewhat responsible, but mostly that I let such a violent man back into the shelter. I should have known this would occur; the guy had a history of coming in drunk and mouthing off to staff. He clearly has no respect for anyone, let alone himself. I can’t escape the thought that one of my female staff members could have been injured due to his guy’s belligerence.

I am mostly sharing this story, though, so that I don’t forget that moment of shock and horror. Certain events shape our lives and while I don’t intend on becoming a victim, I’m not going to shake this off like an accident. To walk past this like I’m some tough, emotionless robot is the wrong thing to do.

I also want everyone on this site to know that I feel stronger in my resolve to speak my mind. I may have taken a few hits to my face, but if your first hit doesn’t count, then expect me to keep ticking. I guess I’m a literal tank as I don’t even have any bruises or cuts.

Some of you may take issue with my articles, but your retorts lack substance. You’re dealing quick blows in a gut reaction without weight. You need a clear mind before you can harm me and your reasoning needs to be sound. Sure, I have my biases when it comes to some games, but I’ve do my research before posting.

I may have made mistakes in the past, but that isn’t happening anymore. I know who I am and what I’m setting out to do; I wish the naysayers would do the same. Be more constructive with your criticism, because my plate armor isn’t even going to kink when you strike.

And to the people that do enjoy my work and support me; I extend a tremendous thank you. As with this assault, I’m grateful that some people are able to put aside their own bullshit and reveal the beauty inside. I didn’t even need to exchange words to get their help and that overwhelms me.

Like I’ve said, I’m not saint, but I would have never thought others would put their own safety on the line for me. Clearly, I’ve done something right by them and I’m doing something right by you. Thank you so much for everything. Your kind words and continued support mean a lot to me.

Brut@l: Extended Thoughts

Just last Friday, I made my debut as a DToid staff member with my review of Brut@l. I found it to be rather mediocre, but at least acknowledged the game was well made. I, sadly, did not finish the game before posting the review, but I stood with conviction in my verdict.

Not one to let stones be unturned, I plugged away at reaching the finale to see if my opinion on Brut@l would change; overall, I’d say no. In a few ways, yes, but not for the better.

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The biggest issue with Brut@l is that the camera is just too finicky. Since the game deals with permadeath, failing to make it across a gap results in an instant game over. It feels cheap and out of the players hands when that happens.

Another problem comes from the randomly generated dungeons. Since there aren’t any pre-determined setpiece moments, a lot of the game just blends together. If you speedrun through (skipping all the upgrades, enemies and collectibles), you could finish the game in an hour, but most people won’t be able to do that.

The combat is too simplistic to remain fun for long. The enemies start ramping up in hit points and your weapons fail to get any stronger, unless you’re lucky enough to have the game grant you a tome for a stronger weapon.

You can, eventually, unlock talismans that grant you small buffs, but even that is dependent on the randomizer. Having so many options out of your control just makes for a really frustrating experience.

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I’d be more forgiving if the game had occasional boss battles, but the only such moment occurs on the final floor. When I, eventually, got there, I was a little thrilled. It was finally something different in the game.

Sadly, the joy ended almost immediately upon tackling the boss. He’s pretty easily disposed, but monotony sets in and the game falls into a groove that isn’t very much fun.

You enter a small room with the boss sitting on a perch. He summons a wave of monsters which you then need to dispose of. After that, you collect an ASCII letter (in this case, a special V) and repeat the process.

Once the two waves are down, you can lower a crossbow that then shoots off one of the three heads on the boss. He then destroys the crossbow and flies off. Now you have to repeat that process two more times.

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Or stand like an idiot because your inventory is full and you can’t pick up the damn item to initiate the wave!

I’m fine with the game encouraging more exploration, but why does it take 26 floors to finally have this happen? Why weren’t there more boss battles peppered throughout the game? Having one every five floors may be a bit excessive, but every 10 wouldn’t be so bad.

For that matter, why is 26 the floor limit? Why wasn’t more care put into distinguishing the level design? I know something like The Binding of Isaac is based around randomly generated floors, but the pool that Isaac draws from to create levels is pretty varied. Brut@l’s is not.

Sometimes you can get four levels in a row that all have the same beats. A poisoned floor, bottomless pits and locked chambers that require you to destroy a wave of enemies; it’s just boring after an hour or two.

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As a matter of fact, I almost feel like giving the game a five is being generous. Sure, everything works, but it’s so devoid of creativity that it almost feels insulting. Why would you spend $15 on a game that couldn’t be assed to create fully developed levels?

Again, the concept is sound. I don’t mind tinkering around with core mechanics that can change up on each playthrough, but those mechanics need to be very solid. When combat devolves into just mashing Square and jumping away, your game has failed.

I’m sure Brut@l has fans out there, but I don’t see what they do. The art style is the most realized thing in the entire package; everything else feels like half measures thrown in a big pot and set on low heat.

Still, I did actually finish the game. I won’t let something defeat me. I can’t say the same for others. That’s why I won’t change my original review score. Everything I originally said still stands.

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Without abusing save game backups, most people are not going to finish Brut@l. I guess the game lives up to it’s name, but it could do with a lot more polish.

Sigy Says – Ridge Racer: Unbounded Review

I’m not quite sure what I expected with Ridge Racer: Unbounded. The title sounded cool and I had heard decent things a few years back, but I never realized that Namco Bandai had tried their hand at a Burnout game. When I first loaded the game, I was delighted that this was taking a more destructive approach to racing.

After I finished the first event, I knew something was very wrong. The previous Ridge Racer games were all about speed. Tight turns, tighter controls and hilariously awful translations; that is what gave Ridge Racer its charm. All of that gets thrown out the window for Unbounded in an attempt to modernize the series.

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Ridge Racer Unbounded (PlayStation 3, Xbox 360, PC [Reviewed])
Developer: Bugbear Entertainment
Publisher: Namco Bandai Games
Release: March 27, 2012
MSRP: $9.99 (on PC), $29.99 (Consoles)

For starters, the graphics are darker and more realistic than ever before; the pace has been slowed a bit and the cars feel far too weighty. Drifting, which is an integral part of the track design, is so fucking busted that I nearly quit in fury a few times. Busted explains a lot of things with Unbounded, but it applies more to the controls then the arenas you’ll be tearing apart.

The newest addition with Unbounded is the destructible environments. I have to give credit where credit is due; Unbounded does offer an impressive amount of course carnage. While the props are basically made of styrofoam, your car can glide through things and not immediately crash. Sadly, that’s about the only decent thing in the tracks.

As for regular buildings, your car typically gravitates towards them. Barely clipping them will usually cause your car to smash up, but sometimes you go flying through the air or spinning in circles. While that should be realistic, the game has an awful tendency to reset your car before your crash site. This causes a tremendous amount of wasted time in Time Attack events and often causes you to lose up to 7 places in race mode.

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As for regular buildings, your car typically gravitates towards them. Barely clipping them will usually cause your car to smash up, but sometimes you go flying through the air or spinning in circles. While that should be realistic, the game has an awful tendency to reset your car before your crash site. This causes a tremendous amount of wasted time in Time Attack events and often causes you to lose up to 7 places in race mode.

These should be fun, but the physics and AI of the game are so borked that I couldn’t wrap my head around them. At times, you fly out of the gate and pass everyone with ease. Other times, the opponents are beyond hard and you’ll hardly catch them. Sometimes you’ll smash through highlighted objects only to immediately crash once the automated cutscene ends. You’ll even make jumps only to see your car barrel rolling through the air, despite not clipping anything.

There is also some horrible graphical glitch that causes constant flickering for upwards of 15 seconds at a time. It obscures some of the track and leads to wiping out or missing turns. It also looks terrible and gives me a headache, but that may be a personal issue.

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What isn’t personal is information about your cars. The stats are shown before you decide on your vehicle, but they aren’t really reliable. Maybe this is more down to individual playstyles, but the car with the highest speed stat should be the fastest one on the track.

There are also some cars that are carbon copies of others (excluding the pointless DLC) and others, still, that have mostly the same stats, but are higher in key areas. It makes certain cars completely worthless after reaching higher driver levels.

Then there is the lack of course diversity and the general sluggishness to the controls. It just doesn’t feel pleasant to play Ridge Racer: Unbounded. I had fun, at times, but not enough for me to recommend this to anyone. The lackluster campaign and hilariously anti-climactic ending just rub salt in the wound.

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The online portion is completely non-functional. From the sound of what it included, it could have remedied this package. Racers were given the ability to customize events and challenge others worldwide. While it may have been frustrating to deal with the controls, I could see smashing people into walls as being a blast.

Still, that doesn’t work. Namco Bandai shutdown the servers in 2015 and have basically cut the game in half. The price tag, at least, reflects the lack of multiplayer, but it still sours the overall package. Having courses made by other players would be outstanding, even if the game feels rushed and sloppy.

It doesn’t help that there isn’t a split-screen mode at all. I know PC games typically don’t offer split-screen, but even the console ports of Unbounded lacked the feature. In other words, the multiplayer was basically a bulletpoint on features for the game. No one actually cared about molding it into a celebrated feature (something that should be sorely missed upon it’s closure).

Overall, I just wouldn’t bother playing this. Unless you just have a fondness for the Ridge Racer name, there isn’t much here that hasn’t been done better in other racers. Unbounded mostly made me pine for a new Burnout or to return to Burnout: Revenge. Even the crappy portable Burnout games are better than this drivel.

3

Poor

Went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely.

Mid-Generation Refresh: Pros and Cons

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My gut reaction to Microsoft’s E3 reveal of the Xbox Scorpio was anger. I was so mad that mid-generation console refreshes were becoming a reality. I knew it was true, but I held out hope that Microsoft and Sony would deny all claims and keep their current boxes at the fore-front.

While I was wrong, I didn’t want to write a blog completely lambasting Microsoft. Every decision has a positive and a negative to it and I’ve tried my best to come up with a list of reasons that the Scorpio is good and bad.

Hopefully I haven’t swayed too much in one direction or failed to acknowledge the opposite side. I personally don’t want incremental console updates, but there are benefits to having things like the PS4 Neo and Xbox Scorpio.

Pros:

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No Issues with Backwards Compatibility

Right off the bat, I will say that launching the Scorpio as a more powerful Xbox One isn’t the worst thing in the world. It’s the marketing strategy that is more troublesome. If the Scorpio is truly just another Xbox One, it will mean great things for backwards compatibility.

In the older days of cartridge technology, backwards compatibility wasn’t even a thought. I don’t know if the radical changes in hardware were to blame, but console manufacturers didn’t even bother to come up with a solution. Sony was the first to introduce it with the PS2; it helped that console become the best selling device in the games industry.

Sony continued it with the original launch of the PS3, but had to remove features to turn a profit. With the launch of the PS4 and Xbox One, Microsoft and Sony arbitrarily decided backwards compatibility wasn’t worth it.

With mid-generation upgrades, there wouldn’t be an issue with having to support older games; everything should, theoretically, work. In Microsoft’s favor, even Xbox 360 games will work (ever since they started that initiative on the One). It will help consumers feel better in knowing their older titles aren’t becoming overpriced paperweights.

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Price Tiers for Different Consumers

As with any hobby, gaming is pretty expensive. Consoles typically cost upwards of $400 and games are $60 a pop. That’s ignoring how controllers have skyrocketed in price and that Sony and Microsoft require extra fees for online play. It’s not great for lower income families.

The introduction of the Xbox Scorpio will see the price of the original Xbox One drop. The Xbox One S, as a matter of fact, has a model retailing for $300. That isn’t bad at all. Now people in different price demographics can get into a hobby that was previously exclusive to the rich kids.

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Less Confusion about Software

This almost goes hand in hand with backwards compatibility; Xbox Scorpio is basically an Xbox One. This should clear up any confusion that people have with newer software. The biggest issue Nintendo had with the Wii U was how to market the system.

Consumers still haven’t caught on. When they pick up a game box, they simply see “Wii” on the top and assume it works. Sony seemed to luck out in that their console titles had a clear numerical distinction, but most people can’t grasp that newer consoles are different entities.

Microsoft wouldn’t need to worry about any of that with Scorpio. Now, developers can make something for Xbox One and consumers can buy it regardless of their own hardware. It should be a win-win for everyone.

Cons:

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Software Update Incompatibility

There are a lot of issues that cellphone users take with constant software upgrades to the OS of their devices; often times, it feels like the phone is running slower and slower. This isn’t some corporate conspiracy to force users into an upgrade; it’s just the side effect of trying to strain older hardware past its limits.

With the Xbox Scorpio, this is going to become a reality to console users. There will come a point in time where the current Xbox One hardware cannot support a dashboard feature that the Scorpio will introduce. This will bring about a division in the install base of consoles (similar to how 360 users cannot party chat with One users).

It’s something that hasn’t really come up until recently. Older consoles weren’t created with constant internet connectivity in mind. Newer hardware has that as a staple feature. Eventually, the original Xbox One will become deficient.

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No Clear reason for Upgrade

If we take Microsoft’s word on the Xbox One, then the Scorpio ends up being pointless. Why upgrade to this newer hardware if the old system will continue to be supported? This isn’t like the old days when a new console had a clear identity; it’s easy to tell that PS2 games are different from PS3 games, for example. These are two platforms that are both called Xbox One.

Nintendo has recently stumbled into this issue with the “New” 3DS. Hell, even before that, the launch of the 2DS caused issues for consumers who weren’t up on hardware naming conventions. Consumers will struggle to understand why they need a Scorpio in the first place.

Now, you can state that 4K is the real reason behind the Scorpio, which is definitely true; that doesn’t address how older Xbox One games will fare. The Xbox One S does 4K upscaling, so clearly a Scorpio isn’t needed for that. Unless developers are required to render games at 4K on the Scorpio, there isn’t even really going to be a performance difference on the new unit.

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Spreads Consumer Distrust

For years, Apple has launched each new unit of the iPhone to record breaking sales. It seems people were eager to have the “latest” and “greatest” technology at their fingertips. Just this year, Apple finally saw a drop off in hardware adoption.

Consumers are beginning to see their trust in Apple waver. Why spring for incremental updates when the “true” successor will come out in a year? Microsoft seems to be heading in that direction.

As a non Xbox One owner, the only message I took away from their E3 conference was that the original launch was pointless. Xbox One was built around some always-on DRM nonsense that Microsoft quickly scrambled to change. Now, they want consumers to shell out more money for an even better box that will offer greater power to developers.

When does the next upgrade come out? When will the Xbox Two or Project Phoenix arrive? Why spring for a Scorpio when, quickly, that console will be obsolete? I can’t help but feel that smaller updates to hardware will be released in rapid fashion; there will always be performance issues with games that the new units fix.

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Sends a Negative Message to Hardware Manufacturers

This is more a con if the Xbox Scorpio manages to be successful. If people buy into this unit, it will tell Microsoft that mid-generation upgrades are the way of the future. They will have the proof they need to continue updating the console every 2-3 years.

That will only lead to console development echoing cellphone production. Incremental innovation in hardware technology will be released into the public at faster and faster rates. The Xbox One S will then turn into the Scorpio S which then brings the Xbox Two S and so on. That isn’t good for game development.

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While I could go on with more cons, I’ve decided to stop here. As I said earlier, I don’t want to completely bash Microsoft for their decision here. Maybe they can turn the situation into a positive and change how crappy consoles have become in recent years.

Only time will time. At present, things aren’t looking great. At the end of Microsoft’s presentation, I sent a text to my friend saying, “We need a new hobby.” I feel so alienated from current gaming trends; I’m almost like a walking relic of a bygone age.

I will try my best to be impartial as time marches on. If anything, this new hardware should bring us closer to the eventual platform agnosticism that gamers truly desire. Microsoft has started an “Xbox Anywhere” initiative, so that could bring about the end of dedicated boxes.

Whatever happens, I’ll still be there to comment on it. I may not remain a hardcore gamer, but I’m always interested in the shifts and changes the industry takes. Here’s hoping that we don’t end up with another industry crash like 1983.

This Blog is a 1/10

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With the recent outrage to the Angry Video Game Nerd’s decision to refuse to review Ghostbusters, I felt now was the right time to pose this question. Does current media criticism work? For that matter, does criticism still have an impact?

To quickly explain my stance with the AVGN, I will say that his argument is one I agree with. You vote with your wallet; it’s as simple as that. While that theory makes a lot of logical sense, it doesn’t really translate into a real world outcome.

There are so many games and films I have not purchased that still end up getting sequels and breaking box-office records. I’m not a fan of superhero films, but we’re in the middle of a surge of comic book popularity. I’ve disliked Call of Duty since 2010, but those games are still trucking along.

It seems that regardless of what I say or do, things I don’t like (or that most critics deem to be “bad”) will continue to get made because of their profitability. Hell, most people were complaining about Batman V Superman: Dawn of Justice before its release, but that managed to break March box-office records. How in the hell?

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Ben is pleasantly surprised.

What I truly miss from reviews is a critical viewpoint. I really miss the discussions of artistic merit, theming, motifs and imagery. Not every film has a deeper motive or subconscious message and not every game is trying to reshape the industry as we know it; I understand that. There are some films and games that set out to do that, though.

Where are the discussions of deeper meanings? Where are the essays and analyses of what they mean to us? I want to see more of a critical look at what the narrative or design represents more so than reading some random bloggers opinion on the experience.

I can’t claim to know the history of criticism, but MovieBob explained in one of his videos that old fashioned critics wrote for their own society. It was an accepted part of life that anybody who could see a stage play would be doing so. If you missed out on an event, you were either poor or an imbecile.

I feel we’ve entered a part of our history where seeing a film or playing a game is almost a universal given. Things drop in price rapidly and films are available for fairly cheap with streaming services, so what is to stop even the poorest of people from experiencing whatever they desire?

What really seems to be a problem is that a lot of big budget, CGI effects driven films have been making boatloads of money in spite of community backlash. How many articles have you read about Hollywood being dead, even if the “culprits” keep making money?

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Why is this a goddamned thing?!

Activision keeps getting thrown in the fire for their annual release schedule, but no one ever thought to not buy their games. Ubisoft pumps out sequels with reckless abandon, but people eat them up without even asking why. Marvel has plans in the works for another eight films in the next two and almost every film outdoes the last.

We need to stop complaining about franchise fatigue and start looking at what each entity does. Instead of blindly praising the movies for their flashy spectacles or giving a pass to games because of cyclical release patterns, we should take a broader look at what each title represents.

We also need to realize that not every film or game is worth spending money on. It doesn’t matter that a team of 300 made a game; if you truly want to see change, you need to stop throwing passive support to the companies responsible for the industry’s current state.

Film might be a lost cause due to overseas markets dominating the box-office. We have a bit more power with the games industry, seeing as how it’s not as gigantic of a global phenomenon. The cost to play a game is considerably larger than a movie ticket or DVD; that will remain a given.

We really just need to cease getting upset over someone not liking something. If you enjoy game, don’t lash out because someone else doesn’t. Talk more about the aspects you enjoyed and what it meant to you. Delve into what the game represents to you. Chat about how the design subtly guides the player or tricks them into a false sense of security.

There is more to a game and film than whether it is “good” or “bad”. Reading over current reviews, you wouldn’t know it. Criticism needs to be shaken up; it hasn’t meant anything in a long time.

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