Dragon Age Inquisition interview with Neil Thompson

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Dragon Age Inquisition is the new offering from Bioware in the franchise that has very quickly become a fantasy icon in video gaming. Sean got to sit down at EGX with Bioware’s Director of art and animation, Neil Thompson, and have a few words about it.

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It’s a very interesting art style compared to other Dragon Age games, especially with the Frostbite 3 engine. How did that come about?

Well the interesting answer is the adoption of Frostbite. We did the previous two Dragon Age games on a Bioware engine called Eclipse and I think it’s safe to say it was starting to show its age. We wanted to take Dragon Age Inquisition on to the new hardware and new generation. What does that mean? Well a lush, diverse and complex experience and there’s no reason why that shouldn’t apply to us like everyone else. We’d already seen what Frostbite was capable of with Battlefield and we wanted a piece of that.

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How has that approached how you create the game? Before the previous Dragon Age’s single player experiences very much in the Bioware theme and the characters and now it’s multiplayer and more open.

Multiplayer is one aspect of the game but the single player and multiplayer are still two different things. The single player experience is still an immense priority for us. We wanted to extend that single player experience, larger worlds, and better combat. You don’t allow the paradigm of the hardware or the engine to dictate what we wanted to achieve with the franchise. We wanted push the pillars of Dragon Age with a more open world experience, a larger or more diverse world. That’s what we wanted to use for the game because we felt it would be a better experience for the player.

The advent of the new generation consoles has come along at the right time for you to embellish that as well?

We are on all five consoles with presents a challenge in itself. But the move to the next gen has made the older generation versions better because of it. We try to satisfy the needs of the players across all platforms. We don’t want the last generation console owners to get less of an experience than the other console owners.

The art style has changed, partly because of the Frostbite 3 engine and you’ve been able to put new features in to the game like the tactical view. Tell us a little bit about how that came about.

Well it’s the result, not really of Frostbite option, but between the team and the creative director that they wanted that RPG experience. Origins and many of our games have that dynamic and I think it really enhances the combat. You can play the game with the traditional third person way and its fine. But if the challenge becomes too much you can always pause and think about it more strategically and from a party perspective. Rather than just playing from the one view.

Where did the inspirations of that mode come from and for it to be as seamless as it is, because you can see comparisons to MOBA’s and Warcraft?

Well I think Bioware’s inspiration goes back further to Baldur’s Gate and those top down RPG’s.

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The game is the third in the franchise, so you’re fairly well established with Dragon Age and what you do. There’s a lot of other games as well coming around at the same time with competition like Lords of the Fallen, Shadows of Morder, Elder Scrolls Online. How will your game go in that kind of market as it is very different and unique compared to what is there?

It is and what I think is good and that is positive for the Fantasy space market is that it is possible to sustain multiple franchises. And it just encourages strength across the board. Fantasy has had something of a revival in recent years with Lord of the Rings, Game of Thrones and stuff which is fantastic, a positive environment for fantasy and the games that inhabit it. So I think it’s great for everyone.

You say fantasy is having a bit of a revival, I’d say role-playing as well is having a renaissance. Dungeon’s and Dragons is back again with new rules, simplified. There’s a lot more indie gaming that’s using the mechanics. How do you keep things accessible when there’s a lot of other options and different things about?

It is challenging. I think you can’t be stuck in the position where you’re trying to please everybody. You end up diluting the experience so what we’ve tried to do is allow you to play Dragon Age the way you want to play it. If you want to get more in depth and in to the tactical side of things then you can absolutely do that. But if you are a more casual player and if you want to go through the narrative without getting as deep in to the ability trees then you can. What we’d like to see, if you are a more casual player, is that you get introduced to it and you just dip your toe in the more complex systems and if they enjoy it then they do.

With art & design, you’ve probably seen enough concept sketches to keep DeviantArt running for years to come. What kind of artistic inspiration do you take, how do you get that world created?

We try to go as broad as possible. We’re keen to have a broad palette for our artists, not just from the genre of games but from film, TV, architecture, fine art, contemporary art, sculpture, writing. You name it people are passionate about it and it provides the spark of creativity then it’s a wonderful thing. So we look very broadly with our inspirations.

There’s a lot of things that come from the games characters, how much of the classic Bioware character driven style is still in the game, given all the changes? 

It’s still incredibly core to the experience. You start with the narrative perspective, get the story outline, introduce the characters. Their personalities are explored and evolve right from the concept artist even before the 3D side of things. It is still absolutely part of it. Dragon Age Inquisition is a game about a vast and threatening diverse world and the people in that all have needs and desires and that’s key to the experience.

DAIINT4I suppose it might be a new thing for a Dragon Age game where you’re going in to an online world where the key is community. Destiny has shown already how many people, even on consoles, will form groups, discuss the game, play the game, etc. How do you see Dragon Age being received by the community like that, as the genre leans very heavily towards that kind of community?

I think Dragon Age and Bioware itself already has a very vibrant community. There’s no shortage of passion for the franchise. I hope Dragon Age will get people more involved and more emotionally interested in these characters and drive further conversation and further collaboration between fans and Bioware.

So what’s been your favourite thing so far in developing the game and what have we got to look forward to?

It’s hard to say, there’ve been so many things. It’s been a challenging development. Anything like this is difficult to achieve. I look at the final game now and I see how the design and the art has gelled in to the experience and I feel very satisfied and I and the rest of the team are very proud of it. We’re always working on new ideas and Dragon Age has always got more stories to tell. So there’s a lot more to come.

How about getting the Xbox One version up to spec with the PS4?

Game development is challenging, it’s always difficult. I think the key is trying to give the same level of satisfaction and experience across all the platforms so we hope to achieve that.

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Dragon Age Inquisition is due out on November 21st on Xbox 360, Xbox One, PS3, PS4 and PC.

[author]

Preview – F1 2014

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It’s time again for Codemasters to let us in for a little preview of their efforts with F1 2014, which in real life has been a new and exciting time for the sport. For those of you that haven’t seen the fallout of Lewis Hamilton and Nico Rosberg this year over the news and the papers, you might be forgiven for even noticing anything different about this years Formula One season. Of course you’d also have been living under a rock that was stuck beside a stalagmite that was in the back of a very deep dark cave that had yet to have been discovered somewhere in the depths of the Amazon jungle that native tribes fear to approach due it possibly containing a soul sucking monster that could only be appeased by the sounds of a V8 engine… I digress.

Engines are a good place to start given that the real world F1 has had drastic changes to it this year. In an effort to be more representative of the current consumer vehicle climate so that manufacturers will stay attached to it, F1 ditched the petrol guzzling V8 super noisy beasts that had been powering them for the past eight years in favour of a V6 Turbo Powered engine linked to a hybrid energy recover system, or ERS. Basically the engine draws power from a battery that charges up kinecticly throughout a lap, as well as petrol. You may remember this as KERS last year which was available as a power boost. Now it is integrated into the car, which lights up the rear tires like never before giving you a squirmy torque nightmare to handle, along with a software adjusted braking system and the return of the rear wing drag reduction system (DRS). The aerodynamic changes, along with some safety improvements, have led to a step nose which is a design to replace the straight noses of previous years. Apparently it’s to stop the cars taking off in a collision but it has created some fairly ugly phallic designs.

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Why am I furnishing you with all of this technical information? Because it will answer quite a lot of your questions about Codemasters newest addition to the franchise. Your first question is “Why isn’t this on next generation consoles?” This is because those rule changes alone have drastically changed the way the game plays, Handling is now a completely different beast and different cars with superior design stick to the road a little better than others. The sounds the engines make has totally changed as well, along with two brand new tracks and a complete change in the way these cars behave aerodynamically. There is no way a next gen version of the game would have been ready. Disappointing, yes. But with the next iteration coming early next year, we hope it will be an easily satiated itch.

Your next question “Is this just another yearly franchise update and why should I get this when I can wait for the next gen version?” It seems FIFA has come under criticism lately for not adding much year upon year, if this years reviews are anything to go by. You could argue that until the classic mode, F1 was in danger of the same. The changes in the sport though require two things: practical testing of making those game changes work, and a comfortable experienced engine in which to implement it. Yes this is a yearly update but a lot has changed in the sport to warrant it, especially if you haven’t brought the recent iterations of the franchise. In fact, I’d say the combo of F1 2013 and 2014 are very clear pictures of several generations of F1 including this newest.

So your final question is “What’s it like and have they succeeded in adapting to the changes in the sport?” Here’s my disclousre of what I played. I did a three lap race in the Mercedes around Australia, a five lap race around Italy in a Ferrari and a three lap race around the new Russia circuit with a Lotus. That way I had all three different engine manufacturers (Mercedes, Ferrari and Renault) and three very different handling perspectives. The car selection actually comes with a difficulty meter now so you can tell which ones are the more challenging.

With the first race, I immediately had to find new braking points. The new brake by wire system does shift your bias quite a lot and with the 8 speed gear box, everything is a bit confusing if you’re a seasoned F1 veteran and are playing with the racing line off. The low growl of the V6 turbos has replaced the echoing roar of previous years and almost sounds a little dull and lifeless compared to the previous years engine. At this moment, there isn’t the raspy kind of sound the real life counterparts have in the down shifts and braking, which is a bit sad because I like that noise but hopefully it will come. The handling is, in the Mercedes, surprisingly responsive. I wasn’t having to correct the car nearly as much as I thought I would be which, when you think about it, is pretty indicative to how the Mercedes have dominated the season in real life. The Ferrari on the other hand was much less stable around Monza, especially after slowing. The first chicane was tricky getting around without the luxury of being glued to the road like before. Hitting your apex will be incredibly rewarding, not just for nailing perfect lap, but also for getting the car hooked up well with enough speed and grip for the next turn or exit. I didn’t notice too much of a change in the engine noise between them but there was slight differences.

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The Lotus was a very realistic representation… Utterly shit. If you’ve been following F1 then you’ll know Lotus’s fall from prominence compared to the past few season’s competitive car has been quick and nasty. Changes of drivers haven’t helped, especially with one of them running up the bill for spare parts quicker than you run up the bill at your works Christmas party bar. It might not have helped that I was driving around the new Russia circuit in Sochi that I’ve only seen in a BBC feature. The track is surprisingly tight and has a lot of potential to create missed braking points and wall collisions. The tightness, especially with kerbs and sharp apexes really make the car quite unstable and the torque bites the car as soon as you hit the gas. It does not have the raw pace of the other two cars which is quite nice compared to the other slightly unrealistic representation of lower grid cars. It presents more of a challenge to you by upping the difficulty of the car, rather than having to rely on upping the difficulty of the AI and of the driver aids.

There’s still a few weeks left before the chequered flag falls on F1 2014 and the last generation of Formula One racing games. In a way, it’s a shame that the rule changes happened for the game because last year’s effort, especially with the classic cars, was a great love letter to the sport, if not lacking more DLC opportunities due to licensing. The current £40 price tag will definitely be a sticking point for a lot of people, especially given the reception for GRID Autosport and its lower pricing. The only thing this game is missing visually is the red stripe of alcohol sponsorship on the Williams, but we shall see, puns aside, if the team at Codemasters can churn out a challenging racing game or an annual iteration. I’m hoping for the former.

[author]

My Love Affair with Bungie

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If you are reading this then it means you aren’t playing Destiny at this moment. Which is fine. Maybe you’re at work and haven’t received it yet. Or maybe Bungie’s new outing and its first in the next-generation sphere isn’t for you. Which is also fine. I however need to confess my love for Bungie.

Don’t get me wrong, I am incredibly unbiased in my gaming critique. But Bungie have had me sold for a very long time. My experience started when I first got Halo. Back in those days I was a PC gamer, despite owning a PSX  for Smackdown games and a (new at the time) Playstation 2 for Grand Theft Auto 3. So my first Halo experience wasn’t with an Xbox… Actually I did play it on my friends Xbox so I guess it technically was, but I never actually owned an original Xbox. My first full on Halo experience was with the Gearbox ported PC edition. A game that still has people playing its multiplayer even now.

Halo as a PC experience was absolutely incredible. It wasn’t the most graphically superior game even then, but its atmospherics were the same as the Xbox version and were utterly enthralling. There were PC games even then that could trump Halo in many regards but something about it just stuck with me and many others I’m sure. It’s this dedication for scope and environment I think that make Bungie games great and, no offence to 343 Industries, makes the later Halo games/ports a little tepid. But I’ll come on to that.

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I have to admit that Halo 2 was a game, because of my lack of Xbox ownership, that took me 4 years to get around to playing. Several things get in the way of gaming when you’re just entering your 20s. You start social gaming a lot more and you don’t get as much time to play. So you sacrifice and dedicate yourself to one game. I had a good run playing the Grand Theft Auto games and the then excellent Pro Evolution Soccer series… The memories *sniff*. I was also dabbling in having meaningful relationships and doing all of that affection rubbish which meant my PC became my Laptop, became my girlfriends possession when visiting me and then became a Sims only zone. I enjoyed The Sims of course but Halo was still installed, hiding in programs menu waiting for us to sneak some playing time in together.

When I realised that the meaningful relationship endeavour was not only harder than gaming but that Microsoft’s offering had superior graphics to my Sims-top and the exclusive Halo 3, I pulled together some money and brought myself an Xbox 360. A full six months before Halo 3. Which meant that it was finally time to play Halo 2. It’s weird now, having seen and played the Halo 2 Anniversary edition, that I was incredibly impressed by how pretty the graphics were and how big the game was. Even for most PC games, and Half-Life 2 was out by this time, Halo 2 had so many different environments, two different story lines that came together, two different playable characters and a story that elevated the series far beyond its humble Science Fiction homage beginnings.

This is where I get to tip my hat to Bungie and explain why I have this love affair and why it was rekindled with Destiny, because they have directly decided which console I have brought for the last two generations. There is something about the feel of a Bungie game. It’s the perfectly designed and executed combination of easy to pick up controlling, ethereal music, absolutely beautiful concept art realised magnificently and imaginative storytelling not yet dictated by the Boxset/Netflix generation. Which is why the Anniversary editions of Halo feel so weird. They are great visually and are completely the same game as they were but the combination of them feels like Halo wearing a mask. It’s a bit like when your favourite footballer leaves your team for a rival and starts getting the goals. You like them still but it feels a bit sad.

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Which is why, when Halo 4 came out, I was sanguine. I had bid a fond and hard farewell to Halo with Halo Reach. I expected there to be more of course with the formation of 343 Industries but for my own personal journey with Bungie’s lovechild, it was over for me. And I was happy it was over. We left in a great place and we would always be friends. It was a time fondly remembered and will always bring me some glorious nostalgia when I reach into the shoebox of Halo memories. I wasn’t sure I was ready to let Halo back in to my life again. I enjoyed my brief flirtation with Halo 4. I gave it a lot of time and the same level of achievement hunting and completion I had given all of its elder siblings. But it wasn’t what it was. That spark that Bungie had lit for me wasn’t there and I knew it wouldn’t be. I wasn’t sad or disappointed. I’d enjoyed my time in the new Halo universe. But much like when your favourite bar changes ownership and gets renovated, I knew it wasn’t for me anymore.

So here I am with Destiny. I played the beta and it hit me. That feeling that I last got with Halo Reach was here with Destiny and I was excited. This was a new chapter, a new story but with the same love and affection that I had enjoyed before. That’s when I realised that my love affair wasn’t just with Halo. It was deeper and for the first time since being a PC and PS2 gamer, I fell in love with the way a studio designed a game rather than the game universe/franchise they create. I can describe the many different faucets that make this happen to me but the best way to describe it is simply thus: Fun.

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It’s fun to play! It really is as simple as that. Which is why my favourite Halo game isn’t anything directly related to Master Chief, it’s the excellent and vastly underrated Halo 3 ODST. Which is why when Halo Reach ended I was happy and I felt satisfied with the ending of this universe. Which is why when I think of multiplayer gaming I think of the private games I had with many friends of my own creation in the Forge, my version of Predator, and the good times we all had. Which is why my fondest memory of Halo is the 4 player co-op of the final level of Halo 3 where all of us kept crashing our Warthogs to annoy everyone else. And which is why, when I picked up the Destiny beta, I felt like I had picked up the fun where Reach had left it.

Destiny has just finished installing on my Playstation 4 now. I’ve been to friends houses to make sure they receive their deliveries of the game and console while they are at work. The extra content codes and season pass are all redeemed and I’ve made sure that I’ve had breakfast and coffee. Finally, I’ve come clean. I’ve opened my heart about my love for Bungie and now, for the first time in four years, I think I’m ready to fall in love all over again.

[author]

Destiny – By The Numbers

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So it’s almost upon us, that time we’ve been waiting for since E3 2013. The time when Destiny comes to us and the Traveller will occupy our time solidly for the next 3-4 months.

So how many of us are actually waiting for that? And what is the deal with the numbers behind it? Let’s have a little run down, shall we?

Publisher Activision have said, although developer Bungie have disagreed with this in part, that Destiny has cost up to $500 million to make. That would make it the most expensive video game ever developed. A record that is currently held by Rockstar’s Grand Theft Auto V. Take Two and Rockstar reportedly spend around $115 million to develop the game and $150 million on marketing it, making a grand total of $265 million in total development cost. That figure would be nearly doubled if Activision’s account of costs are true. Bungie have said that the development costs went no where near that figure and that Activison would need to tell you how much they’ve spent on marketing. Although Take Two’s Q3 profits for 2013 thanks to GTA 5 were $1.62 billion so I’m sure they’re happy.

GTA 5 also shifted 32.5 million copies to make that figure. Destiny has already got a lot of pre-orders going for it, more than Watch_Dogs. The figures suggest that Destiny has beaten Watch_Dogs previous record of being the most pre ordered game for next-generation consoles and is the most Pre ordered new IP (intellectual property) in history. So how does this work out? Time for some maths:

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The Pre Order chart for the US (dated the week ending 23rd August) shows the Destiny pre-orders at that time. That was three weeks ago though so this could have grown quite exponentially. The next-generation console pre-orders total up to around 1,584,897 copies in the US alone. (we couldn’t find the EU figures unfortunately). All format pre-orders make that total 2,016,517 units. Now looking at Amazon.com, the prices of the two most readily available copies, the standard edition and limited edition, are priced respectively at $59.96 and $99.99 for all formats. Some numerical jiggery-pokery makes that an average price of $79.98. So how much have the pre-orders potentially made them? Well that would be a cool $161,281,029… That’s just over $161 million.

That figure is of course conjecture and not at all official. That does not however show any figures for the EU and other territories and obviously cannot legislate for how many people will actually buy it on the day of release either. Those records are currently held by Grand Theft Auto V.

The records that GTA 5 holds are incredible and it would take some monumental effort to beat them. The Guinness Book of Records shows that GTA 5 sold 11.21 million units in its first 24 hours. For Destiny to do that pretty much everyone that owns a PS4 would have to buy it and at least half of the people with an Xbox One if console sales figures are to be believed. GTA 5 made $815.7 million in the first 24 hours which is more than Marvel’s The Avengers and Guardians of The Galaxy films made in their opening weekends combined. Destiny has that potential but we’ll have to wait and see. The three records Destiny could potentially break at launch are: Best selling video game in 24 hours, Highest grossing video game in 24 hours and Highest grossing entertainment product in 24 hours.

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It is something that Bungie have done before however. When Halo 3 was released way back in 2007, it completely smashed then record holder Spider-Man 3 as the biggest US entertainment launch in history, making $170 million at launch. That also beat the final Harry Potter book as well and was helped by the 1.7 million pre-orders of the game.

The figures will be interesting given that, except for Watch_Dogs, this is the most high profile next generation release. It will dictate how many other games will go about their business in the years to come of this generation. I’m pretty sure the pre-order figures for the US also don’t include any console bundle pre-orders nor do they count the digital download platforms of Xbox Live and Playstation store. We’ll know for sure at the end of the week but one thing for certain is that the business end of Destiny will be talked about for as long and in as much detail as the game playing side will be.

[author]

World of Tanks – Xbox 360 Review

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The title says it all really. World of Tanks is now on the Xbox 360. The MMO action game, which allows you to join other players around the world in rolling around in tanks and blowing each other up, is now a part of your console set up and it’s free.

Wargaming.net, the developer of this series, are beginning to branch out a lot with their franchises. The already successful World of Tanks on PC is being accompanied by sister titles involving Warplanes and Warships. But if you’re new to this, let me give you a run down of the game.

World of Tanks is a MMO that gives you multiple arenas to roll tanks around and engage in team deathmatch and/or objective games. You can choose from a multiple of different tanks from a multitude of different countries around the World War II era. You can select from British, German, Soviet, American or Japanese tanks (to name a few) and also different classes of these from light mobile scout tanks to big heavy marauding beauties.

The PC version of this has been around for four years and has had over 75 million subscribers (although that term is slightly redundant as it’s free) and Wargaming.net aim to make the Xbox 360 version just as successful by aiming for the 48 million Xbox Live users. Can they do this though, realistically in a FPS heavy online environment?

World of tanks 2To start, World of Tanks is very, very good graphically and in its content. The historical accuracy of these tanks is wonderful and it really gives an air of confidence in the game that it can deliver. The game actually transposes to the console with relative ease. The control system is very easy and quick to master and the online play is smooth and fluid. Anyone who has played Battlefield 1943 will instantly be able to pick up and enjoy this game.

It does look absolutely wonderful on a big screen and with a decent sound system you will hear and feel every jolt that a firing tank has to offer. It is incredibly immersive and as that was one of their primary objectives in making this game, they have definitely succeeded.

The game is still completely and utterly free. There are different add-ons and customisations that you can pay money for but you would get these anyway with enough level grinding. World of Tanks 360 is a “free AAA game” in the words of Wargaming.net and you can’t refute that it is AAA. But there are some reservations in my eyes.

Firstly: the maps. The maps in World of Tanks 360 are great and very well detailed. The Mediterranean war torn villages, the snowy icy areas and such typical WW2 areas are all extremely well presented. Whilst you don’t expect there to be many at a launch, you will find yourself losing the challenging terrain aspect of this game pretty quickly as you grow very accustomed to the areas. This presents a secondary problem that they are, for a console game, too big.

This becomes a problem because of the audience you are aiming for. One of the benefits of PC online play is that people will play a bit more tactically. They will learn a map, develop strategies and utilise cover in creating a big open tank battle from a distance. Console gamers don’t care as much and mostly will run headlong into melee battling, which quite obviously does not exist here. The result, especially in the games I’ve played, is that I die very quickly in the initial rush, or spend ages looking for someone to kill because everyone died very quickly in the initial rush. It unfortunately becomes repetitive a bit too soon. There is very little team or strategic nuance in the console gamer (not to be insulting but there really isn’t outside of extremely hardcore FPS clans or dedicated players) and whilst the game accommodates them, it doesn’t really suit their kind of style. This is no fault of Wargaming.net at all, that’s just an honest appraisal of the market and the niche of the genre against the FPS gaming arena.

World of Tanks, though is certainly a big step forward in console MMO terms and whilst it may seem a backward move to release a new game on an older console, the Xbox live market will be there for a long, long time before the now current-gen becomes available en masse. I don’t honestly think it will pry enough people away from their already very accessible and paid for FPS multiplayer gaming, but it is a nice diversion for gamers and should survive.

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[tab title=”Summary”]

World of Tanks 360 is a very enjoyable and encouraging MMO, completely free (bar the Xbox Live subscription cost) and accessible to all. But it does lack some longevity and might be a bit too demanding of tactics to keep a sufficiently large console fan base.

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[tab title=”Good Points”]- Free. Enough said.
– Visually well presented.
– Enough options and customisations to keep you happy.[/tab]
[tab title=”Bad Points”]- Maps a bit too big for Console gaming
– Might have a short life span for some players
– Possibly a bit too niche.[/tab]
[tab title=”Why a 7?”]It’s a free AAA game that is visually good with plenty of options and is enjoyable to play for a while, but big repetitive maps and gung-ho players might put you off too quickly.[/tab]
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Trailer

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Screenshots

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[author]

World of Tanks Interview with Marvin Hall

World of Tanks 360 launched on Wednesday 12th February for the Xbox 360, funnily enough. The PC MMO war game comes to the console, keeping the free to play model so it doesn’t cost a thing.

We sent Sean Cleaver to check it out and speak with Marvin Hall, the EU Community Product Specialist for developers, Wargaming.

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World of Tanks for 360 game launched yesterday, how has it gone so far?

It’s gone really, really well. I can’t speak enough about our EU community right now – we hit a CCU of around 35,000 on our first day so it’s really, really good.

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world of tanks xbox 360 1Have you seen any dip in the PC because you’ve gone on to console or is it still very steady?

The PC is a completely different element. We’re not expecting people to drop their PC version of WoT and jump on Xbox. The whole point of this project is to catch people who we haven’t caught yet.

This is just on the Xbox 360 at the moment. Do you have any plans to go on to other consoles in the future?

Not for the moment.

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So what’s different between the 360 and the PC versions if anything?

The 360 version is a real console experience. It’s in your living room, you have your wireless control pad, if you have a big TV or a really good sound system it really immerses you in to the game more.

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I’ve already played a bit and its controls are really easy and intuitive, have you had to adapt the gameplay to make it more console friendly?

Yeah definitely, our development team went out of their way to really make it its own title. The game is inspired by WoT (PC) but it’s its own title. For the control scheme we use, we really went out of our way to make it console friendly. Everybody from experience console gamers to people that maybe play Call of Duty once or twice a week can get the controls and play it straight away.

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world of tanks xbox 360 2One of the biggest benefits of this is its free to play, like the PC version. How do you expect that to carry on? Obviously Xbox Live is charged and you can’t avoid that element, and there are extras inside the game too. How realistic do you think it is to keep it free on the Xbox Live Arcade?

It’s going to continue to be free, that’s our business model and we’re going to stick to it. The Xbox Live gold thing is a requirement that Microsoft has so we respect that. But for free users you can get a seven-day trial of the game. So if you want to upgrade after trying the game for seven days then you can.

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With this, you have the opportunity to expand the game as well. I know you have World of Warships and World of Warplanes planned to come out, is there plans for these to come on console as well?

There’s no plan, no. We went with World of Tanks, as is it our flagship title. Everything else is in the future.

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The biggest question is probably Next Gen. As you said there’s no other console plans at the moment, how are you looking to Next Gen with this kind of model?

It’s a very attractive prospect right now, but we’re very focused on the 360 and our current player base. One of the reasons we didn’t go over to next gen to begin with is because the 360 has a player base of over 48million Xbox live users and that’s why we went with the 360.

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It’s already been said that you’re looking to capture as many people with the target being 48 million. Do you think it’s a realistically achievable thing to get that many people involved in the game like this?

I think it’s realistic. If something is available and it is free then people will try it. With Microsoft backing us, with the correct promotions, why not!

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world of tanks xbox 360 3Playing it myself I found a lot of comparisons to Battlefield 1943. How do you feel you’re going to compare against very established online gaming with games like Battlefield 4 and Call of Duty? Do you think you’ll be able to take some of those players away from that and bring them in to your fold?

Possibly. I think players are always looking for something new and with this coming on to the Xbox I think it’s quite refreshing because it’s AAA and it’s free to play. So I think users will find that very attractive.

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What’s your favourite part of this game?

Probably just playing with medium tanks. It’s my favourite type of tank and you can get everything. You can shoot scouts you can kill enemies easily… It’s very versatile.

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Anything you want to add?

Just basically thank you to all of the community. We’re going to continue to push more in game content in the near future so eventually we’ll have all of the content that the PC version has so there’s a very long lifespan to this title.

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Storytelling 117 – The Successful Narrative Evolution of Halo

It’s no coincidence that many of the writing team from Bungie for Halo have now written novels. Without trying to be condescending or arrogant, anyone can write a book. But to write a good book, imply relationships and create something spectacular requires understanding of storytelling. To suggest that this is any different in video games would be naive. The evolution from a love letter to the science fiction tropes and characters of the 80s, with nods to iconic literature, might have made survived the first game well. But as soon as Halo became more than just one game, the challenge was not to let the rich universe they had created down. Many different series in television for example have the problem of crumbling under their own weight. Without watching it myself, I am reliably informed that Lost is a good example of this.


With the limitations of the technology of the time, compared to now of course, this need to tell something entertaining is paramount to creating an enjoyable video game. It always has been and if we are honest with ourselves with any of the franchise lust/technologically blinkered vision, the problem with modern computer games. Which is sad because we all like games, we all appreciate the ridiculous sacrifice of man-hours to complete such a graphical opus and we certainly want to spend our money on them. But, and I’m going from the traditions of point and click LucasArts mastery all the way to Lego Harry Potter with this one, you need a good story if you want to make a good game. Otherwise the artists, and they are artists, will strive for hours to create a collection of pretty pixels that end up being YouTube clips. Even sports games, let’s take the FIFA series as an example, employ some form of narrative to keep the game entertaining. You have the personal narrative of besting your friends but there are Ultimate Team and Manager modes where you are basically writing your own fantasy football story with you as the great architect of it. In fact any career mode in any sports game is a narrative. Be under no illusions, this is a very interactive narrative device that the earliest of board games employed. Is the joy of winning at Monopoly simply winning? Or is it the recalling of how you carefully planned and plotted where to build your Hotels and how employed tactics to create your own empire?

Halo rose to the challenge of a potentially limited one off premise to create a ten game saga and an incredibly rich universe. Which is ultimately why I keep coming back to it. In fact I will go on record as saying I wasn’t really interested in Halo 4. I am now, having been brought it and completed it for all its worth. But I failed to see how a new trilogy for the Master Chief would benefit the story of the Halo Universe. I was happy to leave this spectre, this hero in the eyes of humanity, tragically floating endlessly in space waiting for a rescue that would never come. Because, by Halo 3, the joy for me wasn’t just playing a good game, it was seeing how it ended. I was happy because the Chief and Cortana were together and they were where they needed to be, as they were right at the beginning of Halo: Combat Evolved: On standby. I enjoyed that the games continued though as the obviously rich source of material the Halo Universe had coined was now ripe for the picking. Halo 3: ODST received a lot of criticism due to it being basically an add-on repackaged as a independent title. But I firmly believe it is the best Halo game. The narrative structure of flashbacks, snapshots and detective work was beautifully played against the artistic vision of the game itself. Dark, desolate, broody and above all, lost. Halo Reach answered some questions about why the Spartans were created and how this war started. It could have used the incredible story that Eric Nylund wrote about the Fall of Reach detailing the programme and the growing of John-117. But it didn’t. It used the universe to its advantage to create arguable a better story for video gaming. Everything that has been done throughout the Halo’s has been useful in sustaining and creating this great fiction. Which is why the series has spawned so many sequels, prequels, spin-offs, and live action features and adverts.


Take Grand Theft Auto 4 for example here of useful/non-useful in-game narrative. Girlfriends can be a useful element in its game play. They give you some bonuses when you need them. In the narrative however, they mostly benefit nothing to the overall story of the game. They allow you to play the game with a relaxation on difficulty but to this great American Dream that Niko Bellic is slowly discovering, they become an irritant to the player. It’s your judgement as to if they are worth the investment of time and stress in the game but the fact that they do isn’t because they make the game harder to complete or affect your playing ability. It’s that they take you out of the story and create another one that you feel you don’t need or takes things needlessly too far. Their inclusion is useful to the nuts and bolts of driving down the street being annoying tailed by a policeman but not to what you’re actually invested in, the story of Niko Bellic. Which is why the follow up Halo games are good. Because by the end of Halo 3, also in part thanks to a stellar cast who bring these roles to life and great musical direction, the narrative arc of the Master Chief is done, but you are invested in the Universe it’s created. You want to stretch your legs and know more. Reach out and become a part of it, more than just from behind the amber visor of the super solider. You feel like you’ve been assimilated into the ethos of Halo’s fictional future and that is very a powerful thing.

The successes for this are simple, well they sound simple. They are in fact incredibly difficult and taken utterly for granted. The first is the relationship, dialogue and evolution between the Chief and Cortana. Something that Halo 4 does very well is point out this weird duality between the two of them that one is a machine and one is human, yet the reversal of this is the basis of the relationship. They are in love, partners, paternal, and completely symbiotic. The exciting thing is that this dissolving of their dynamic in the future Halo games will change the Chiefs character exponentially and how 343i handle this. But there is something so natural and endearing between the two that has held the games together where they are involved. Secondly is Halo 2… Yes, Halo 2. This game expanded the universe successfully when, ultimately, it didn’t need to. But it did and we are thankful. The religious nature of the covenant, their society castes, the civil war, the flood, the destruction of humanity, the sheer cinematic quality and scope of the entire game really helped the series, and arguably video games (Half Life not withstanding), out of a hole to really remember how important story is to any entertainment experience. The switch from cheaper alternatives to give a game its full scope (actors, writing, development, concepts, even the inclusion of an orchestra over computer-synthesised music) lifted the console market into a new era and challenged a lot of conceptions on what actually makes a good game. Without Halo 2 being so well produced, in all regards, most of your blockbuster games wouldn’t be as good.


Of course, the universe is still key to Halo, or it is at least perceived to be. It’s not just a cult following of fans like television shows get. It’s an important part of people’s hobbies. For many years in the future, generations will recall how good they used to feel after playing a Halo game and how they don’t make them like they used to anymore. The universe is the most important part of that. Comics, movies, soundtracks, novels (although someone should really re-novelise The Flood. No offence to Mr Detiz but it was pretty rubbish) have all expanded the universe. I’m sure at some point in the future; someone will give a Peter Jackson that blank cheque to create a film trilogy. Because the source material is so rich, it would be very hard not to be able to create a decent script. I could do it and I would do it. I could even see how Halo could become a couple of television mini-series. Halo in the past 11 years has evolved in every sense, not just in narrative. Now it is taking a fresh evolutionary turn with the new trilogy. Everyone is aware that 343i can create a very good playable game. But what we really need is a great story. Halo 4 had some hints of one, but ultimately was quite forced and felt slightly stagnant in how it handled progressing the story compared to the previous games. We have another 2 games, and presumably a new console to launch, with these titles. We only hope, as fans and I as a critic, that 343i will be up to the task of carrying out the audacious narrative arc they are embarking on.

Will Defiance Defy or Defile?

Defiance.

It seems like a brilliant idea and a brilliant concept.

Here’s a “bring you up to speed” bit. SyFy in the US (the people that have brought you Battlestar Galactica, Caprica, Eureka, etc.) are launching a new show called Defiance over Spring 2013. Its premise is that aliens crash on a near-future Earth with an ark of animals and people and begin to terraform and cohabit with the humans.

Fair enough. But they are also releasing a game. Not a tie in, but a constant companion to the series. The game is set in a different city to the TV series (game in San Francisco, TV in St Louis) but it runs side by side with the TV universe. The stories, mythology and events of the series happen at the same time in the game. Characters jump from the series to the game and back out to the series to talk about what’s happened in the game. It’s what they call “Transmedia.” The game itself is a Massively Multiplayer Online First Person Shooter (MMOFPS) that will be on 360, PS3, PC and will have an iPad version. Here’s the website about it that gives you all the info and videos that you need. http://defiance.com/en/

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This has been in development for 4 years. In that time, from the TV perspective, SyFy made and cancelled at least two major (costly) series; Caprica and Stargate Universe. They’ve ended Eureka and have given a very big paycheck and primetime slot to Vince McMahon for WWE’s Smackdown. That fact that this isn’t a tie in and the whole duality of both the TV and MMO game makes me nervous because it is completely new territory. The game doesn’t make me nervous at all as a single entity. The game, if it’s a good game, will succeed, regardless of the TV series. Or it won’t (e.g. APB).

This is where my fears lay however, the TV series. For those of you who know anything about how television works you may get this immediately. For those of you who don’t, here’s how it goes:

  • Big series is developed. Lots of money goes into it.
  • Series premieres to rave reviews and large audiences. TV rakes in advertising money and distribution rights.
  • TV Execs immediately commission second series.
  • Series begins to fall mid season where not much happens. Viewer numbers tumble.
  • Series goes on mid season break. Viewers get annoyed with pointlessly long gap and forget series.
  • Series returns with more viewers but less than the premiere. Execs move it around the schedule to get best audience, but ultimately lose it because they keep moving it around.
  • Viewers fall completely with only peak at the end of season inevitable cliffhanger.
  • Second series starts and audiences drop to a third of what they were.
  • TV Execs continue to move the show around, hoping they stumble upon an audience like they’re drilling for oil.
  • Series is cancelled by mid season break.
  • Avid followers begin uproar; execs cite how much money they’ve spent.
  • Series ends and Execs have stirred the fans into such an angry frenzy, they’ll bleed money from the huge DVD sales.

That’s pretty much it. With a show idea like Defiance, it has three major problems that will lose the casual massive audience it needs to prevent that from happening. Firstly, it’s Science Fiction. This is a harsh but true problem. With the exception of Star Trek: The Next Generation, there hasn’t been a successful mainstream Science Fiction show produced in the US in recent times that has kept a casual audience. In the UK, Doctor Who may be the only example of this. But as soon as you start putting in aliens, spaceships or whatever, casual audiences turn off. Secondly, its allure is innovation. This works incredibly well in a movie environment where it is a one off. But once its been done, its old and people will forget it. For all of Avatar’s innovation for example, there is hardly anyone that will argue that the story was more wooden than Joan River’s face. As a TV series, Avatar would have been a very expensive blue turd.

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Thirdly, the idea of the computer game will possibly end its appeal. The risk is that the show begins to cater to the universe its in rather than the audience itself. The casual audience will scatter immediately leaving only the gaming audience who will either be a large community that love the game and find the TV show a distraction, or a small community that enjoy both equally but not enough to keep SyFy pumping the money into it.

I really am interested to see how this pans out because it’s a major risk from SyFy. But with great risk comes great innovation. If it works and it’s successful, it will completely rewrite the entertainment industry. Which will probably lead to Fox doing exactly the same thing, only much cheaper and with no care on what the show is about. But I fear that the American big audience, which it is mainly aimed for, will disappear. All that will be left is a core cult of people that the TV execs simply cannot justify spending multi-million dollar budgets on.

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This is an intriguing multimedia proposal, but there is one other side note. Near-future alien/human crossover shows never last very long or aren’t very good. Examples being Alien Nation, Earth: Final Conflict, V, Alf… Ok maybe not Alf, but you get my point. Even the Terminator series only lasted for two seasons and those were human looking robots! There is an often mistaken theory in all walks of the entertainment world. If you throw enough money at it, it will be successful. I just wonder if the money spent on this could have been better spent on developing many new series instead of one absolutely mega blow out. We shall see.

Edit: Just discovered Bear McCreary is doing the music. It will be awesome.