Saturday, December 29, 2018

End of the Year Reflections

Hey everyone! I hope you all have had a wonderful holiday season whether you celebrate Christmas, Hanukkah, Kwanzaa, or everything in-between. More importantly, I hope you all have been spreading cheer and goodwill towards your fellow man,woman, & child.

I will see you all hopefully bright eyed and bushy tailed in the new year!

Sunday, November 11, 2018

Destiny 2 Microtransactions: Destined for a Resurgance?

During an earnings call, Activision determined that within the last quarter sales for Destiny 2: Forsaken have not lived up to expectations. The game had been heavily promoted and was even offered as a free title for PC gamers (available until November 18, 2018). It was also made available to PlayStation Plus subscribers as part of the free games line-up for the month of September. Nonetheless, the game has been under-performing in terms of player engagement as well as market performance.



During the call itself, Activision COO Coddy Johnson stated that “Some of our other franchises like Destiny are not performing as well as we’d like...” This could be a result of the core fanbase from Destiny 1 being deterred from purchasing the sequel and subsequent expansions because of poor business practices in the past which are just now starting to show repercussions. He seems to affirm this theory as he continues claiming "We have not yet seen the full core re-engage in Destiny, which has led to the under-performance against expectations to date. Some players are in 'wait and see' mode. If you're in, you're deeply engaged. If not, we think now's the time to bring players back."

Some players and critics alike believe that Exo Cayde-6's death in the overarching storyline however, may now have proven to be a critically severe tactical error from a business standpoint. As the only character with significant personality, acting as comedic relief, the tone of the franchise has perhaps become forever marred in an edgier, grittier manner. As such, it may be that players (such as myself) have lost interest and immersion considering that the character has survived the "Red War" of the main base game, only to fall victim to Prince Uldren and his Skorn underlings immediately afterwards. This may have deterred current players from purchasing the latest DLC in a denial of cycle sort of way. By not purchasing Destiny 2's Forsaken, Cayde-6 still "lives", albeit metaphysically.

Cayde-6

Unfortunately, what this means for Activision's long-term plan is that they intend to have future content released more frequently, and most egregiously, ramp up the monetization for the game. This most definitely is NOT a strategy that will be met with welcome arms from their players as it was clearly evident with the introduction of Eververse's costly "pay-to-acquire" exclusive items.

One potential monetization alternative would be a subscription fee on top of the $60 fee for the base game and the $40 fee for the expansion packs. However, I would suggest perhaps customizeable reticles (perhaps with clan tags as a feature?) or possibly adding "bases" where players could customize furnishings and hang out with other members of their group? There are less aggressive and invasive means of increasing revenue and player engagement.

Personally, I want to know more about guardians themselves. What do they do in their free time when they are not protecting the last city from enemies of the Traveler? What do they do for amusement that doesn't involve guns? Can they even reproduce considering that they were dead and then resurrected? What effects of resurrection on the anatomy does this have? Do guardians need to eat too? During a strike mission, the Ghost casually alludes to the fact that guardians are immune to Tetanus when entering a rusted water purification plant teeming with Taken spawn. Clearly, Bungie and Activision have room to ponder these aspects of their eververse-expanding world. Given enough time, they can create content that would make the game far more enticing to hardcore and casual players.

My greatest complaint with Bungie and Activision is the constant lack of transparency as well as a distinct habit of miscommunication of goals and ideals. There have been some gross violations of player trust such as when there was an Experience Level scaling issue for hardcore grinding players. Bungie & Activision have managed to shoot themselves in the foot time and time again by not communicating clearly and effectively with their fan base and it always reflects in their revenue. It's a hard lesson to learn, but a very necessary one to abide by. Treat your customers with respect and integrity, do not shortchange them, and listen heavily to feedback (both constructive and negative).

Works Cited
 

Schreier, Jason. “Activision Says It's Not Happy With Destiny's Sales.” Kotaku, Kotaku.com, 8 Nov. 2018, kotaku.com/activision-says-its-not-happy-with-destinys-sales-1830322804?utm_source=Kotaku_Twitter&utm_campaign=Socialflow_Kotaku_Twitter&utm_medium=Socialflow.

Usher, William. “Apparently, Destiny 2 Has Been A Disappointment For Activision.” CINEMABLEND, CINEMABLEND, 9 Nov. 2018, www.cinemablend.com/games/2461140/apparently-destiny-2-has-been-a-disappointment-for-activision?fbclid=IwAR2dJVpFdJ2kFvhtA2Dzz4T7T-UQulrXE2_Fenx-5usyUYfMbw2n6XEHVsk.


Wood, Austin. “Destiny 2 Director Assures Players Bungie Is.” GamesRadar, GamesRadar The Games, Movies and TV You Love, 10 Nov. 2018, www.gamesradar.com/destiny-2-director-assures-players-bungie-is-not-disappointed-with-forsaken-despite-activisions-sales-concerns/?utm_content=bufferc8f1a&utm_medium=social&utm_source=facebook&utm_campaign=buffer_grfb.

Sunday, October 14, 2018

Level Up! Why Gamers Should Be Voting - An Article Review

In an opinionated article for GameInformer Magazine, titled "Gamers Should Be Voting, So Why Aren't We?" Senior Previews Editor Matthew Miller attempts to entice readers and gamers alike into getting politically active.

This is a critical recruitment time as the November 6th, 2018 Mid-term Election is just around the corner. Midterm elections in the United States are held in November every four years, near the midpoint of a president's four-year term of office. They are considered to be general elections that affect the offices of members of the United States Congress, including all 435 seats in the United States House of Representatives, and the full terms for 33 or 34 of the 100 seats in the United States Senate.

Unfortunately, midterm elections usually produce a significantly lower voter turnout than most presidential elections. As such, Miller appeals to gamers' sense of choice and their drive for social change. Gamers provide a youthful and unique demographic. Miller cites a 2017 Pew Research Center Study which determined that "60 percent of Americans between [the ages of][sic] 18 to 29 said that they played video games regularly" Yet, in combination with data from the Center for Information and Research on Civic Learning and Engagement, "...only 19.9 percent of people aged 18 to 29" voted in the last mid-term election cycle which was held in 2014.

So, based on these separate studies, one can infer that there is a severe lack of young adults participating in the general elections.

Now, granted that both sources of data come from different sources and their respective studies, but it does illustrate a curious discrepancy between voter turnout and the number of potential voters in that age category that were gamers, who actually went to the polls, and voted, albeit, more information would be necessary to establish a better correlation. A proper study should be conducted asking gamers in that age category whether or not they actually voted in the mid-term election.

One of the possible explanations for a lack of voter participation is that there is a longstanding belief that one vote does not make a difference or that it won't change the status quo, but that is far from the truth. Miller appeals to the current state of affairs circulating online forums and many other media outlets that are of the utmost importance to gamers. For example, he cites the issues of Net Neutrality, and mass shooting related to gun control and the blame placed upon violent video games. He also cites the terrible tragedy that befell the people of Jacksonville, Florida, on August 26, 2018 during a Madden tournament. One must also consider that there is strength in numbers and that if friends and family come together on an issue, it can make a monumental change. Miller mentions that Epic Games' Fortnite title has 125 million players. Even if a fraction of those were U.S. citizen eligible to vote and did so, the turnout would be extraordinary.

I heartily encourage my friends and family (gamers and non-gamers alike) to vote and I provide a link to the Video Game Voters Network right here on my blog to garner positive changes in our American Society. Let your voices be heard!



Works Cited
Miller, Matt. “Gamers Should Be Voting, So Why Aren't We?” GameInformer, Oct. 2018, p. 32.

Sunday, September 2, 2018

Dragon Quest XI: Echoes of an Elusive Age - Reviews Inbound!

With only a couple days remaining, Dragon Quest XI: Echoes of an Elusive Age is set to release on Tuesday, September 4, 2018. As such, major video game journalism outlets such as Kotaku, Polygon, and IGN have presented their reviews of the upcoming title, with generally favorable accolades.

Players begin the game on the continent of Erdrea as the Luminary, a reincarnation of the legendary hero Erdrick (or Loto if you go by Japanese naming). Accused of being a fraud, he is hunted down by agents of the kingdom and must team up with other unique characters in order to rid it of the dark influence lurking just beyond the bend.



Kotaku journalist Tim Rogers makes the bold statement that "This is the best Dragon Quest game" in the series. Granted, Rogers himself mentions that he has had prior exposure to this particular iteration of the franchise in that he's also logged well "...over 300 hours, starting with the release of the Japanese version in July of 2017". As such, he may be a bit of biased commentator, but perhaps noting that very fact, in and of itself, is a recognition, no, a testament that this game lives up the high standards of longtime fans. Despite this praise, another contender in the video game journalism corner reports that this game may not live up to the hype or current expectations of most other games.
According to his testimony and that of journalist, the main game takes approximately 70-80 hours to complete.

Tim Rogers praised the game for its depth and intricacy. In particular, he noted that the game has a dubious amount of hidden arithmetic and structure.

Jeffrey Parkin claims that Dragon Quest XI: Echoes of an Elusive Age "...is the best example of a Japanese role-playing game", yet criticized the overall length of the game, noting, that at times, it felt "shallow" and limited in scope. Ironically, Parkin admits that he "found himself [sic] rushing past intricately detailed locations just to get to the next waypoint." Thus, he wasn't truly taking the time to appreciate the aesthetics of the world before him.

His main argument is that many of the cities felt too similar in structure and that the NPCs tend to only provide "vague hints of where to go" and broad descriptions of the town or city in which they reside. However, this is typical of most JRPGs and despite his arguments that "Dragon Quest 11 is a linear game" most games have a beginning, middle, and end like any other linear plotline.


His further arguments seem to be that of a person whom is not particularly fond of turn based RPGs or those that involve certain nuisances or tropes. Instead, he seems to chastise that very aspect claiming that "frivolous dialogue" and text based menus bog down the experience as a whole. It's rather confusing that he states that "fighting monsters becomes an annoyance" even though there are no random encounters. That's a monumental change from typical RPGs! You can dictate when you want to hit the grind hard before and after a boss fight!

He even concedes that "It’s been a long time since I played a turn-based JRPG,". With this in mind, Jefferey Parkin perhaps was not the most appropriate candidate for this genre of game to review. Even so, he seems to at least acknowledge that those with an appreciation for Dragon Quest games will enjoy it nonetheless.

Nonetheless, I myself will be posting my own review upon completion and I for one, am excited to play this tantalizing title. (especially considering that I have only ever played one game in the DQ series, Dragon Quest IX: Sentinels of the Starry Skies for the Nintendo DS when that first came out in 2010. It's been eight long years. I need my JRPG fix.)

Works Cited

Parkin, Jeffrey. “Dragon Quest 11 Review.” Polygon, Polygon, 28 Aug. 2018, www.polygon.com/2018/8/28/17763578/dragon-quest-11-review-ps4-pc.

Rogers, Tim. “Dragon Quest XI: The Kotaku Review.” Kotaku, Kotaku.com, 28 Aug. 2018, kotaku.com/dragon-quest-xi-the-kotaku-review-1828646512.

Tuesday, June 5, 2018

Detroit: Become Human Review

Quantic Dream’s latest IP (Intellectual Property), Detroit: Become Human is a complex and intense game with multiple branching storylines that will conform to your choices with surprisingly meaningful results. A first playthrough of the game will run an average player roughly 10-12 hours so, on the outset, that doesn't seem like a very lengthy story, however, with so many alternative paths, the game has a significantly high replay value and it's incredibly fulfilling just to see what could have occurred had one of the other protagonists decided to make a different choice in an unfolding scenario.

There are three main protagonists: Connor (portrayed by Bryan Dechart) a prototype model that acts as an investigator/negotiator whose assignment is to discover the root cause of androids becoming "deviant", Kara (portrayed by Valorie Curry, recently seen as "Dot" in Amazon’s live action revival of The Tick), a housekeeper android who must care for a little girl named Alice, and Markus (portrayed by Jesse Williams whom is well known on Grey’s Anatomy) another caretaker model who looks after Carl, a renowned painter. Markus eventually believes androids should share equal rights with humans based upon the teachings of his mentor.

In Detroit, it’s the year 2038. The CyberLife corporation (largely responsible for the events that transpire) has invented affordable, lifelike androids that perfectly mimic people in appearance and capability. They can wash the dishes, fold the laundry, cook, tend to your children...they are the epitome of working class labor. However, over time, "deviancy" begins to rise and the androids begin to acquire free will. As such, the player will interact with these characters and discover their personal journeys and role in the grand scheme of the sentience movement.

Based on your decisions, you can change each androids personalities or motivations as well as the tone of their individual stories. The plethora of options are vast and numerous between chapters and checkpoints. How much control you have over the narrative varies wildly from moment to moment, from traditional and clear branching paths to more linear sections where you’re simply providing flavour (sincere, direct, or sarcastic responses).

My favorite character by far was Connor. He inevitably partners up with a human Lieutenant, named Hank Anderson (Portrayed by Clancy Brown). The initial relationship was somewhat hostile at first, but in my first playthrough, I intended to be the best partner I could to the Lieutenant and he eventually warmed up to me. He ended up being a great ally and one that was surprisingly supportive, especially in the final act. I grew very attached to both of them as they carried out their investigation. A grizzled cop and a cheerful android.

Kara’s story is deeply personal and intimate, taking on a very materialistic tone, one that is somewhat refreshing when compared to the machismo, adrenaline-fueled, and testosterone packed stories of Connor and Markus. It's a nice change of pace that provides a welcome contrast to all the running around and explosion dodging you do with the other characters.

All of the characters portrayals show a stunning amount of non-verbal expressiveness. The level of detail you can see in their faces is simply remarkable; facial hair, blemishes, freckles, and smile lines are all rendered in captivating detail with the animation showing just as much dedication. Even the weather effects are elloquently designed, with both the snow and the rain coating the characters and environments in a delicate manner. This game's environmental effects have to be some of the best implementation of weather to date. This game truly is a great experience to partake in.

One of the reasons I enjoyed Connor's storyline so much was due to the implementation of the "detective mode" allows players to scan the environment to reconstruct crime scenes, and fast-forward or rewind possible frames of time,

Markus in particular has a different ability that allows him to ‘pre-construct’ scenarios before executing them. I would have liked the opportunity to play around with this ability just a bit more, but even so, it was a neat feature that kept the gameplay fresh and unique.

SPOILER WARNING!!!

I thoroughly enjoyed seeing Chloe at the main menu screen and it was nice that she greeted you each time you booted up the game. (In my case though, I didn't realize she would comment upon your progression. I played through the entire story all in one sitting and set her free). I was disappointed that she left and that the main menu screen would not have any replacement assistant or greeter.

My biggest gripe was that Markus gains a romantic love interest in North (portrayed by
Minka Kelly), and I felt like that was very forced. It wasn't quite as gradual of a progression as one would have hope and I honestly didn't like her character to begin with, so when the option came for me to kiss her on screen, I turned her down EVERY. SINGLE. TIME. I didn't like that she was so negative and unsupportive of my pacifist approach towards gaining android freedom. As such, I was taken aback with shock and utter disgust when she attempted to swoon Markus. I simply didn't ask for any of it to happen, so it felt largely out of place.

Another issue I had was with the elevator scene at CyberLife with Connor. There were no non-lethal options and it infuriated me that up until this point I had ensured that he would not use a firearm to arm innocents nor would he disobey the android laws with regard to an unauthorized concealed carry of a handgun. Yet, the game and story would not allow me to pursue my anti-gun ideal. This even happened during the raid of Jericho and I kept asking myself "Where did he get the gun from? Who gave my RK 800 android a gun?!?" It sort of broke the immersion for me just a bit.

The characters can be quite robust and during play, gamers will grow attached to them over time, so much so that it becomes a real challenge to keep the androids away from danger and a sort of pseudo-fear creeps in during the quick time events that a character may not make it out of the scene alive with each failed button press.

The stakes were suitably high - particularly in its final act and I was adamant about Connor in particular. So much so that I was frantically trying everything I could to prevent what I would have considered to be an utter betrayal of my sanity.

Quantic Dream was extremely clever in allowing players to see the multitude of paths transparently through flowcharts introduced at the end of each chapter. This allows players to picture just how differently an intense scene could have played out if you had failed at certain points, enticing you to play through again.

Detroit: Become Human is an astoundingly interactive sci-fi drama where your choices can truly impact events to a greater and more satisfying degree than in most games of this genre.

Score:

8.5/10.0

B+ Solid storytelling with strong emotionally engaging characters

Monday, April 2, 2018

ReBoot: The Guardian Code - Needs Several Upgrades, Some Recoding, and Patchwork



ReBoot: The Guardian Code is a Canadian animation/live-action adventure produced by Netflix and Mainframe Entertainment Studios involving four teenagers enrolled in a technocratic high school, complete with unnecessary teenage drama. The four intrepid heroes consist of Austin aka Vector (Ty Wood), Tamra aka Engima (Sydney Scotia), Parker aka Googz (Ajay Friese) and Trey aka D-frag (Gabriel Darku).

The original ReBoot aired in 1994, and was a bit of a landmark milestone in animation. This was a CGI cartoon that was released one year before Toy Story hit the big screen which set the standard for the medium and propelled it forward. Several characters from the original make an appearance in some form or other (at least in the last half). Despite the acknowledgement of its origins and nostalgia, I felt like, the new series was fairly cringe worthy.

There’s an evil and mysterious hacker called "The Sourcerer", an awkard villain that tends to talk to himself. He seems to be attacking random parts of the internet in order to bring about chaos and pandemonium for no real rhyme or reason. (Audiences are left questioning his motives. What brought him down this dark path? Why does he want to cause disorder and cyber-terrorism?) The only time we ever see the fruits of the Sourcerer's labor is when the supercomputer (NOVA X3J) is stolen from the POGO Computer Systems Tech Lab. More processing power makes him formidable as a foil to the Guardians, and that's the only time his actions are ever explained in a cohesive manner.

Using his technological prowess, he revives Megabyte, a super-virus that the Guardians of the past sealed away. He then upgrades him with a new (albeit still distinguishable) look, and some formidable abilities with a built-in deletion code should he ever betray his new "master".

Audience members can easily determine that this nameless individual must be a malicious hacker because he wears a dark hoodie, with the cowl up, for the vast majority of the show’s 10-episode run. The trope that "Evil Makes You Ugly" exists here alongside a very dirty and poorly illuminated lair and thanks to a few lingering shots on his hands, we can see that he has absolutely filthy fingernails. He quite literally reeks of evil. To me, this is just poor hygiene and in poor taste. He scarfs Chinese food like a caveman and has absolutely no tact or manners. It's the kind of thing I do not want to see on the big screen.


The latest addition to the series has numerous faults, which include cheesy, outdated dialogue, problems with the acting quality during HUD (Heads Up Display) moments, and significant plotholes. (Granted, the first season is only 10 episodes, but with that in mind, more time needs to be spent addressing and fine tuning these issues.) Two episodes alone are spent trying to recover a spherical portion of data from Megabyte's throne room and the second attempt is rendered completely futile. (Why Austin doesn't pocket the orb and ensure its safety I will never know. It completely boggles my mind that he would be that irresponsible TWICE. Teenagers can act irrationally at times, but they CAN learn from mistakes.) It ends up only piquing Megabyte's curiousity even further than was necessary.

The show manages to have a nice clear shot of the "Gender Neutral" bathroom when Parker aka Googz (Ajay Friese) get a text alert from V.E.R.A the Virtual Evolutionary Recombinant Avatar, (Hannah Vandenbygaart), an Artificial Intelligence program that ends up with a humanoid body at the end of the first episode. I think this was to make the school appear more "advanced" or "progressive". It felt sort of out of place.

Personally, I feel as though the power outage in first two episodes was not made more dire and should have been. They needed to emphasize that even with backup generators, people could die without life saving medical treatments in hospitals, there would be traffic accidents caused by the blackouts, et cetera in order to really drive the sense of urgency and significance home.

Another particular concern of mine is that ReBoot: The Guardian Code just can't seem to get the tone right. One minute it's campy and cautiously optimistic, and the next it gets dark, intense, and drastic without proper gradual progression (this was clearly evident when Austin decides to visit his father's grave).

The potential risk of fatality was also something that should've been at the forefront when V.E.R.A was explaining to the rest of the Guardian what their mission objectives were. Why do they not have heart monitors in the software? Even if they're atomized into the code, (and can later bleed from wounds) there should be some monitoring visualization of increased heart rate or lack thereof.


Another complaint is that some of the terminology used is either horribly wrong, or a total mouthful when it should just roll of the tongue. D-frag has a weapon called Bashtagger? Why not just call it a Cyber Mace? They use the word "cyber" so much it's as if the term is going out of style...cyberspace itsleef is used so often that it feels as though you can make a drinking game based on every mention per episode. They also shouldn't be announcing every action or weapon they utilize. That's poor tactics.

The "Sourcerer" (terrible pun name by the way) constantly says "Impossible. IMPOSSIBLE!" during many of his botched attempts at taking over real world networks and he sounds like Asher Mir, the Fragmented Researcher from Destiny 2. (It's about as annoying as the loot drops in that virtual world.)

One thing that was sort of bothering me as well is that the series is so close to many of its predecessors that there's a lack of uniqueness (It's as if they copied Code Lyoko and VR Troopers). There should be a trope of "Genius courts Cybergirl" because Parker is just like Jeremie Belpois trying to date Aelita Schaeffer (Code Lyoko). The situation only differs slightly in that V.E.R.A was born as an Artificial Intelligence made human whereas Aelita was a human girl trapped in a supercomputer. It's only one of several similarities between the shows, many of which I feel have been ripped off completely. Googz's Proto Blaster in the third episode titled "Fortress Command" is basically just War Machine's Gatling Gun. (Honestly though, I thought that was a cooler weapon than what he ended up with later on.)

Also, another deeply odd and out of place moment is when Austin's mom mentions that she has bacon chocolate chip cookies in the oven...WHY?!? Why would the writers subject us to such horrible culinary terror?!?

Some of the plot holes of the series are also never addressed. How do the guardians have access to the school during closed hours? That's something that always bugged the heck out of me.

There's also a lot of really, REALLY bad dialogue. For example, the Sourcerer says "We're just beginning, getting started." (Yes, that's what came up in the closed captions too.) It should've been "We're just beginning to get started." It's a classic line and if it's not broken, don't fix it.

The problems in the real world are never fully organized in a coherent fashion. In on episode, Trey aka D-frag (Gabriel Darku) is in hot water with his father due to having sub-par grades. If he can't maintain a B average, he'll be kicked off of the basketball team. However, at the end of the episode, he passes the test with no signs of increased effort on his part to study other than a small reminder about semicolons from Parker. That's not how studying and preparation works...you're supposed to show the added effort to memorize and practice.

There are some nostalgic moments from the original series.

SPOILER WARNING!!!

Bob, Dot, and Enzo make a brief cameo towards the end of the series along with their "user", some random fanboy of the Guardians living in the basement of his parent's home (wow, way to stereotype there, Mainframe Studios!).Yet we never see any sign of adult Enzo or AndrAIa, the two characters I was most looking forward to.

Hexidecimal returns at the end too in order to help stir up more trouble, but nothing gets really resolved. The Sourcerer is still at large, along with Megabyte, and no one is safe.

Overall, this gets a 6.5/10.0 D

The animation is pretty good (except for the "rubberized/plastic" looking Bob, Dot, and Enzo), but everything else leaves much to be desired. Reboot: The Guardian Code simply refuses to give a proper homage to the cult classic and if anything, acts as an insult to longtime fans of the original.

Friday, March 9, 2018

Nintendo Direct - 03.8.2018



Last night, there was a Nintendo Direct special presentation which revealed a shocking teaser of Super Smash Bros. for the Nintendo Switch.

The teaser provided a good look at the Inklings (from Splatoon) as they sprayed each other with ink along with closeups of Mario and Link (from Zelda: Breath of the Wild), as well as a brief glimpse of several other characters shrouded in shadow.

The last Super Smash Bros. game had 58 different playable characters total, so it's likely that the Nintendo Switch roster will be the same size or even larger. At the very least, we can confirm that the Inklings will be included the the fighting title.

As of yet, we don't truly know if this an enhanced port of the Super Smash Bros. Wii U version or a brand-new game entirely. If it is a port, it could follow the model of Mario Kart 8 Deluxe. Mario Kart 8 was originally released on Wii U before coming to Switch which featured more content. Both the trailer and a subsequent press release remain heavily ambiguous about what form this game will take.

Nintendo hasn't announced a specific release date yet for the Smash Bros. game, but they did indicate that it will arrive later this year.

Since everyone is going to be making fan rosters, I might as well start off with my own top 15. I think honestly, that the roster could use more playable female characters and representation. It's become increasingly difficult to come up with new, highly desired additions to Nintendo's wide list of original IPs (intellectual properties).
  1. Crash Bandicoot -

    Crash Bandicoot: N-Sane Trilogy | July 10, 2018
    Following its release on PlayStation 4 last year, Activision's Crash Bandicoot remaster is coming to Nintendo Switch. As such, this can open up negotiations towards adding Crash to the third-party roster.



  2. Magnus (Kid Icarus: Uprising) - The blade that Magnus uses is quite bulky in addition to being sharp, yet he can swing it with great precision. The end of the sword's hilt is also decorated with a curved piece of metal that matches the rest of the blade.
  3. Knuckles (Sonic and Knuckles) - The current guardian of the Master Emerald, a powerful ancient relic which is his solemn duty to protect from anyone seeking to abuse it. He is also the sole remaining descendant of his clan. A trusted ally of Sonic the Hedgehog, he's gullible, but a fierce rival. He can trap the wind under his dreadlocks to glide through the air.
  4. Krystal (Star Fox Adventures) - She made her first appearance in the series in Star Fox Adventures. Krystal is the latest recruited member of the Star Fox team. She joined the Star Fox team after the Plight of Sauria, taking Peppy Hare's place as the fourth pilot.  She serves as the team's main telepath, acts as an additional fighter pilot, and is Fox McCloud's main love interest.
  5. Impa (The Legend of Zelda: Ocarina of Time) -  She typically serves as a nursemaid and/or bodyguard to Princess Zelda and often offers guidance to Link. Impa is the Commanding Officer of the Hyrule Imperial Guard and a playable character in Hyrule Warriors. She is the attendant and vassal of Princess Zeld. That is the version I would like to play as she's got a giant sword.
  6. Viewtiful Joe (Viewtiful Joe) - Viewtiful Joe is the red-costume Superhero version of Joe, an average movie lover whose world was turned upside-down when he found himself brought into the World of Movies.
  7. Twintelle (Arms) - Twintelle is a dark-skinned woman with white hair and pink highlights. Her  hair consists of two ARMS arranged in pigtails. She wears a black mask, a white sleeveless top with her emblem on her chest, tight black pants with a purple sideline all the way down, and a pair of sneaker heels. She has an athletic yet curvy build. Twintelle is a mega celebrity, yet is unstatisfied with her awards and accolades, despite being a star of the silver screen.
    8. Ribbon Girl (Arms) - She is a pop idol in the ARMS world. Her jumping ability has given her the nickname, "The Airess". Ribbon Girl has blue eyes, blonde hair, and a pink skirt. Both her hair and her arms are ribbon-like and she has a pink mask on the top of her face. Ribbon girl wears glowing dark blue earrings.
    8. Spring Man (Arms) - Spring Man has blue hair stylized like a spring and blue eyes. He wears a red and white tank top with his logo in the center and dark blue trims, and his ARMS are composed of springs.
    9. Shantae (Shantae) -The half-genie guardian of Scuttle Town, Shantae works tirelessly to thwart the plans of the nefarious lady-pirate, Risky Boots, or other forces threatening the town. The character was created by Matt Bozon and his wife Erin Bozon.



    10. Geno (Super Mario RPG) - is a warrior from Star Road and one of Mario's partners in Super Mario RPG: Legend of the Seven Stars. He is sent by "a higher authority" to restore peace to Mario's world. During the events of Super Mario RPG, he teams up with Mario's team, which consists of Mario, Mallow, Princess Toadstool and Bowser and helps them out on their quest to defeat Smithy, the main antagonist and final boss of the game. In battle, he has high attack, but lower defense.

    11. Midna (The Legend of Zelda: Twilight Princess) - Midna, a member of the Twili, teams up with the protagonist, Link, to battle Zant. She has a playfully mischievous sense of humor, and showed a somewhat cynical demeanor during most of the game.



    12. Elma (Xenoblade Chronicles X) - BLADE colonel and the team leader of the Reclaimers Division. In the prologue, she is tasked with retrieving the Lifepods that were ejected from the United States Ark Ship, the White Whale.


    13. Linkle (Hyrule Warriors) - Linkle has a courageous heart and heroic spirit, though she is far more talkative (in contrast to Link's traditional role as a silent protagonist), and has a deeply held belief that she is destined to be the legendary hero. Her grandmother, gave her a magic compass branded with the Triforce logo that Linkle considers to be proof of her status as the legendary hero, despite her fellow villagers dismissing the idea (by pointing out this is just a folkstory that everyone's grandmother says to their grandchildren). Upon hearing of the Dark Forces' attack on Hyrule Castle, Linkle quickly dons a hooded green tunic and equips herself with two crossbows that she normally uses to defend her Cucco flock from Wolfos, determined to aid Princess Zelda and the Hyrulean Forces as the legendary hero she believes herself to be.



    14. Lana/Cia (Hyrule Warriors) - Cia was originally the Guardian of Time tasked with watching and keeping the balance of the Triforce, Cia eventually began to harbor romantic feelings for the hero Link. These affections turned into jealousy towards Princess Zelda, a close friend of Link's. As Cia's resentment grew, she became vulnerable to the will of an evil being that was thought to have been sealed away long ago. With the light half of her soul driven from her body, thus becoming Lana, Cia was corrupted by the darkness in her heart.

    Lana is fiercely determined to put a halt to Cia's plans, even at the cost of her own happiness. Despite her overly optimistic nature, her natural athletic energy serves her well and allows her to quickly dive around her enemies and attack with her book of sorcery, which utilizes electrifying spells that her enemies never see coming. She has a bright spirit and positive energy, dancing and striking cheerful poses in battle.
    Cia

    Lana



    15. Sans (Undertale) - Sans is the brother of Papyrus and a major character in Undertale. He first appears in the forest after the protagonist exits the Ruins. He serves as a supporting character in a Neutral and True Pacifist Route. is a short skeleton with a dimpled smile and large orbits. He wears an unzipped blue hoodie, a white t-shirt/sweater, black shorts with white stripes, and a pair of sneakers/slippers.


    Thursday, March 1, 2018

    Violent Tendencies and Video Games: In the Aftermath of Parkland

    President Donald Trump will meet next week with members of the video game industry in the wake of the Marjory Stoneman Douglas High School massacre in Parkland, Florida which took the lives of seventeen people, on February 14, 2018.

    In order to enact more concise guidelines on gun control and ownership, the president will be participating in continuous discussions and meetings with Congressional members.

    Reporter Zeke Miller asked White House press secretary Sarah Huckabee Sanders why the president was having such difficulty in motivating a Republican majority Congress to “bend to his will” on matters of gun control.

    As many are aware, one of the less often spoken powers that the President is granted, is the power to persuade and make compromises as a sort of negotiator between political parties, legislators, and constituents. This is among the more prominently known abilities to sign or veto legislation, command the armed forces, ask for the written opinions of their Cabinet, convene or adjourn Congress, grant pardons, or host foreign ambassadors.

    According to Sanders, "Next week, he’ll also be meeting with members of the video game industry to see what they can do on that front as well. This is going to be an ongoing process and something that we don’t expect to happen overnight, but something that we’re going to continue to be engaged in and continue to look for the best ways possible to make sure we’re doing everything we can to protect schools across the country.”

    Video games have had a formalized rating system, administered by the Entertainment Software Rating Board, since 1994. The rating system established by the ESRB is designed to inform and educate both players and parents in regards to the type of content featured in the game using generally applicable terms that can be utilized universally to all video games. Essentially, it provides parents with the power to be informed and dictate which games are appropriate for their children or other family members through easily identifiable icons as well as clear, concise content descriptions.

    President Clinton (on June 1, 1999) requested that the Federal Trade Commission and the Department of Justice conduct studies of the marketing of violent entertainment media to youths and designated $1 million dollars of federal funding towards such experiments (Grier 2001, 123).

    The problem is that research in the past by the Clinton Administration has indicated that there is next to no causal link between violence in video games and school shootings. Blaming the media and the video game industry is but a mere scapegoat which will inhibit researching actual underlying causes of why individuals like 19-year-old Nikolas Jacob Cruz would pick up a gun and start attacks in the first place...if anything, these games and media portrayals of violence might enhance or exacerbate these feelings of rage or violent tendencies, but these games can not be considered the root cause.

    I personally do not foresee new research indicating anything different. As it stands, it is already difficult to do longitudinal studies because of practical and ethical reasons. Researchers cannot force participants to play the same game for weeks months, or years on end without a multitude of repercussions (i.e. fatigue, monotony, etc.).

    It’s unclear what role, if any, video games played in the Parkland incident. Nikolas Jacob Cruz allegedly pulled a fire alarm before gunning down his classmates with an AR-15-style assault weapon. Perhaps that act, in and of itself, was a last ditch effort to warn his peers, a sort of "cry for help" from an emotionally and psychologically disturbed individual.

    After all, one must ask why would one try to alert others before committing such a horrendous crime? Perhaps some shred of human decency tried to grasp his consciousness before he fired that first shot. We won't truly know until we can investigate further into the human psyche and the events leading up to this devastating tragedy.

    There are still, as of yet, no definitive studies available that adequately determines a causal relationship between violent video games and violent acts or crime. Yet, media journalists, political activists, and parents alike continue use violent video games as a political scapegoat for our violent culture despite a severe lack of etiological evidence.

    Works Cited

    PBSNewsHour. 1 Mar. 2018, www.youtube.com/watch?v=FJ0xWWlpwqU&feature=youtu.be&t=5m39s. Accessed 1 Mar. 2018.

    Sonya A. Grier (2001) The Federal Trade Commission’s Report on the Marketing of Violent Entertainment to Youths: Developing Policy-Tuned Research. Journal of Public Policy & Marketing: Spring 2001, Vol. 20, No. 1, pp. 123-132.

    Wednesday, December 20, 2017

    Movie Review - Star Wars: The Last Jedi

    SPOILER WARNING: THIS POST MAY CONTAIN PLOT DETAILS AND OTHER INFORMATION RELEVANT TO THE PLOT OF THE STORY.

    "Star Wars: The Last Jedi" the most recent iteration and second arc in the latest Star Wars Trilogy, was written and directed by Rian Johnson. It's highly recommended that you approach this film with an open mind. Avoid reading reviews if you can, this one included (unless you're like me and truly don't care about spoilers. You might be more curious as to the HOW and WHY something happened, not so much that it did happen).

    So when I went to my local theater I caught the 3:30p.m. showing on Monday, December 18, 2017. It was relatively empty (so no crying children, no teenagers on their cellphones) and overall a pleasant experience. I had to opt for that particular showing due to time constraints and it forced me to catch the film in 3D, but I didn't mind the added charge.

    Resistance pilot Poe Dameron (Oscar Isaac) is shown to be as hot-headed and rash as ever, especially after aiding in the destruction of the First Order's Dreadnaught battleship. The scene resonates with raw energy as we see that extreme sacrifices yet again are made in order to strike a devastating blow against the Empirical battalion of Tie-Fighters. General Organa however, is not pleased with Poe's insistence that the move was a victory as she views it as more Pyrrhic than anything else. The lesson he eventually does learn is that sometimes it is best to lose a battle, in favor of a tactical retreat.

    I was mildly disappointed that Finn (John Boyega) didn't make an appearance until later than I had anticipated. Apparently he was recuperating from a punishing last battle with the proto-fascist Kylo Ren (Adam Driver). (For those of you unfamiliar, proto-facism is a conceptual belief that liberal democracy is obsolete and those of a fascist mindset regard the complete mobilization of society under a totalitarian one-party state as necessary in order to prepare a nation for armed conflict and to respond effectively to economic problems.) Finn suffered severe shoulder burns and a large diagonal slash across his back from the red lightsaber Ben Solo used in Star Wars: The Force Awakens.

    The major dilemma of this film is that while Rey (Daisy Ridley) is trying to get Luke Skywalker (Mark Hammil) to come back to the fold and fight alongside the resistance (which he wants no part of), Finn and Poe along with newcomer Rose (Kelly Marie Tran) are trying to help the transport ship they're on escape from Supreme Leader Snoke's personal cruiser while their vessel is low on fuel and options.
    Old man Sywalker

    The one thing that sort of annoyed me was that the plot threads required a specific "master coder" with a red lapel flower pin on his person. He was to be located in this casino on the planet and while Rose and Finn have a nice bonding moment, they find an alternative hacker and the one that they were SUPPOSED to have found falls into complete obscurity and irrelevance. That, to me, was a bit unnecessary from an audience perspective. It's a poor rehashing of the Mos Eisley cantina scene in “A New Hope.”

    The reason that they need this individual is to bypass the security on the lead ship attacking the resistance so that they can temporarily disable the tracking mechanism and allow for a hyperspace jump with the limited remaining fuel available.

    Meanwhile, Rey has given up on Skywalker and decided to return on her own accord in an attempt to turn Ben Solo (Kylo Ren) back to the light side of the Force. She is subsequently captured and brought before Snoke, who wants to snuff her out after obtaining Luke's whereabouts. He offers his apprentice the opportunity to end her himself and in a totally expected manner, Kylo Ren manages to kill his mentor with Luke's lightsaber. It's a bit frustrating because his end was so anti-climactic and predictable. The rest of the guardsmen coming to defend him however managed to be an interesting clash as both Rey and Kylo Ren fight side-by-side, back-to-back. The truce is temporary however, and Kylo tells Ren that the one thing she seeks out most (her parents) aren't even worth mentioning.

    The Millennium Falcon, A Relic of the Past
    Her parents aren't some noble warriors, nor lost Jedi, or members of some secret society. No, according to him, she always knew that they were nobodies that sold her to traders on Jakku for drinking money. It's a sad, deflated delivery and although its perhaps supposed to show that ANYONE can be a hero and rise to the challenge, it leaves Rey quite defeated emotionally and mentally. He then offers to rule the galaxy with her by his side, but only if she lets the past die.

    Unfortunately, (perhaps unsurprisingly) there's a double-cross by the hacker while Finn is captured with Rose to be executed by Phasma. (She's still not as cool as Boba Fett and never will be. I truly wish Rian Johnson would stop trying to hype her up.) A battle ensues and during the chaos, General Organa's second in command does something that is a basic, fundamental prohibition when operating a spacecraft. She hyperspace jumps the vessel THROUGH SNOKE'S SHIP. Honestly, I never thought I'd ever see that on the big screen (let alone in 3D). That was hands down the most badass way to sacrificially decimate someone. Everyone had made it to escape pods headed towards a planet made of...red salt. (Probably made from all of the tears of the fans of the previous trilogies.)

    I find it incredibly ironic that Kylo Ren wants the "past to die" when he has been living off the heel of Darth Vader's legacy and using the Empire's Tie-Fighter and All Terrain Scout Transport (AT-ST) technology, with minor upgrades, if any. Rey and General Organa perhaps are among the few that know that those who do not learn from the past are doomed to repeat it.


    Kylo Ren

    Luke Skywalker finally musters up the courage to re-connect with the Force and the Rebel Resistance and he does so without ever leaving his serene planet. He confronts Kylo Ren and he manages to stall him long enough for his sister and allies to escape their last fortified outpost. It's eerily reminiscent of the planet Hoth, complete with the AT-ATs (All Terrain Armored Transports).

    Personally, I enjoyed the movie overall. There were enough jokes to go around and the tone of the movie was eased a bit with some of the self-aware jabs at the drama of the series. Rey's scenes tend to be the most humorous of the collection (specifically Kylo Ren's somewhat cringe-worthy shirtless scene), but in particular, I couldn't help but laugh at inappropriate opportunities, particularly the campfire scene with Chewbacca and the Porgs. This movie isn't afraid to make poke fun at its own history and the current state of affairs. There are some controversial scenes (like General Leia Organa "Force-Floating" through space to reach the hangar and doing so in the vaccuum of space, but I was fine with that too. The Jedi are "space-wizards" for all intensive purposes and anything they do should not break the immersion. After all, Darth Plagueis was a Sith Lord that "could prevent death itself". So nothing is off the table, so to speak.

    There are a few important figures and events that I've deliberately left out (as they're a bit of a treat) but they're nice subtle nods to the past trilogies and I hope that for those of you that have yet to see the film, you'll make an effort to do so to form your own opinions. It will always be difficult to capture the novelty and sheer exhilaration of the original films, but thus far, these new additions seem to hold their own.

    Rating Score

    8.0/10.0
    Letter Grade: B

    Monday, November 6, 2017

    A Keenly Human Element - Detroit: Become Human

    During a recent press event in Paris, Quantic Dream presented their latest gameplay demo of their new IP (Intellectual Property), titled Detroit: Become Human. The game is being directed by David Cage.

    I suppose the most controversial portion of the screening needs to be addressed first and foremost...the trailer depicted acts of domestic and child abuse as well as graphic violence.



    Kara, an android housekeeper, bears witness to an American father’s psychological and physical abuse of his daughter, Alice. However, she is not merely a witness, but a potential foil to the antagonist within this particular scenario. She (and thereby the player, via proxy) is capable of intervention. How the player goes about doing so however, is the key factor in preventing further conflict escalation. One's choices will affect the narrative in a multitude of different ways. Does Kara try to talk to Todd in order to calm him down? How does he respond? Will she take a more aggressive approach? Does she take Alice and flee? A world of possibilities is only a button press away. Yet, every choice has a consequence...If nothing is done, Alice will end up dying, making her death the least desirable outcome.

    Todd is shown to be an aggressive father who has been left by his wife. Having lost his job “because of androids,” he lives with his daughter in a shanty house in the suburbs of Detroit. Kara had already been damaged by Todd once before and her memories have since been reset.

    There has been a longstanding status quo between game makers and players not to address taboos and political aspects in games because of a prevailing notion that this particular medium is not suitable for handling the gravity of certain real-life situations or moral choices appropriately. As such, there has perhaps been a stagnation of meaningful narrative in games. David Cage and his development team's production may work to rectify this by treading through these uncharted waters, so to speak. Addressing difficult subject matter however makes navigating potentially more perilous for the medium’s writers and designers.


    Conversely, this type of setup isn't all too different from those old "Choose-Your-Own-Adventure" books from the 1980s, where readers would, at the end of each plot milestone, make a dramatic choice, and then turn to the indicated page to see how the choice played out.

    "Art imitates life, but should there be a limit to what is shown?"

    Despite that comparison, it is still quite possible that gamers will see the game as a trivialization of needing only to make the “correct” choices in order to resolve such situations. Many people may feel that such choice is a misrepresentation of the reality of those who has suffered from, or who knows a survivor of, domestic abuse.

    Now, Kara's story isn't the only focus of the grand, overall plot. In fact, there are at least three protagonists total, all of which have interwoven plotlines. One such, involves the Android negotiator Connor, who is sent to try to determine what events transpired during a hostage situation and prevent another Android, Daniel, from causing harm to come to a young girl. By investigating the crime scene and talking to SWAT personnel, the odds of success increase dramatically within the allotted time.



    The third Android, Marcus, is trying to start an Android revolution. Recently gaining sentience, he must decide whether to make his demands known through forceful protest, or peaceful persistence.

    Connor and Kara's storylines seem to be the most interesting of the three (at least to me), but perhaps in time we will see more of Marcus' inspirations and motivations.

    It takes an incredible amount of courage to tackle extremely unpleasant themes or portray traumatic scenes, whether it be in game design, movie making, or other artistic design. We still need to be cautious of the glorification of and desensitization to, violence.

    Saturday, September 23, 2017

    Opinion Piece - My Destiny 2 Review

    Well, folks, I caved. I figured it would happen, but what can I say? I enjoy my first person shooters (as long as they have elements of customization). I picked up my copy of the game through Amazon for $51.83 (Savings of $11.97 compared to the MSRP of $59.96). At least I didn't pay full price. I know I'll have to hop on the DLC Expansion bandwagon soon enough, but I feel as though any and all delay in payments towards that inevitability are a boon. Spoilers may follow.

    In Destiny 2, the last safe city on Earth has fallen and lays in ruins, occupied by a powerful new enemy, named Dominus Ghaul and his elite army, the Red Legion.  Guardians are being attacked mercilessly after losing their connection to the Light and thus, by extension, the Traveler. Without their powers, they can no longer resurrect after death, leading to a whole new wave of Guardian genocide by the hands of the Cabal.

    I'd say that the overall campaign is quite short, clocking in at roughly 10-12 hours of gameplay per character. The final encounter ends up being a bit counter-intuitive as some of your super abilities restrict you from actually being able to hit Ghaul effectively while he is mid-air (depending upon your class and subclass). It can be a bit frustrating as it's almost mandatory that you have a projectile-based ability, especially considering that the game provides you with near infinite super meter refills. You can still shoot him as per usual with your gun, but when the game itself offers you a chance to rain vengeance in a near limitless fashion with your ultimate ability, you'll definitely want to partake.

    If the original Destiny was a 6.5-7.0/10.0, this game is probably a 7.5-8.0/10.0 on my grading scale.

    Those players who were turned off by the original's lackluster storyline and numerous plotholes may find enjoyment jumping back into the franchise now as the plot feels much more in depth and emotionally compelling. The exploration of the game's overworld was at times, forced due to the lack of the ability to use your Sparrow (a speeder reminiscent of those used by Stormtroopers in Star Wars) until after completing the campaign. (Oddly enough, sparrow horns seem to be largely absent from this game...)

    However, this restriction allows for players to appreciate their surroundings and perhaps wander into an unexplored cavern to discover a "Lost Sector" of the map. These are often cavernous expanses with numerous enemies and a Loot Cache that can only be opened with a "Key Code" that is usually in a powerful enemies' inventory. By defeating the Fallen Captain (or equivalent) players can claim the treasure inside.

    Unfortunately, there are no new character classes in Destiny 2 nor are there any new enemy types (beyond the War Beasts that the Red Legion have in their armada), yet, there are some changes to the existing character subclasses.

    My Exo Warlock named "F33db4ck"

    The Hunter's Bladedancer Subclass has now been replaced with the Arcstrider which summons an Arc-empowered staff that can be used for extreme close-quarters melee combat. Unfortunately, it means the loss of the invisibility powers associated with the previous type.

    The Sentinel Subclass replaces the Void Defender Subclass from the original game. It's still able to utilize the Ward Of Dawn ability, but only with the "Code of the Protector" Skill Tree/Perk Set. The Super Ability allows for Titans to use a shield as a projectile similar to "Captain America" from the unrelated Marvel Comics Universe.

    Finally, the Solar-based Dawnblade Subclass has now replaced the Sunsinger Subclass. Unfortunately, this replacement comes at the price of being able to self-resurrect after being killed. However, Warlocks can now weave Solar Light into blades and smite foes from the skies.

    At this time, players can not choose what Heroic Strikes they wish to partake in, nor can they choose a Strike's difficulty level (i.e. Easy, Medium, or Hard). There is however, a Prestige Level for Raids and Strikes, the latter of which has a recommended light level of 300. Everything has being orchestrated into two playlists per category: Strikes or Nightfalls in the one and in the Crucible, it's either Quick Play or Competitive Mode (Trials of the Nine is only available during the weekends). The missions are selected randomly for the Strikes and the Nightfalls change weekly.


    Nightfall missions themselves have gone through a change as well. In Destiny's first year, the fireteam would be kicked back to orbit the moment everyone died, and they would have to restart the entire mission from scratch. However, that restriction was inevitably removed in Destiny's second or third year. Now, in Destiny 2, the restriction is that the Nightfall missions are on a countdown timer and must be completed within the limit or the party is returned to orbit to start anew. This can be a bit frustrating for players if the mission itself is particularly difficult. There is some respite though in that nearly every week there is a new objective that might allow participants to extend the time as it depletes. In some instances, it may be leaping through Vex Temporal Rings, in others it may be a requirement to shoot blue Vex Oracles (light blue boxes). Each success adds an additional 30 seconds to the clock and every second counts (especially for the boss fights at the end!). However, there are often modifiers present that can help or hinder fireteams, depending on what is generated.

    Also, all of the multiplayer modes (except for the Raid and Strikes) are in in a 4v4 setup. It is no longer 6v6. This makes combat against other players a more "tactical" affair. On the one hand, this can be less of a mad chaotic clash, but on the other, it means that stages may feel too large or too small comparatively. It completely changes the pacing of the competitive scene especially considering that grenades and shoulder charges don’t always kill in one hit. Each match may feel a bit sluggish compared to the fast paced action of the original. Also worth mentioning is that in these game modes, power ammo can only be acquired by ONE team member each time it spawns, so you have to make each use count and designate an appropriate player. This can lead to more clear-cut clutch moments and perhaps a fewer cheap deaths. But it also may mean that one guy on your team with terrible aim ends up hogging all of the power weapon ammunition.

    My favorite Hunter Helmet, the Celestial Nighthawk

    Public Events now appear on the overworld map with countdown timers and quite a few players will join up to participate, but only through certain actions will the public event transition to a Heroic Public Event, which includes better rewards. These are usually more challenging to initiate, and unfortunately a bit more difficult to coordinate. While these occurrences happen often and are a welcome addition, they leave little in the means of variety, especially on the smaller planets. This means that if you're on the moon Titan, for instance, you're going to get really tired of seeing the same Fallen Walker (Spider Tank) three to four times in the last hour, despite needing to do several public events for a weekly Flashpoint challenge. Granted, there is an alternative public event featuring the Hive, but there isn't much variation to cycle through.


    As for the cutscenes, some really terrific work has been performed. The voice lines are great and Nathan Fillion's performances as Cayde-6 are always a treat. There are a few quips and jabs at his character along with some more depth to Ikora Rey (portrayed by Gina Torres) and Commander Zavala's (played by Lance Reddick) personalities. Whereas the Awoken Titan is unwavering in his plan to assault Ghaul, we see a Human Warlock distraught, and rife with self-loathing to the point of nearly giving up hope.

    Another improvement is that the time spent bouncing in and out of orbit has been drastically cut. You can travel directly to any planet you want to from the main HUD. It's still a nuisance that the loading screen is your ship traversing the cosmos without you being able to interact with it in any way, shape, or form, from orbit, but the duration of such has been significantly reduced at the very least.


    Trading weaponry, gear, or shaders is still not possible in this latest iteration, which to some may be a bit of an annoyance. Especially since now that Bungie has decided to make shaders a single-use consumable resource. Shaders are cosmetic items that can be applied to armor to give it a color scheme that’s different from its original look. You can now customize individual pieces of armor, guns, or your ships with unique and colorful shaders, however, if you use that shader, it's gone for good, even if you dismantle the equipment you have attached it to. This is further complicated by the rarity of certain shaders and the fact that Tess Everis, the Eververse Trading Co. vendor, requires players to spend "Bright Dust" in order to purchase the more lucrative and legendary ones. This is occasionally obtained when opening a bright engram, or dismantling sparrows, Ghost shells, et cetera, but for the most part, Guardian Players will be acquiring Bright Dust by purchasing Silver with actual money. (I actually earned 1,300 units of bright dust from a Bright Engram. I'm debating what I should use the funds for...) She does provide additional (mostly cosmetic) items for our real world currency in the form of bundles, but the drops are always random. These purchases are known as microtransactions and are typically viewed in a negative light by most gamers as a poor business practice.



    Players used to buy shaders from the vendor Eva Levante with an abundant, in-game currency called Glimmer, hence the outrage. The pivotal component of how shaders worked in the original Destiny was that they were permanent items. Once you unlocked a shader, it was tied to your account forever. Your entire shader collection was available for browsing via in-game kiosks, and your character could hold up to nine of them at once. There was only one major gripe that Destiny players had with shaders: They were an all-or-nothing style choice. When you put one on, the shader's color scheme was applied to your entire set of armor not individual pieces.

    Granted, there is a new system in place with bright engrams every time you hit the level cap past 20, allowing Guardians to acquire some of these accessories freely, but it still forces players to make frequent trips to Tess Everis' kiosk. This is perhaps an attempt to entice someone to make an actual purchase. It's most likely, a psychological marketing tactic. This could be the "Foot-in-the-Door Method" at work.

    Disappointingly, Destiny 2 doesn’t take the time to explain how its upgrade and infusion systems work. Mods can be a bit confusing at first glance and they eventually become a critical addition to gear later on. A missed opportunity for insightful exposition to be sure.


    World activities, PvP, and Leviathan all have different group size requirements, meaning you’re often a person short for some activities or forced to abandon a team member when transitioning from a four-player Crucible PvP match into a three-man team activity like a Strike. This is a glaring issue.

    The new Clan system in Destiny 2 does a great job of giving people a reason to stick together and rewards players for every milestone they achieve.

    I think that the biggest saving grace of Destiny 2 is the feature called Guided Games (currently in beta) that allows experienced teams to queue into a lobby that brings along a new player which permits clans to teach players how to participate in say, a Nightfall Strike or the Leviathan Raid. Conversely, as a Clan or group, this is a suitable method of recruitment if the player in question is agreeable and skilled. The Guided Games option requires player to not only have a microphone, but it demands an agreement to a series of guidelines for acceptable conduct. If the agreement isn't accepted within sixty seconds, the player must start the waiting process all over again. It's a standard affair and the rules are determined by Bungie, but it can be a slight nuisance if you forget to select the "Accept" option while waiting (up to four minutes or longer) in queue. Raid wait times have been even longer at roughly 45 minutes+. This is absurd and most players are better off using the past method of trying an LFG page.

    I myself have yet to participate in the Leviathan Raid at the time of this review, however, testimony from my closest friends and colleagues has revealed that it is quite a challenge, both mechanically, and mentally. Fireteams will have to be well co-ordinated in order to meet and exceed Bungie's high standard of puzzles and intense boss battles.



    I haven't had the opportunity to play Trials of the Nine either, Destiny 2's answer to the previous Trials of Osiris but the current meta of the game thus far essentially demands the use of the MIDA Multi-Tool Scout Rifle. It has become the leading gun in competitive multi-player and Bungie has released an official statement claiming that it is working as intended and that there are counters to that weapon, but many argue that it gives an unfair advantage despite being fairly easy to acquire.

    I myself utilize auto-rifles primarily (I hate burst fire because you have to repetitively click the trigger button. I prefer to press and hold.) and thus, I probably will not be utilizing the gun once obtained. I do enjoy my precision shots, but I specialize with sniper rifles. Plus, with an auto rifle, you have a higher rate of fire, and more hit markers (which helps the lag compensation).

    Overall, the game feels like two steps forward, one step back. The series has potential, but it's never fully realized. There is always something that bogs down this game's level of enjoyment for me. It's usually something that could be easily fixed and that just serves to frustrate or confound me even more. With the Guided Games, it's certainly an improvement from using third party websites to organize a fireteam, but regular matchmaking would still be better considering the obnoxiously long waiting times.

    Letter Grade: B- or C+

    Replayability: Fairly high, despite some repetitiveness and monotony

    Score: 7.5-8.0/10.0 (I'm leaning more towards 7.5)

    Edit: So, I've managed to try both Trials of the Nine and the Leviathan Raid since this post was initially written. I've tried nearly every aspect of the Raid and completed it. It's not too difficult if everyone is oriented with where enemies spawn and what actions to take with regards to when. I have now completed the Platinum Trophy for Destiny 2. As for the Trials of the Nine, I haven't gone flawless, but with one victory, you can travel to see the Emissary of the Nine, thereby unlocking that trophy as well. PvP has unfortunately, devolved into the current Meta of needing to possess either the MIDA Multi-Tool or the Hard Light exotic Auto Rifle in order to succeed. The former aiding in movement, the latter aiding via ricocheting energy bullets in closed quarters. It's unfortunate that there is little variation amongst players outside of those two weapons. In light of this, my opinion of the game remains to be relatively neutral. It's a step in the right direction on one hand, and fundamentally flawed in the other. Time will tell if players have been swindled or not when the next DLC is announced and we get to see what is offered or what was cut from the initial launch.