Excessive Monetisation
I have numerous happy memories from playing Super Mario Kart on the SNES back in the early nineties. It was at the time and remains so today, a truly great game because it’s fun, very accessible and inherently social. Hence over the years there have been multiple iterations of Mario Kart across all of Nintendo’s platforms. All of which have been well received and provided gamers with what they want. In many ways it is one of key titles that have made Nintendo a global success as a gaming company and a brand. If you see any advertising featuring Mario and friends in go-karts, then it can be taken as read that the game will be a yet another great instalment of the franchise. Or can it? Which brings me neatly (and sadly not happily) to Mario Kart Tour; Nintendo’s latest foray on mobile platforms.
I have numerous happy memories from playing Super Mario Kart on the SNES back in the early nineties. It was at the time and remains so today, a truly great game because it’s fun, very accessible and inherently social. Hence over the years there have been multiple iterations of Mario Kart across all of Nintendo’s platforms. All of which have been well received and provided gamers with what they want. In many ways it is one of key titles that have made Nintendo a global success as a gaming company and a brand. If you see any advertising featuring Mario and friends in go-karts, then it can be taken as read that the game will be a yet another great instalment of the franchise. Or can it? Which brings me neatly (and sadly not happily) to Mario Kart Tour; Nintendo’s latest foray on mobile platforms.
Mario Kart Tour is a litany of gacha mechanics, multiple currencies and gated content. It’s a game that’s designed upon grinding through levels and earning currencies. Racing go-karts appears to be very much a secondary consideration. Naturally the game has the traditional Nintendo aesthetic, with the colourful environment and characters looking great on a modern smartphone screen. But it’s all superficial, as the game itself is hideously compromised by its monetisation. Characters, tracks and vehicles are locked behind pay walls that you can grind for, or if you prefer, spend some money to access. In its base form Mario Kart Tour is little more than a gaming tease. If you want to actually play the game in any meaningful sense, then you have to pay. And then there’s the insanity of the Gold Pass, a £4.99 monthly subscription allowing access to the 200cc racing class, which gives the highest point rewards and the best races. A price point that also buys you access to Apple Arcade and a hundred of the best mobile games around.
However, Nintendo are not the only company that’s happy to push ahead into the realms of excessive monetisation. Ubisoft have seen triple A gaming as a “service” for several years. However, the recent release of Tom Clancy's Ghost Recon Breakpoint takes monetisation to new levels. There’s such a degree of microtransactional content it’s almost as if Ubisoft are trolling their player base. Skill points, crafting materials, weapons and their associated upgrades, are available to be purchased, right from the get-go. All of which have a direct impact on gameplay. And folk use to balk at the idea of a paid season pass. Plus some of the items in the in-game store are exclusives and not available by any other means other than paying. Considering that the base game (or should I say empty shell of a game) costs £60, it raises the question exactly how much must a player spend to have access to everything? Assuming that you are then presented with a fully functional game. I’m sure the answer to that question will emerge in the days to come.
Yet despite the egregious nature of such excessive monetisation being as plain as the nose on your face, a large percentage of gamers don’t appear to care. Mario Kart Tour was downloaded by 90 million unique users in its first week, which is six times more than Nintendo's second most popular game. It is too soon to ascertain sales data for Tom Clancy's Ghost Recon Breakpoint as the game is currently in early access for those who pre-ordered and formally launches on Friday October 4th. But this is one of Ubisoft flagship franchises and I’m sure anticipated sales will feature heavily in their Q4 revenue targets. The bottom line is there is a lot of cognitive dissonance in the gaming community. People are happy to pay lip service to complaints of excessive monetisation yet end up doing the complete opposite and supporting the very thing that is the “problem”. Some gamers are enabling and validating the questionable practises of certain publishers and in doing so contribute to video games being held hostage by untrammelled greed.
Video games are a commercial undertaking and no one thinks that game developers and publishers shouldn’t be able to make a profit. But like any other consumer industry, video games needs to be a balanced and realistic quid pro quo. Payment should provide you with a fully functional game. Paid additional content should be an adjunct and not integral to the proceedings. If there must be microtransaction then make them cosmetic, although this also comes with its own set of problems, depending on the games core demographics. But the whole concept of “pay to start” is questionable in so far as you have not really been sold an entire product that is fit for purpose. Logicly, there will come a point when companies such as Ubisoft will go too far and finally the majority of gamers will simply say “no”. The film industry has had several tent pole movies woefully underperform leading to a re-calibration of business practises. Will we eventually see a record number of triple A games fall flat on their face? It’s not impossible. But the biggest question is when?
I was playing Battlefield 6 recently and was experimenting with the mortar. If you stick with it and take some time to become familiar with its foibles, it can be an effective weapon. It can suppress the enemy, destroy equipment and provide useful cover for your own team. I remember thinking “I wonder if artillery could sustain a game on its own”. Artillery is an interesting feature in Hell Let Loose, although it is a little more complex in its game mechanics. I believe artillery is also available in Wardogs. I therefore spent a while looking online to see if there was a dedicated artillery simulator available or at least a game where it was a key feature. There nearest thing I found was Iron Nest, a dieselpunk heavy artillery game which looks interesting but isn’t quite what I seek. So I parked this idea and moved. Tonight, while perusing YouTube, I stumble across a teaser trailer for a game called Flak Simulator, currently under development by Horseman Interactive. It appears to be exactly what I am looking for.
I recently tried to use DLSS 5 Manager with the MMORPG, The Lord of the Rings Online. Unfortunately, things didn’t work out. Today I undertook a similar experiment with AMD Neural Rendering, which is a broadly comparable product. Both utilities use 3D-Guided Neural Rendering, an AI technology that alters how lighting, reflections, and textures look in a game. Instead of just upscaling the image like older versions, DLSS 5 uses an AI network to instantly "re-render" lighting and material responses over the game's layout, achieving photorealistic details that would normally negatively impact a graphics card's performance. Or to put it in less fancy terms, the game graphics are enhanced and modified, although it is highly subjective as to whether the end results are an improvement. However, as a game such as LOTRO is unlikely to ever receive a major graphical overhaul, tools such as these are the nearest players will get to revised graphics.
The core game code and engine for the MMORPG, The Lord of the Rings Online, is about 24 years old. LOTRO began originally as Middle-earth Online, developed by Sierra On-Line in 1998. Turbine took over full development of the project in 2003/2004 when their parent company, Vivendi Universal Games, acquired Sierra. The content that had already been developed by Sierra was abandoned and Turbine created a new game using structural elements such as the UI and game engine from their previous release Asheron’s Call 2 from 2002. The Lord of the Rings Online: Shadows of Angmar was officially released in April 2007. Hence, the active public release code is 19 years old. Despite continuous expansion and updates, along with a recent migration to 64-bit architecture, the foundations of LOTRO retains a nearly twenty year old legacy framework. This frequently contributes to modern technical hurdles and engine constraints.
A few years ago, there was a fan created project to provide voice narration of NPC dialogue in the MMORPG, The Lord of the Rings Online. This mainly involved capturing the text in the quest dialogue windows and then sending it to OCR software, before using a text-to-speech program to read it. LOTROVoice as it was known, broadly worked but the creator stopped developing it as it proved troublesome to maintain. However, I recently discovered Khazad Voice TTS which is a separate project that does pretty much the same. I went so far as to install this “immersive AI narrator for LOTRO” after seeing a YouTube video of it being used successfully. Sadly I ran into issues configuring Khazad Voice TTS, because I have two monitors and LOTRO runs on the secondary (by my choice) and not the primary. I couldn’t “lasso” the dialogue windows in LOTRO during the calibration set up, which effectively prevented me from completing the process.
Throughout yesterday and early today, there was an issue logging in to the MMORPG, The Lord of the Rings Online. Upon starting the game launcher, it would attempt to connect to the patch server to download the latest game update. This process would start but then subsequently stall at 33%. The launcher would then attempt to reconnect to the patch server every 60 seconds but could not make any further progress. Some players found that if they left it long enough, it would eventually complete the download and the launcher then progress to the next screen where they could input their username and password. However, for the majority of LOTRO players the problem would simply persists and the launcher would be stuck in a loop. Some players attempted to reinstall the game or use the repair data facility in the launcher but neither of these proved to be successful workarounds. The patch sever needed to be bypassed to resolve the issue.
I’ve been playing Fall Guys since its launch in early 2020, during the start of the pandemic. It is a fun, family friendly multiplayer game which is has proven popular with my grandchildren. Despite the game’s acquisition by Epic, it has maintained a sufficient level of popularity that has seen it ported to all major gaming platforms. Fall Guys is free to play but like most multiplayer games, there is a season pass and an in-game store. However, these monetised aspects are not essential to enjoy the game and the overall marketing of emotes and skins is nowhere near as invasive as it is in Roblox. In fact many of the players I see while in-game have default skins, indicating a regular casual player base. However, although game seems to be maintaining its popularity, it has several bugs that appear to be be persistent. Bugs that the developers claim have been resolved. Some can be addressed by players. Other at present cannot.
I find the concept of in-game radio stations fascinating. They’re an enjoyable aspect of open world video games and I have discovered several artists this way. They’re certainly a big deal as far as Rockstar Games are concerned, because the music selected for GTA VI is another important facet of the overall marketing campaign. So far, between two trailers and the sprawling extended look on Netflix, it has been determined that Tom Petty, the Pointer Sisters, Sexyy Red, Depeche Mode, Phil Collins, Birdman, Lil Wayne and the Bellamy Brothers are all part of the game soundtrack. That’s a very eclectic selection so far. Furthermore, there will be a 34 track album released on physical media (vinyl and CD) in conjunction with Atlantic Records.
Two years ago I wrote a post about fine tuning your graphics in the MMORPG The Lord of the Rings Online. Apart from installing ReShade and using AMD Adrenalin, the options were somewhat limited, due to the game’s age and multiplayer status. Since then, I’ve been playing LOTRO with the game settings maxed out, a custom ReShade profile to make the colour palette more vivid and Radeon Image Sharpening enabled within the AMD software. The game looks clear, crisp and the draw distance is pretty good for an ageing game but I still wish the graphics could be tweaked further. Hence, I’ve been trawling the internet in a vain attempt to see if I can find any third party utilities that could be used to enhance LOTRO further. During the course of my search I stumbled across DLSS 5 Manager. This is an open-source, intelligent utility and one-click mod installer designed to inject and manage Nvidia's DLSS 5 neural rendering features, ReShade, and OptiScaler into PC games.
Hellraiser (1987) was one of he most innovative and intelligent horror films of the eighties, with its cerebral and sophisticated exploration of pleasure, pain and the supernatural. Sadly what was a great concept for a single film was turned into yet another horror franchise. The resulting series of increasingly inferior sequels ultimately diminished the central idea. However, in recent years several horror “brands” have found a new lease of life via the medium of video games, so the announcement of Hellraiser: Revival last summer piqued my interest. The fact that author Clive Barker was directly involved certainly raised my expectations. However, even though video games have a history of depicting sex and violence, would the medium be able to fully embrace the true nature of Barker’s original novella and original film. Having played through the newly released demo for Hellraiser: Revival, I believe the answer is a yes.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
Some video games lend themselves to being set aside and resumed at a later date with zero consequences. These are often casual games with no major goals other than having fun while playing them. Fall Guys is a great example of this. You have a cartoony avatar that participates in zany group races, filled with obstacles. You run, jump, climb but the controls are far from difficult. You may well become skilled but such things are mitigated by the other players as they stumble around. You’re not at the mercy of apex players or “try hards”. It is not a game about winning and mastering techniques. The fun comes from playing it and the unique experience you have each time. I’ve been playing this game, on and off, since it’s launch in 2020 and in that time I have only ever won once (winning requires you to win a series of 4 to six individual races). However, whenever I pick up my controller and play Fall Guys, I have fun and the game lifts my spirits.
I recently completed the main story in Tainted Grail: The Fall of Avalon. In total I spent about sixty hours playing the game. I began at the start of the year, then took a break for a while but returned to it recently because I wanted to see if I could unlock a specific ending. I did manage to do this. Like so many other RPGs, Tainted Grail: the Fall of Avalon has a central storyline, along with a wealth of side quests, based around factions in specific zones. I think I possibly completed about a two thirds of these. However, once I finished the main story, my interest in the game began to wane. I finally left my character in the last major quest hub in case I wish to return at a future date. I then logged out of the game and uninstalled it from my PC to free up space for whatever I was to play next. In this case its The Sinking City 2. None of this is a negative reflection on Tainted Grail: the Fall of Avalon. I enjoyed the time I spent playing this quirky RPG. I simply had my fill and left to play something else.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
Ghost Recon Breakpoint - No More Squad Support For Solo Players
Ghost Recon Wildlands was my introduction to this long-standing Ubisoft franchise. I bought the game a year after launch so got a good deal on a comprehensive package of all the content. Broadly I like the game and really enjoyed the massive open world environment. Although there was a four-player co-op option, I tackled the game using A.I. teammates and didn’t find them as problematic as some player did. Perhaps their tactical deficiencies were more prevalent at higher difficulty levels. As for the characters’ cheesy dialogue, it really wasn’t a problem. Most banter between friends in real life is far from erudite. So it is unrealistic to expect witty ripostes and “puckish” epigrams from a squad of special forces soldiers. Overall, I found playing through the game this way, rather than with other players a far more enjoyable experience. I could take my time, plan my strategy and my AI team mainly did what I expected them to do. For a player of my skill level, this was a win, win situation.
Ghost Recon Wildlands was my introduction to this long-standing Ubisoft franchise. I bought the game a year after launch so got a good deal on a comprehensive package of all the content. Broadly I like the game and really enjoyed the massive open world environment. Although there was a four-player co-op option, I tackled the game using A.I. teammates and didn’t find them as problematic as some player did. Perhaps their tactical deficiencies were more prevalent at higher difficulty levels. As for the characters’ cheesy dialogue, it really wasn’t a problem. Most banter between friends in real life is far from erudite. So it is unrealistic to expect witty ripostes and “puckish” epigrams from a squad of special forces soldiers. Overall, I found playing through the game this way, rather than with other players a far more enjoyable experience. I could take my time, plan my strategy and my AI team mainly did what I expected them to do. For a player of my skill level, this was a win, win situation.
Hence, I was pleased to learn of a direct sequel to the 2017 game and watched the announcement trailer for Ghost Recon Breakpoint with interest. Frankly, these sorts of videos don’t really give you much information about the nuts and bolts of the game, so I then decided to see what a few websites had to say about what was on offer. It didn’t take long for me to read a short paragraph that effectively killed my interest in Ghost Recon Breakpoint dead. It would appear that Ubisoft have elected not to address the shortcomings of the squad A.I. in this iteration of the game. Rather than increase their functionality and give the player greater control over their actions, they’ve simply removed them from solo play. If you want the support of a full squad you will have to play with other players and endure the problems that are inherent with such a system. According to Emil Daubon, the lead writer on the game “the mission statement that we received was we want to create a fantasy that replicates being alone trapped behind enemy lines. Ultimately, if you choose to play a solo, you have the option to immerse yourself deeply in that aspect of the fantasy. The A.I. teammates would have taken away from that”. Yeah and if my Granny had wheels, she’d be a wagon.
I really dislike this ongoing mindset of primarily placing a player’s enjoyment and progress in a game, in the hands of other players. I don’t enjoy being reliant on random strangers, all of whom have different play styles, varying ability and personal notions of what is or isn’t “fun”. Perhaps the biggest problems for me is that such auto-grouping systems have zero impact over issues such as social skills and one’s ability to interact with others in a commensurate fashion. The alternative to this is to play with friends but most of the people I have on my various friends lists tend to play different genres of games. I doubt if I know anyone who will play Ghost Recon Breakpoint. If I do, then there’s the logistics of arranging a suitable play session that suits respective time zones. Another issue that stems from removing the A.I. squad is that solo players are now at a disadvantage when it comes to effectively using vehicles. There are apparently over 30 available to use in the game, but solo players will no longer have teammates that can utilise turrets and provide tactical support. And then there’s the issue of the famous sync shot mechanics. In previous games, you’d potion your squad and simultaneously take down multiple enemies. It would seem that Ubisoft have got around this by allowing the solo player to now use drones, but it lacks the panache of the original method.
So there you have it. Once again, a game studio has made a change to a long-standing game mechanic associated with a franchise and as a result lost a percentage of potential customers. I have no idea if that is a large or relatively small number of players, but I’m sure I’m not the only person who feels this way about the ubiquity of co-operative play. It one of the reasons I decided not to buy the new World War Z game. Again, there is no single player mode with an A.I. Squad. As for the reasons used to justify such decisions such as “immersion” and such like, I simply don’t believe them. Removing A.I. teammates means eliminating a problem. It is one less coding headache to address and it makes it easier for companies such as Ubisoft to assemble their cookie cutter games. That’s not to say that their games are bad, because they are not. But they all seem to share common components, systems and mechanics. Without straying into hyperbole, it is this approach to gaming and the continued stripping away of anything that doesn’t easily integrate into the “live serves” business model, that is driving the triple A video games industry towards an inevitable crash or major recalibration.
One of the things that I enjoy when playing a new video game is character customisation or character creation. I will spend hours trawling through settings, changing the most minute and consequential aspects of my avatars appearance. I am certain that there is a psychological aspect to this particular game mechanic and that it says something about you as a person. Are your creations shaped just by a need to look good in-game or is there more to it? Are they external manifestations of your sexual preferences or thoughts on body image. Do you treat them as characters from a book that exists in your mind. Do you aspire to recreate the likeness of people you know or admire? Do you strive to make your avatar look like you? Whatever the reasons, it would seem that character creation is something that a lot of gamers enjoy. Hence I am not alone in my borderline obsession. What you look like in-game is equally as important as your character’s name.
I was playing Battlefield 6 recently and was experimenting with the mortar. If you stick with it and take some time to become familiar with its foibles, it can be an effective weapon. It can suppress the enemy, destroy equipment and provide useful cover for your own team. I remember thinking “I wonder if artillery could sustain a game on its own”. Artillery is an interesting feature in Hell Let Loose, although it is a little more complex in its game mechanics. I believe artillery is also available in Wardogs. I therefore spent a while looking online to see if there was a dedicated artillery simulator available or at least a game where it was a key feature. There nearest thing I found was Iron Nest, a dieselpunk heavy artillery game which looks interesting but isn’t quite what I seek. So I parked this idea and moved. Tonight, while perusing YouTube, I stumble across a teaser trailer for a game called Flak Simulator, currently under development by Horseman Interactive. It appears to be exactly what I am looking for.
I recently tried to use DLSS 5 Manager with the MMORPG, The Lord of the Rings Online. Unfortunately, things didn’t work out. Today I undertook a similar experiment with AMD Neural Rendering, which is a broadly comparable product. Both utilities use 3D-Guided Neural Rendering, an AI technology that alters how lighting, reflections, and textures look in a game. Instead of just upscaling the image like older versions, DLSS 5 uses an AI network to instantly "re-render" lighting and material responses over the game's layout, achieving photorealistic details that would normally negatively impact a graphics card's performance. Or to put it in less fancy terms, the game graphics are enhanced and modified, although it is highly subjective as to whether the end results are an improvement. However, as a game such as LOTRO is unlikely to ever receive a major graphical overhaul, tools such as these are the nearest players will get to revised graphics.
The core game code and engine for the MMORPG, The Lord of the Rings Online, is about 24 years old. LOTRO began originally as Middle-earth Online, developed by Sierra On-Line in 1998. Turbine took over full development of the project in 2003/2004 when their parent company, Vivendi Universal Games, acquired Sierra. The content that had already been developed by Sierra was abandoned and Turbine created a new game using structural elements such as the UI and game engine from their previous release Asheron’s Call 2 from 2002. The Lord of the Rings Online: Shadows of Angmar was officially released in April 2007. Hence, the active public release code is 19 years old. Despite continuous expansion and updates, along with a recent migration to 64-bit architecture, the foundations of LOTRO retains a nearly twenty year old legacy framework. This frequently contributes to modern technical hurdles and engine constraints.
A few years ago, there was a fan created project to provide voice narration of NPC dialogue in the MMORPG, The Lord of the Rings Online. This mainly involved capturing the text in the quest dialogue windows and then sending it to OCR software, before using a text-to-speech program to read it. LOTROVoice as it was known, broadly worked but the creator stopped developing it as it proved troublesome to maintain. However, I recently discovered Khazad Voice TTS which is a separate project that does pretty much the same. I went so far as to install this “immersive AI narrator for LOTRO” after seeing a YouTube video of it being used successfully. Sadly I ran into issues configuring Khazad Voice TTS, because I have two monitors and LOTRO runs on the secondary (by my choice) and not the primary. I couldn’t “lasso” the dialogue windows in LOTRO during the calibration set up, which effectively prevented me from completing the process.
Throughout yesterday and early today, there was an issue logging in to the MMORPG, The Lord of the Rings Online. Upon starting the game launcher, it would attempt to connect to the patch server to download the latest game update. This process would start but then subsequently stall at 33%. The launcher would then attempt to reconnect to the patch server every 60 seconds but could not make any further progress. Some players found that if they left it long enough, it would eventually complete the download and the launcher then progress to the next screen where they could input their username and password. However, for the majority of LOTRO players the problem would simply persists and the launcher would be stuck in a loop. Some players attempted to reinstall the game or use the repair data facility in the launcher but neither of these proved to be successful workarounds. The patch sever needed to be bypassed to resolve the issue.
I’ve been playing Fall Guys since its launch in early 2020, during the start of the pandemic. It is a fun, family friendly multiplayer game which is has proven popular with my grandchildren. Despite the game’s acquisition by Epic, it has maintained a sufficient level of popularity that has seen it ported to all major gaming platforms. Fall Guys is free to play but like most multiplayer games, there is a season pass and an in-game store. However, these monetised aspects are not essential to enjoy the game and the overall marketing of emotes and skins is nowhere near as invasive as it is in Roblox. In fact many of the players I see while in-game have default skins, indicating a regular casual player base. However, although game seems to be maintaining its popularity, it has several bugs that appear to be be persistent. Bugs that the developers claim have been resolved. Some can be addressed by players. Other at present cannot.
I find the concept of in-game radio stations fascinating. They’re an enjoyable aspect of open world video games and I have discovered several artists this way. They’re certainly a big deal as far as Rockstar Games are concerned, because the music selected for GTA VI is another important facet of the overall marketing campaign. So far, between two trailers and the sprawling extended look on Netflix, it has been determined that Tom Petty, the Pointer Sisters, Sexyy Red, Depeche Mode, Phil Collins, Birdman, Lil Wayne and the Bellamy Brothers are all part of the game soundtrack. That’s a very eclectic selection so far. Furthermore, there will be a 34 track album released on physical media (vinyl and CD) in conjunction with Atlantic Records.
Two years ago I wrote a post about fine tuning your graphics in the MMORPG The Lord of the Rings Online. Apart from installing ReShade and using AMD Adrenalin, the options were somewhat limited, due to the game’s age and multiplayer status. Since then, I’ve been playing LOTRO with the game settings maxed out, a custom ReShade profile to make the colour palette more vivid and Radeon Image Sharpening enabled within the AMD software. The game looks clear, crisp and the draw distance is pretty good for an ageing game but I still wish the graphics could be tweaked further. Hence, I’ve been trawling the internet in a vain attempt to see if I can find any third party utilities that could be used to enhance LOTRO further. During the course of my search I stumbled across DLSS 5 Manager. This is an open-source, intelligent utility and one-click mod installer designed to inject and manage Nvidia's DLSS 5 neural rendering features, ReShade, and OptiScaler into PC games.
Hellraiser (1987) was one of he most innovative and intelligent horror films of the eighties, with its cerebral and sophisticated exploration of pleasure, pain and the supernatural. Sadly what was a great concept for a single film was turned into yet another horror franchise. The resulting series of increasingly inferior sequels ultimately diminished the central idea. However, in recent years several horror “brands” have found a new lease of life via the medium of video games, so the announcement of Hellraiser: Revival last summer piqued my interest. The fact that author Clive Barker was directly involved certainly raised my expectations. However, even though video games have a history of depicting sex and violence, would the medium be able to fully embrace the true nature of Barker’s original novella and original film. Having played through the newly released demo for Hellraiser: Revival, I believe the answer is a yes.
Are video games becoming easier? It’s a perennial subject that is frequently discussed by those who play them. Often the question of whether they have actually become easier is not the focus of the debate, as it seems to be broadly recognised that it is the case. Instead, discussion of this matter tend to drift into the rectitude of this change. Debate’s of this nature are usually awash with subjective opinions and personal preferences which are then put forward as objective facts. It’s not just a question of video games becoming easier, it’s the fact that making them easier is “wrong” and those who want them as such are “not proper gamers” etc. The hours that have been lost to this pointless, tedious debate are uncountable. However, I digress. Let us return to the matter of video games becoming easier, because although fans discuss this a lot and have plenty to say, you don’t often hear from the developers on this subject.
Some video games lend themselves to being set aside and resumed at a later date with zero consequences. These are often casual games with no major goals other than having fun while playing them. Fall Guys is a great example of this. You have a cartoony avatar that participates in zany group races, filled with obstacles. You run, jump, climb but the controls are far from difficult. You may well become skilled but such things are mitigated by the other players as they stumble around. You’re not at the mercy of apex players or “try hards”. It is not a game about winning and mastering techniques. The fun comes from playing it and the unique experience you have each time. I’ve been playing this game, on and off, since it’s launch in 2020 and in that time I have only ever won once (winning requires you to win a series of 4 to six individual races). However, whenever I pick up my controller and play Fall Guys, I have fun and the game lifts my spirits.
I recently completed the main story in Tainted Grail: The Fall of Avalon. In total I spent about sixty hours playing the game. I began at the start of the year, then took a break for a while but returned to it recently because I wanted to see if I could unlock a specific ending. I did manage to do this. Like so many other RPGs, Tainted Grail: the Fall of Avalon has a central storyline, along with a wealth of side quests, based around factions in specific zones. I think I possibly completed about a two thirds of these. However, once I finished the main story, my interest in the game began to wane. I finally left my character in the last major quest hub in case I wish to return at a future date. I then logged out of the game and uninstalled it from my PC to free up space for whatever I was to play next. In this case its The Sinking City 2. None of this is a negative reflection on Tainted Grail: the Fall of Avalon. I enjoyed the time I spent playing this quirky RPG. I simply had my fill and left to play something else.
On Tuesday 11th April, Aspyr Media rather surprisingly re-released The Lord of the Rings: War in the North, a co-op action-RPG from 2011. This game was delisted in late 2019, possibly due to changing rights ownership or a license expiring. Hence, I was somewhat discombobulated by the return of this title to all major gaming platforms. Mind you, the Embracer Group (through its subsidiary Middle-earth Enterprises) still controls the worldwide commercial and video game licensing rights for The Lord of the Rings and The Hobbit. Furthermore they have explicitly stated that they have plans for more games. It would appear this also means re-releasing and updating old favourites. It is also worth noting that they own Aspyr Media, which is also a bit of a giveaway. Let it suffice to say that this re-release and sparked enthusiastic online debate as to whether any other he Lord of the Rings themed games from the same era will receive a similar makeover. Judging by the internet chatter, there’s potentially a market for them.
The next expansion for the MMORG, The Lord of the Rings Online, was announced on the 1st August, via the gaming website MMORPG.The Wolves of Mordor, which will launch later in the year, appears ambitious in scope as it will include two new game systems as well as the obligatory story update. This expansion takes place in Draugardh located in the North East of Mordor, beyond the Plateau of Gorgoroth. It includes the new zones of Heledhris, Parth Rhavas and Nan Ogol. These vary environmentally ranging from the arid, volcanic and semi-tropical. Players will encounter the Daugrim in these regions, Werewolves but not in the modern sense. This is not the lycanthropy of Eastern European legends but in the established Tolkien idiom of fell spirits inhabiting the bodies of Wolves. The region also sees the return of the Woses and players can expect to encounter Elves and scouts from Gondor. As ever with LOTRO expansions, there will be new instances as well as a raid.
This is a post about the power of nostalgia and how sometimes, interacting with something from your past, be it physically or mentally, can produce a very strong and tangible emotional reaction. In some instances, this can be the result of something that you have specifically set out to do. On other occasions you can wander into a sense of nostalgia purely by chance. Today I experienced a very strong sense of nostalgia while watching a YouTube video and then again when I sought to replicate what I had seen. The video showed someone installing Windows 95 on to an old 486 PC from that era. The Window’s start up sound really touched a nerve (but in a good way) and then when the guy in the video launched Space Cadet 3D Pinball, a game that shipped with the operating system, I felt a strong compulsion to track down a copy and install the game myself, thus revisiting something that was an integral part of my life in 1995.
RV There Yet? is possibly the most entertaining game I’ve never played. My vicarious pleasure regarding this title has come exclusively from watching two popular YouTubers, JackFrags and WillFromWork, play through the game over a series of videos. It has been immensely amusing to watch and I have empathised a great deal as the group of four players has struggled with the game’s unpredictable mechanics and their own team’s dynamic. I could go and buy RV There Yet? myself but I doubt if I would ever have a gaming experience anywhere close to what I’ve watched online recently. So in some respects watching these videos has been an interesting alternative as I’ve been entertained, which ultimately is the point of video games. Perhaps there is a deeper philosophical point here that the game developers should reflect upon, as they’ve lost a potential sale. However, that is separate discussion for another day.
I don’t keep up with gaming news as much as I use to but several noteworthy announcement have come to my attention of late. Firstly, there’s an expansion, Songs of the Past, coming for the Witcher III: Wild Hunt in 2027. No doubt this is to pave the way for the Witcher IV. Next, I also found out about Hand of Fate: Horde. I liked this franchise and was saddened to learn that the original studio, Defiant Development, closed. Hence is was a pleasant surprise to see this new game being developed by members of the original studio. The third announcement was regarding Guild Wars 3. A new MMORPG in active development by a major studio is no small feat and is certainly good news for fans of this franchise and the genre per se. However, once you look beyond this news this announcement raises several questions and has certainly given me pause for thought. Let us take a few moments to consider them.
Star Trek Online has many in-game systems that are common to the MMORPG genre. The reputation system is one such example. In STO there are 13 reputation factions. Once a player has reached level 50 they may start progressing through the 6 reputation tiers of each one. Players gain progression through daily projects (20 hours in duration). Hourly projects are also available though they yield less reputation advancement and are limited to three times a day. Hence 20 hour projects are consider by default the most efficient way to gain rep. Projects require 30 Faction Specific Marks (earned via various activities in-game), 15,000 Energy Credits (standard in-game currency) and 2000 Expertise points. The most efficient way to tackle the reputation grind is to build up the necessary resources in advance and then at a designated time each day, start all 13 respective projects. Upon completion projects yield a player bound lockbox containing a random space or ground weapon, a console or Elite Marks which can be used to acquire faction gear.
I was recently perusing my archive of old blog posts, when it struck me how much I’ve written about the MMORPG genre over the years. Naturally, there was far more material from between 2008 and 2012 as that was period when I immersed myself in the genre and was very enthusiastic about it. I was at a point in my life when I had the time to dedicate to such games and I was happy to participate in the social aspect of they offered. I would regularly play through group content and spend time socialising online with fellow guild members. My experience remains a textbook example of how online games can be more than the sum of their parts and that where you are at in your life has a major impact upon your overall enjoyment. As I read though various old posts it became clear that my experiences where specific to this particular part of my life and that they cannot be repeated. My relationship with the genre is very different now and that’s fine.
Creating alts is an integral aspect of the MMORPG genre. Many players will create a character of a specific class or faction, play it for a while, lose interest in it or they may decide that it is just not for them. Fortunately it is no effort at all to simply re-roll a new alt and set off once again. Furthermore, lots of players never reach level cap of the MMORPG that there playing. When the going get’s tough, so to speak, you can either soldier on for another 50 levels or simply create a new alt and return to the comfort of tried and tested content. Alts also give you the chance to secure an accolade or achievement that you previously missed. They are also of great benefit to the genres social aspects. Creating a new alt so you can play along with a friend who is just starting is great fun. Developer’s love them too as it means you’re still playing the game.
I recently took a break from Crimson Desert choosing instead to to play something familiar and easy going. As I’ve been logging into Star Trek Online daily to participate in the anniversary event, I decided to look through my various alts and see how far they had progressed through the game and what resources they had. At present I have twelve alts. My primary Captain was created in 2015 during the original Delta Recruit Event. I had previously played STO intermittently since its release in January 2010 but I never kept any of those characters. Hence this decade old Tactical Federation Captain has been my main focus when playing. The other eleven alts are the result of other recruitment events or whenever I wanted to try something different, such as playing a specific class or faction. I obviously played a lot of STO during the lockdown as several alts date from that period. Several had maximum reputation across all factions.
The action, open world RPG Crimson Desert has been patched five times since it launched on March 19th and there have also been multiple hotfixes. At first glance this isn’t anything unusual. New games have bugs and issues arise once a game is released and played across a much wider variety of hardware than in QA testing. However, if you read the patch notes that accompany these sizeable downloads it quickly becomes apparent that developer’s Pearl Abyss are not just addressing bugs and software glitches. They are actively engaging with their player base and responding to suggestions and requests from that community. Although this is not a unique approach, what is surprising is the speed and quantity in which these player driven changes are happening. There seems to be an active ongoing process to refine the game and eliminate some of its “rough edges” and the players are contributing to this process with their feedback.
According to my Steam statistics, I last played Starfield on 19th December 2023. I bought the game upon its release in September of that year and played in total for 136 hours. Starfield held my interest for three and a half month and I wrote seven blog posts about various aspects of the game. Although there were some engaging aspects to Starfield, I did feel that that the game was somewhat lacking in systems and content, at that point in its lifecycle. I also think that the marketing and player expectations associated with Starfield were overblown and unrealistic. The shadow of Skyrim looms large over all new Bethesda releases and they don’t seem able to quite recapture that magic. Hence, I inevitably drifted away from Starfield and to another game and was effectively “done” with it. I have not played the game since which seems to validate the theory that game are becoming increasingly more ephemeral.
13 days after its release, market analysts estimate that Crimson Desert has already earned $200 million across the four main platforms (PC, PlayStation 5, and Xbox Series X and S). The game is certainly proving popular among gamers with the internet awash with live streams and “let’s play” videos. However, reviews are mixed both among gaming journalists and YouTube influencers. Common complaints about the game include that it is slow to start, the controls are poorly laid out on all platforms and that developer’s Pearl Abyss have done a poor job of explaining most aspects of the game to new players. Although such criticisms are true to a degree, I think these complaints highlight how many gamers are conditioned to expect new titles to follow a specific pattern with regard to pacing, narrative exposition and learning in-game systems. A pattern that Pearl Abyss has chosen to ignore, instead favouring an old school approach.
Early on Crimson Desert, the main quest requires the player to enter a tavern and arm wrestle a particularly strong guard. The arm wrestling match consists of a quick time event. If playing on PC you have to rapidly press the “E” key which turns a power meter from white to red. Then a white dial appears above the meter with a rotating hand. When the hand passes over a segment of the dial that is marked by hatching, the player must press the “R” key. The idea being the meter filling with red is you strength building (or waning) and the “R” key prompt indicates when to try and force your opponent’s arm. You will need to to continuously press the “E” key throughout the arm wrestling match and the “R” key about 4 times to win.
Earlier this week, Nvidia posted a video featuring their latest iteration of DLSS technology (Deep learning super sampling). DLSS 5 is an AI-powered “real-time neural rendering” process and unlike previous versions that focused on improving frame rates through upscaling or frame generation, DLSS 5 uses generative AI to “infuse” frames with photorealistic lighting and material details that the game engine never actually calculated. Let us pause for a moment and consider these words. Material detail that the game engine never actually calculated. Therein lies the rub. If you watch the aforementioned video or peruse the images posted here, it is abundantly clear what the technology does.
Last night, I spent the first 45 minutes after the launch of Crimson Desert, watching the 92GB pre-downloaded game files slowly decompressing and installing. I finally launched the game at about 10:50 PM GMT. I then waited a further 5 minutes while shaders were downloaded. It took me about 15 minutes or so to read through the various game settings and choose those that are optimal for my PC. I suspect even if you have a beast of a computer, you’re still going to have to spend some time tweaking settings. As for those players like myself with a gaming rig that is somewhere in the middle of the game’s specifications, be prepared to do a lot of fine tuning both within Crimson Desert itself and your Windows settings.
One of the things that I enjoy when playing a new video game is character customisation or character creation. I will spend hours trawling through settings, changing the most minute and consequential aspects of my avatars appearance. I am certain that there is a psychological aspect to this particular game mechanic and that it says something about you as a person. Are your creations shaped just by a need to look good in-game or is there more to it? Are they external manifestations of your sexual preferences or thoughts on body image. Do you treat them as characters from a book that exists in your mind. Do you aspire to recreate the likeness of people you know or admire? Do you strive to make your avatar look like you? Whatever the reasons, it would seem that character creation is something that a lot of gamers enjoy. Hence I am not alone in my borderline obsession. What you look like in-game is equally as important as your character’s name.