Watch Dogs Articles RSS Feed | Watch Dogs RSS Feed on en Launch Media Network Aiden Pearce Returns in Watch Dogs Legion Bloodline DLC Sat, 12 Jun 2021 20:45:52 -0400 Aaron Bayne

While Watch Dogs: Legion is all about playing as anyone. Its upcoming DLC, Bloodline, is about playing as two specific characters. Aiden Pearce, the protagonist of the first game, and Wrench, a character from the second, will return to Watch Dogs next month on July 6. 

The latest story expansion, which comes included in the Watch Dogs: Legion Season Pass, sees Pearce travel to London to steal a small device that grants control of an army of killer robots. Yup, killer robots. 

However, Pearce's plans are scuppered when Wrench gets there first. The result is a race against time as Pearce's nephew is taken hostage, with Pearce forced to retrieve the device from Wrench.  

Bloodline will allow players to add Pearce and Wrench to their roster of DedSec operators in both the campaign and online. The story will act as a prequel to the main narrative of Watch Dogs: Legion. 

Watch Dogs: Legion fans have been eagerly awaiting post-launch support, with most post-launch content suffering delays due to the ongoing hybrid work status brought about by COVID-19. However, with the online portion launching in MarchLegion is steadily becoming a stacked experience. 

To anyone without the Season Pass that is interested in Bloodline, this story DLC will set you back $14.99 when it launches. 

The 16 Best Fan-Made Short Films Based on Video Games Mon, 20 Mar 2017 08:00:01 -0400 Sergey_3847

Hell of a DayZ

People that play DayZ know that the worst enemies in the game are not zombies roaming the wastelands, but the humans, or simply other players. This is also the main plot point of the short film based on DayZ that tells a story of two companions.


The film clearly shows what usually happens in the world devoid of any honor and conscience, which is probably the best lesson one can get.


On that note, let's wait and see what else 2017 will bring in terms of video game fan-films, so expect another selection later this year.

The Legend of Zelda: Link's Shadow

Here’s another dark re-telling of the familiar story. This time Link meets his dark twin -- the Link’s shadow. The film’s got a few bloody scenes and the whole theme suggests that the bright world of Zelda is not that bright after all.


It was made by the same team that shot Shadow of Mordor, so there is a certain style to their work -- lots of action in a fantasy-based world. We hope they do more of this stuff in the future ‘cause it does look great.

Metroid: The Sky Calls

The Sky Calls is the true successor of such great sci-fi films like Alien and Space Odyssey. It has that undeniable aesthetics of the grim, open space that is as dangerous as it can get.


There is a lot of CGI in the film, but it’s done very well, and the special saturation effect that resembles the Kodak film strip used in the 70s and 80s makes everything look extra cool.


If you are a fan of oldschool sci-fi movies, then definitely watch Metroid: The Sky Calls.

Sonic the Hedgehog

Instead of letting a real actor play the part of Sonic, the creators of this fan film decided to go with a full animated character, and probably for the best. The animation looks neat and it blends naturally into the live setting of planet Mobius.


The film doesn’t try to take a Sonic into some new direction, but shows it the way this character is meant to be -- fast and funny, if even silly at times. However, the danger is real and the stakes are high, so there is more to the story than it seems at first.

Super Mario: Underworld

Super Mario in a horror movie? How is this possible? Well, Nukazooka made it possible! It’s a tale with morale that warns all the young kids about the dangers of missing a jump in Super Mario Bros. game, because if that happens, then Mario will go to the most terrifying place -- the Nintendo underworld.


Anyhow, it’s a really cool concept, it is actually so good that could spawn an entire fan-made video game, but we all know too well that Nintendo will never allow that... but we can always dream, right?

Portal: No Escape

No Escape simply cannot show all the aspects of the original game from Valve, but it does tell a short story from a life of a female prisoner who finds the miraculous handheld portal device.


It is a very well made short movie, which isn’t surprising, since the creator of the film is Dan Trachtenberg -- the same guy who directed 10 Cloverfield Lane from last year. If you want to see how he came up with his own style of filmmaking, then definitely check out his Portal film.

Tomb Raider: Croft

The story of Lara Croft is not only one of the longest-running video game series, but also a movie franchise that spawned two features with Angelina Jolie in the main role and the upcoming reboot with Alicia Vikander.


Although not a massive undertaking as the above-mentioned Hollywood blockbusters, this fan film is nothing short of amazing. It was inspired by the game that was released in 2013 and incorporates all the stylistic features of it, such as the new look of the main heroine, grim atmosphere, bow and arrows as the main weapon, etc.

Deus Ex: Human Revolution

Human Revolution is not a usual fan-made short film -- it’s got a relatively huge budget, it took two years to film... and it looks impressive. The slick design of the game is preserved to a T and the action sequences are perfectly choreographed.


The actor who plays Adam Jensen, the main protagonist, also served as the editor, writer, and director of the film -- his name is Moe Charif. He is currently working on his full feature film “Exile” that should be out sometime this year.

The Splinter Cell

Ubisoft has two tactical shooters that should make their way into the big cinema sooner or later -- Splinter Cell and Ghost Recon. None of them have been actually seriously considered yet, but this fan film made by Atomic Productions is simply staggering.


The cinematography in the film is mind-blowing and at times even trumps those big Hollywood flicks.

BioShock: The Brothers Rapture

BioShock series is a perfect candidate for being turned into a few high-budget Hollywood blockbusters with some nice plot. At one point such a movie was greenlit, but due to financial problems and artistic differences it was put on a halt indefinitely.


Fortunately, there are some really cool short films based on the iconic game. One of them is The Brothers Rapture created by film students from Canada. It tells the story of two brothers who work in the Rapture City and how their experiments lead to some horrific results.

The Last of Us: No Escape

Pocketsquare has made two short films based on The Last of Us thus far, and it looks like it’s not their last one, especially with the announcement of the sequel to TLOU video game.


The 13-minute long film captures the atmosphere of the game incredibly well. Some of the scenes are gripping and convey a true sense of despair. The sound design plays a huge role in it, and it is clear how much attention the creators paid to the ambience -- these people know what they do.

Fallout: Nuka Break

The original short film based on Fallout 3 and Fallout: New Vegas became so popular that the team behind the project decided to turn it into a full-fledged web-series. The first season got huge online very quickly and the Kickstarter campaign was launched to finance Season 2.


Not only fans were amazed by the quality of the original film and the series, but the representatives of Bethesda themselves gave them two thumbs-up. Later on the Nuka Breaker weapon has been released through a DLC, which was a direct homage to this fan-film.

Red Dead Redemption: Seth's Gold

Seth’s Gold is a true fan-film made with the money gathered on IndieGoGo from 87 backers that managed to bring in over 8,000 Euro. Although it is based on the RDR video game, the shooting style was inspired by the old westerns, such as The Good, the Bad and the Ugly and Once Upon a Time in the West.


The people behind the film are two young Spanish filmmakers -- Guillermo de Oliveira and Javier Esteban. They have a few other cool shorts on their YouTube channel, so check them out.

Watch Dogs

Ubisoft has in plans of releasing a feature film based on Watch Dogs, but after the flop of the Assassin’s Creed movie, we should all expect more delays and rewrites. There is hope if the production team tries to really ground everything down, instead of imitating the unrealistic approach that works only in video games.


The good example is the short film presented here that received tons of positive reviews from the community. It was created by Infectious Designer right after the release of the first game, which even spawned several sequels.

Shadow Of Mordor

This little movie was made in 2014 by Sam and Niko from Corridor Digital with financial support of Warner Bros. Games. The film shows an episode from the story of ranger Talion, who is being chased by a bunch of orcs.


It features high standards of production, including top-notch make-up, excellent acting, fighting choreography, and some very well-done CGI. The only drawback is the main character’s synthetic wig that looks really cheap, but other than that it’s totally worth a watch.

Grand Theft Auto: RISE

There isn’t much story wise in RISE, but the chase scene that takes the two thirds of the film is more than impressive. Gevorg Karensky, the writer and director, created a style that combines both live and video game footage.


The film was so well accepted by the community that it was immediately snatched for the Cannes Film Festival in 2012. Sam Gibs from Gizmodo UK said the following about GTA: RISE:


"It blows every other fan-made project I've ever laid eyes on completely out of the water."


In the last 20 years dozens of Hollywood filmmakers tried to make movies based on video games that would be well-received by the audiences. Unfortunately, only a couple have managed to bring something decent to the world cinemas -- there is a feeling that movies based on video games are cursed.


The very first game character that was brought to life on a blue screen was Super Mario in 1993. The latest one was Assassin’s Creed, which failed both domestically and globally. On the other hand, there is an entire community of amateur filmmakers that make their own short films of video games -- and it is way more successful than you may think.


This selection offers some of the best examples made in the last five years, including fan-made films based on GTA, Watch Dogs, Fallout, The Legend of Zelda, and many, many others. You can watch them all right here without the need to visit the cinemas.

How Game Publishers Employ Misleading Marketing Tactics to Burn a Hole in Your Pocket Mon, 13 Feb 2017 12:00:01 -0500 blake_1321

As long as products have been sold, there has been misleading marketing. It has become somewhat a known fact that, at least in part, the products you see on the ads aren’t exactly what you get. While there is a line between misleading and false advertising, it is a very thin one. Marketing firms devise various misdirecting tactics that manage to stay legal while getting a not-so-true point across.

When it comes to video games, coming up with a marketing campaign isn’t easy, as the game is in constant work-in-progress state, and the final product is most often very different from what it looked like at the beginning. However, does this make up for the false advertising tactics that game publishers come up with to get their product sold?


Screenshots are the easiest way for a developer to show off their game. However, the problem arises with big companies who actually hire people just to take good looking screenshots. What they do is use various assets to manipulate time, view the game’s world from a free camera, downsample from high resolutions, and use various Photoshop methods to make them look the best they can. In 2005, Penny Arcade coined the term for this -- bullshots.

This happens more than you think, and such heavy use of game tools and Photoshop in order to achieve fantastic screenshots crosses the line. Steam has even banned the use of misleading screenshots on their platform. While creating screenshots is, in a way, a form of art, using ultra high-resolution screenshots probably taken when the game was running at about 5 fps to sell your product leaves a bitter taste when you get to actually play the game.

One of the games that is notorious for this and received heavy criticism is No Man’s Sky. The screenshots that were posted on Steam presented different creature sizes, buildings, ship behavior and combat than the actual game has to offer. Next to that, they show the game with higher quality graphics than what you get with the final product.

The vertical slice

The vertical slice is a term used in the game industry for a demo that is a showcase of all the game’s features. This method has been criticized because when developers come up with vertical slices at an early time, it means that they are building most of the game around a fully featured chunk that is its starting point. Focusing on the slice first, instead of coming up with a sketch of the entire game, is an approach that can lead to obvious issues. What worked for the demo doesn’t have to work for the entire game.

However, it is a fact that untextured demos with placeholder elements won’t get the investors interested in the game. As a completely realized chunk of the game, the vertical slice is what trailers and screenshots are based on. Still, it isn’t uncommon for game developers to show a vertical slice at E3 and say that the game is going to be released in a couple of years. This most definitely means that the slice will undergo a lot of changes, and that a lot of ideas will be rejected.

An example of the vertical slice being misleading is 2011s presentation of Bioshock Infinite, which showed the game with different characters, HUD and powers than the final release. Even the story changed, characters were discarded and entire scenes were left out. While the game was a success in the end, the vertical slice was clearly a misrepresentation of the game.


A common problem with vertical slices is that they end up being more visually impressive than the final game. This is where the term downgrading comes in. The game developers come up with a visually stunning showcase, which is far away from the final product, and are then forced to downgrade its features in order to make it work as a whole. Sam Cyrus, an SEO expert from Perth, says that the biggest mistake a marketer can do is to mislead potential customers by making them believe the product is far more superior, because then they will have to face an exhausting and expensive ORM process.

An example of downgrading is the 2013 E3 presentation of Watch Dogs, which misrepresented the game’s graphics, when the final product was visually inferior due to being downgraded because of PS4 and Xbox hardware. Downgrading might be forgivable if we’re told about it before the game gets released. Otherwise, don’t trust the trailers for a game that’s going to be released in a few years.

Target footage

Vertical slice’s predecessor, target footage, is a render of what the game could be. It might even be devoid of any game systems running it. Quite often it is merely an animation that shows what the game is supposed to be and how it should play, while being nothing more than a pre-production product. Such was the case with Assassin’s Creed 3 target footage.

While it’s not necessarily a form of marketing, as it is generally used by game developers to represent the game’s vision, it is often shown or leaked to the public, which is another misleading marketing strategy. Therefore, if you come across anything marked as target footage, view it as an idea for a video game and nothing more.

Final words

The current trend of releasing games in Early Access -- showing them off as work-in-progress with all their flaws on display -- is a great alternative to misleading marketing tactics. The solution to the problem is to either show everything about the game from the start so that the audience knows exactly what they’re dealing with, like it was done with Minecraft, or to do what Bethesda did with Fallout 4 and announce the game just a few months before the actual release. The line between misleading and false advertising is a thin one, so why not try an honest alternative to these solutions?

Ubisoft Picks Up FreeStyle Games from Activision Thu, 19 Jan 2017 08:51:57 -0500 Tinh Nguyen (Tinhn778)

Polygon recently reported that Ubisoft acquired the studio that was behind DJ Hero and Guitar Hero Live. The musical titles' developer, FreeStyle Games is now Ubisoft Leamington.

The Studio was formed in 2002 and has made multiple rhythm-based games with Guitar and DJ peripherals.

After their last game didn't do as well as they expected, Activision decided to sell it to Ubisoft. Activision believed that FreeStyle Games can be a great asset to the Ubisoft.

In Ubisoft’s blog, Pauline Langourieux, current Managing Director of Ubisoft Leamington, wants to be more hands-on with productions within the studio. With that news, there will have to be someone to step-up, that's where Richard Blenkinsop comes in.

Richard has over 17 years of experience in the gaming industry as a producer, senior producer, and executive producer. He has worked on many games like Blur, Call of Duty 3, The Division, The Crew and more. He joined Reflections in 2012, which is one of the biggest studios within Ubisoft, and has then moved up from Associate Managing Director to Managing Director.

With all his experience serving as Managing Director for Ubisoft Reflection and now Ubisoft Leamington, it will bring them new forms of game development..

5 Things Watch Dogs 2 Improves on From Its Predecessor Thu, 10 Nov 2016 10:33:52 -0500 Angelo De Bellis

 With Ubisoft’s direct sequel to the young Watch Dogs IP coming in just a few days, I thought it would be a good time to highlight what original features the new entry promises to bring.

Though I can’t confirm that any of these 5 mentions will actually improve Watch Dogs 2 a great deal from the original Watch Dogs, what I’ve seen from the gameplay and trailers surely point toward some truly robust changes. Let’s take a look.

1. Hacking: Now with more than a single press

The very core of the Watch Dogs series’ gameplay comes from the interactions the protagonists have with the ctOS that pervades their world. Watch Dogs delivered an original mechanic in that players could use Aiden’s cell phone to hack surveillance devices, profile the citizens of Chicago, hack simple devices, and move certain environmental objects or barriers.

Unfortunately, the hacking was often relegated to nothing more than a single button press. The complexity wasn’t there when it came to breaching security -- and even when the devices were hacked into, the result would be nothing more than switching electronics on or off. Basically, hacking felt like pressing an elevator button, only this time you’d be able to do it from afar.

Watch Dogs 2 promises to have a much more involved ctOS -- something terrible for the privacy of the citizens of San Francisco, but a treat for the players of the game. A more complex system that controls any connected device means a more realistic world governed by technology and information. Instead of only having access to profile select citizens, Watch Dogs 2 lets players scan everyone and even devilishly toy with them by marking them as criminals or distracting them with a prompt on their phone.

What’s even more exciting is that multiple hacks can be targeted at a single person, with each hack further changing their personal profile on the centralized operating system. And the development team has also teased a late-game ability to hack multiple groups of citizens at once, instead of just a single person at a time. Everything that is connected to the second iteration of the central operating system, ctOS 2.0, is said to be hackable, and Ubisoft promises that there is a lot.

One of the oft-touted hackables seen in trailers for the upcoming game is vehicles. Unlike the simple flip-of-a-switch sensation in Watch Dogs, Watch Dogs 2 lets players actually hack into vehicles and then take control of them. You can drive them into people or buildings, or reel it in to have Marcus score a sweet ride.

2. Story: Now with some character

Ubisoft had a lot on its hands with the original Watch Dogs. It was a new IP, it included new features in an open-world environment, it tackled immense sociopolitical and technological issues, and it was released on new hardware. With Watch Dogs 2, Ubisoft was able to spread its wings a bit more, having mastered the latest hardware generation and wrapped their creative minds around what would benefit the series. And the answer to making sure the Watch Dogs sequel is competent lies in the story. 

Aiden Pierce, from the original title, was somewhat of a one-dimensional character. He was quiet, emotionless, and generally lacking purpose. In Watch Dogs 2, Marcus is labelled a criminal by the ctOS based on probability. In an attempt to prove his innocence and reveal the flaws in having a centralized system controlled by money-driven corporations, he seeks to bring down Blume’s ctOS 2.0 with the help of his hacktivist team at DedSec. 

This sets the stage for a dynamic, driven story. As observed in the trailers and developer videos, Marcus is an embodiment of California. He wields the characterization of a society willing to fight for freedom, and against the singular control of private information: he’s young, intelligent, and rebellious. But most of all, he fights a common cause. 

The original Watch Dogs made Aiden feel like a lone wolf—in fact he was labelled “The Vigilante” in the game. Marcus Hollowoy actually works within DedSec, he doesn’t just have dealings with them. This conscription to a community, along with the gameplay mechanic to collect followers, makes the upcoming Watch Dogs appear as much more of a communal uprising rather than a narrative driven by an outcast hero.

3. Co-op: Now with hacking amongst friends

Because of the common-cause motivations present in Watch Dogs 2, it makes sense that the new game would include co-operative modes. Though the original game did come with multiplayer modes, they were more along the lines of competitive experiences.

In Watch Dogs you could invade the world of another player, race against friends, or venture around Chicago with others. In Watch Dogs 2, however, players can expect a seamless co-op experience with the opportunity to complete entire co-op missions with other players hacking away in San Francisco. 

But that doesn’t mean that PvP scenarios don’t also make a return. Watch Dogs 2 introduces a fresh new mode called Bounty Hunter. In Bounty Hunter, a particularly troublesome hacker is marked as the hunted and 1-3 players can choose to fight alongside San Francisco police to take the lone player down. If they are successful, they earn the bounty assigned to the hunted. Otherwise, the player being hunted takes down the hunters or escapes from the chase until the bounty expires.

4. San Francisco: Now alive and massive

An open-world game wouldn’t be much without a vibrant, living world to explore. The first Watch Dogs introduced a recreation of Chicago that ultimately led to a rather bland, stiff cityscape. 

Watch Dogs 2 takes place in the center of technological progression: San Francisco, California. The game will open 6 environments native to the city of San Francisco: the downtown area, Civic, Coast, Oakland, Marin, and Silicon Valley. Ubisoft developers claim the new map to be two times as big as Chicago from the original entry.

But a big map is nothing without character and organic, city-like goings on. Ubisoft says that they have spent dedicated hours scouring the western city for details about the locations and how they differ from one another. The result of this research is set to be a lively open world that includes far more variety in each area than provided by the recreated Chicago.

Part of this more realized world comes from a new philosophy of design implemented by the French-Canadian team. While Watch Dogs employed a player-centric approach—as evidenced by the lone-wolf attitude of Aiden—Watch Dogs 2 does away with centering the world around you. Instead, if you decide to have Marcus just stand around, the world will continue moving along with all its characteristic quirks. That means fights will break out, dogs will bark at people, criminals will get arrested, and other San Franciscan events native to the area will occur.

5. Parkour: Now a techno assassin

Aiden could hack with ease, but when it came to climbing walls, he was definitely no Ezio. Make no mistake, Watch Dogs 2 isn’t about interacting with the world by using elaborate stunts, but Ubisoft promises Marcus can chain moves together to vault over walls, cross gaps between city structures, and climb buildings. 

It all looks to be a lot more fluid and expressive than what Watch Dogs offered with Aiden Pierce. Based on this agile feel to the sequel, Marcus is also equipped with some snappy weaponry. His base weapon is the Thunder Ball -- a billiard ball attached to a bungee cord which makes for some brisk fighting sequences. 

But, if you’d prefer to play Marcus guns blazing, you’ll want some better hardware. 3D-printed guns in Watch Dogs 2 is your answer, and this time guns can be used while driving around the open world.

Other physically violent weaponry includes the likes of explosives and tasers, but hacking is your main weapon if you’d rather play Marcus stealthily. Marcus can use his hacking abilities provided by his remote-controlled car and quadcopter to scout locations and interact with several more electronics than you could in Watch Dogs. Hopefully this will lead to more complex interactions with the ctOS and those being surveilled in the technological capital of the world.

These additions to the gameplay, story, world, and characteristics in Watch Dogs 2 should certainly make things more interesting than its father game. In just a few days we’ll have our answer of whether the sequel delivers a surge of vigor to the young series like Assassin’s Creed 2 did for the Assassin’s Creed franchise, or if it buries the new IP along with some of the other struggling original efforts made this generation.

What are your thoughts on the game, its new features, and the series as a whole? Let me know in the comments!

Ubisoft Reveals Details for Watch Dogs 2 Season Pass Thu, 03 Nov 2016 07:22:09 -0400 Aaron Grincewicz

Yesterday, Ubisoft's Official Blog posted details on what the season pass for Watch Dogs 2 will include.  

Available on day one, the "Psychedelic Pack" will be a hippie-themed bundle featuring a new outfit, car, weapon, and a drone. 

For PlayStation 4 owners, the next DLC will come out December 13th and will be called the "T-Bone Content Bundle".  This bundle includes story content featuring returning character Raymond 'T-Bone' Kenney, a new 'Mayhem' co-op difficulty setting, and a new enemy type with advanced weaponry. Further details on a release date for Xbox One and PC have not been announced.  

The "Root Access Bundle", also available this winter, will feature a Zodiac Killer story, new outfits, cars, a drone skin, and a new weapon.  The remaining two DLC will be available in spring 2017; "Human Conditions" will feature three new story missions with a focus on the science and pharmaceutical industries, in addition to new elite co-op missions featuring a Jammer enemy type.  "No Compromise" will feature a story involving the Russian Mafia, and a new co-op mode called "Showdown".


Watch Dogs 2 is Ubisoft's follow-up to 2014's Watch DogsThe sequel is said to have a different tone than the original, allowing gamers to play as Marcus Holloway in the city of San Fransisco, rather than Aiden Pearce in Chicago. 

The Season Pass is currently available as part of Watch Dogs 2's Gold Edition, or as a separate purchase.  The game is set to release on PlayStation 4 and Xbox One November 15th, with a PC release slated for November 29th.

For all the latest coverage on Watch Dogs 2, be sure to stick with GameSkinny.

5 Badass Women in the Game Industry You Didn't Know Existed Sat, 29 Oct 2016 10:45:09 -0400 Aaron Grincewicz

We often take it for granted when we see a woman talking about an upcoming game at an event like E3, or hosting a game-related show.  In a lot of cases, you'd be right to assume that the companies send models or spokeswomen to events, and shows because they look good.  That said, there are many, many women in the games industry that the men can't hold a candle.  It's because of the male-dominated industry that they had to forge themselves into the badasses listed here. 

These women aren't listed in any particular order since they all deserve a number one spot on various lists.  So I'll start with...

Tanya Short

Why she is a badass:

Tanya co-founded Pixelles (along with Rebecca Cohen Palacios), a non-profit organization based in Montreal dedicated to empowering women to make and change games. Pixelles organizes free monthly workshops, a mentorship program for aspiring women-in-games, game jams, socials and more. 

If that's not enough, she also holds a Master's Degree in Interactive Media, with a focus on level design.  In addition to Pixelles, Tanya Co-founded Kitfox Games where she is their Creative Director.

Jade Raymond

Why she is a badass:

Jade is a former programmer, and currently a video game producer.  She founded EA's Motive Studio, and Ubisoft Toronto. Her resume includes; the G4 show The Electric Playground (miss that show), leading the creation of the first Assassin's Creed, executive producer of Assassin's Creed II and Watch Dogs, as well as a BAFTA Games Award for Technical Achievement (2009).

Lillian Chen

Why she is a badass:

Lilian is a former competitive Super Smash Bros. Melee player.  After competing, she co-founded The New Meta, a panel about gender issues women face within competitive gaming spaces.  She is also a designer, works for YouTube Gaming, has a blog:, and has been a featured TED speaker.


Alisa Simola aka Nulisa

Why she is a badass:

Alisa is the first woman to make the main roster of a Smite Pro League team. With so few women currently in eSports, that is no minor accomplishment. She is currently on Team eLevate.

Stephanie Harvey aka MissHarvey

Why she is a badass: 

Stephanie Harvey founded CLG Red, an all-female Counter-Strike: Global Offensive team, which is a part of Counter Logic Gaming. She and her team rank among the top CS: GO players in the world. Stephanie also participates in panels to help grow the participation of women in eSports.

These women have already made an impact on several areas of the game industry like eSports, creation, design, gender equality, and more.  When someone says, "girls don't play games," or anything equally ignorant, now you can list at least five more names to educate the uninformed.

8 Surprising Facts About Watch Dogs 2 Tue, 13 Sep 2016 07:37:34 -0400 Sergey_3847

The optimization will be much better

Hopefully, everybody remembers how the graphics shown in the first Watch Dogs trailers were never present in the actual game. Well, Ubisoft definitely remembers the negative reactions of the community.


This time they have outdone themselves and showcased a huge leap forward in the graphics and optimization department of Watch Dogs 2. However, some players did witness a few lags during the Gamescom 2016 presentation.


But otherwise, the revealed gameplay was all smooth and shiny, although only at 30 FPS. This was the case on PS4, and most probably the PC version will have 60 FPS, if not more.


Which of these eight facts surprised you the most? Don’t be shy to leave your comments below.

DedSec will be joined by many others

The hacking collective DedSec was first introduced in Watch Dogs as a small anti-government group of hackers. However, Watch Dogs 2 will increase the membership of DedSec significantly and add a number of other rebellious underground organizations.


ctOS 2.0 is an extremely powerful system, and Marcus Holloway will not be able to deal with it alone. DedSec has its own application that will help recruit new members, test them and eventually integrate them into the group.


The goal of the DedSec and others alike is simple – bring freedom to all the citizens of San Francisco through mutual hacker attacks at the ctOS.

The developers are being consulted by real hackers

Hacktivism is the central plot point of Watch Dogs 2 – it’s a movement directed at revealing all the secret data to public. In order to present this idea authentically, the developers at Ubisoft Montreal had to address real-life hackers.


The hackers take part in the script writing process, game mechanics, and share their knowledge about the insider’s slang that should be used by the characters. They also give ideas about what and how should be hacked, and so on.


It will be really interesting to see how all this knowledge manifests in the actual game. We will still probably see and hear a lot about the inconsistencies in the hacking mechanics by the critics, but at least we get to hear how hackers actually converse in real life.

The new ctOS becomes even more powerful

The infamous ctOS that Aiden Pearce managed to hack in the first game becomes a completely different animal in Watch Dogs 2. Previously it was a system used to operate the city’s infrastructure, which had its limitations. The new ctOS 2.0, however, is a much more dangerous thing.


Marcus Holloway will have to deal with a monster of massive proportions, since ctOS 2.0 in Watch Dogs 2 literally controls every aspect of human life. It was designed in the Silicon Valley with a sole purpose to penetrate each and every person's privacy.


No one can escape punishment, and even the smallest hacking attempts are cruelly punished. This is how Marcus gets into trouble in the first place, and your job is to help him get out of these virtual clutches once and for all.

Vehicle physics are getting better

This is probably the biggest grudge that fans hold towards the first Watch Dogs – terrible vehicle physics. Ubisoft took this into account and redesigned this aspect of the gameplay from scratch. It will be much easier to control both cars and motorbikes from now on.


Also, now you can drive and shoot at the same time, which will definitely give many GTA players some sort of flashbacks. Each car has its own specific feeling and you will have to adapt every time you sit in a different model. However, developers assured that this will not deter from the fun aspect of driving.

Parkour on the level of Assassin’s Creed

The protagonist of the first Watch Dogs – Aiden Pearce – had a very limited number of movements, not to mention that there was no system of parkour at all. This time Ubisoft gave the fans what they wanted – a parkour system on par with that of the Assassin’s Creed series.


Marcus Holloway, the main protagonist in Watch Dogs 2, is a skilled master of parkour. It is just as easy to use as it is in the AC games – just by holding R1 + X to climb the high buildings, jump over the fences or simply covering the long distances by free-running.


And generally, Marcus is a much more flexible character to control than Aiden has ever been. Why didn’t Ubisoft think of this before?

Multiplayer and single-player are now merged

This doesn’t mean that you won’t be able to turn the multiplayer off -- you will. This just means that if you want to spice up your gameplay, then you can play your single campaign while being online. This will lead to unexpected encounters with other hackers (similar to Dark Spirit intruders from Dark Souls).


According to recent messages from the developers, players will have three options for online interactions. Firstly, you can cooperate and accomplish the missions together by helping and supporting each other. Secondly, you will be given an opportunity to hunt down the intruder for a huge reward. And lastly, you yourself will become the target of the headhunters.


This is a great idea and can really lift things up during a boring day in the city.

Forget the grim Illinois, now it’s all about San-Francisco

Okay, this is not a surprise that the city in Watch Dogs 2 is San-Francisco, but you probably don’t know that the atmosphere is totally different from the rainy and cold Illinois of the first game. The city in Watch Dogs 2, besides being twice as large, is sunny and bright with a lot of energetic, young and happy people roaming the streets.


Ubisoft is known for putting a lot of details into their gaming environments and this time it’s not an exception either. San Francisco looks fantastic with a huge number of famous landmarks, including The Golden Gate Bridge, Alcatraz Island, Silicon Valley and many, many others (over 150 places to look for).


All of them are fully-sized, so you can visit them in the game either for fun or to accomplish your missions.


Watch Dogs 2 may not be the most anticipated game of the year after the underwhelming performance of the first installment, but Ubisoft still puts a lot of effort into the marketing of the sequel no matter what. This has led to enormous amounts of information appearing online about the contents of the game.


Up to this point we’ve learned many things: the main story will be non-linear; you can finish the game without killing a single person; the quadcopter can be crafted again, if you’ve lost it to damage; 3D printing will have many additional tools for improving your gadgets; there is no need to physically enter the building in order to hack it, you can just sit outside and hack the rooms remotely; etc.


It is hard to say if all of this will be included in the sequel or not, as lately the developers promise too much and deliver too little. However, some of these facts are actually appearing in the game and most of them may even surprise you. They have been discovered during this summer’s gaming conferences (e.g. Gamescom 2016) and through data mining. So, sit back and enjoy the ride!

Watch Dogs 2 Release Date, Details Revealed In World Premiere Wed, 08 Jun 2016 11:21:32 -0400 Cody Drain

During today's World Premiere for the upcoming Watch Dogs 2, Ubisoft unveiled plenty of details, and as previously suggested by other media outlets, some of these weren't a surprise. For example, as rumored the game will be set in San Francisco, and it features an African-American protagonist named Marcus Holloway. Ubisoft also announced a November 15th release date, which falls in line with earlier predictions.

The World Premiere (skip to 14:28 in the video above) introduced a cinematic trailer for the game, which emphasizes the distinctly colorful quality of life and sense of personality in San Francisco, as well as the exploits of the hacker group Dedsec, of which Marcus is a member. The trailer also depicts the highly technological nature of the city as well. Scriptwriter Lucien Soulban said:

"We were really interested in the city itself. It almost feels like the Wild West of technology and how couldn't you set something in the Wild West of technology?"

Another point of emphasis with regards to the city and its open world is a pervasive sense of realism. According to Senior Producer Dominic Guay, the world of Watch Dogs 2 does not revolve solely around the player's actions:

"We broke the feeling that the world is centered on you, the player. So characters shouldn't only react to you, they should react to each other. You know, maybe people start fights. Maybe someone calls the cops on someone else than you. Maybe a dog barks after someone else and chases them down the street. You need to feel as if the city is alive, even if you do nothing. And then, if you start doing things, if you start playing in the world, the city should react to what you are doing."

Guay also revealed that different factions will be present in the city, including criminal gangs, powerful corporations, and other hacker groups, all of which should contribute to the sense of realism.

Ubisoft also revealed new details about the game's protagonist, Marcus Holloway. According to Soulban, Marcus's history and circumstances are pivotal factors that explain who he is:

So, our hero in Watch Dogs 2 is Marcus Holloway. He's a young hacker, very brilliant in what he does, because of the injustices that he's seen, both being from Oakland, and also having been profiled the wrong way, and being accused of a crime he actually didn't commit. That sort of made him go against the system.

With regards to actual gameplay, a key difference between Marcus and the first game's protagonist, Aiden Pearce, is the former's maneuverability. Marcus uses parkour to traverse the environment with an added sense of speed and a distinct flair. For a melee weapon, Aiden utilized a simple nightstick; for Marcus, the team researched the Internet and YouTube videos and settled on a "do-it-yourself" weapon, which features a billiard ball attached to a paracord lanyard, allowing for fast strikes and an athletic fighting style, which reflects Marcus's nature as "a more expressive guy," according to the team.

As it comes to guns, Dedsec uses cutting-edge 3D printers that can work with metal, suggesting that the player may have the chance to craft weapons. Marcus also has access to a Taser, which makes non-lethal playthroughs possible. A completely new addition from the previous games is two unique gadgets Marcus can use to survey the environment: the "RC Jumper" (a two-wheel drone) and the flying "Quad Copter" drone. The former provides Marcus the ability to scout the area around him without exposing himself, while the latter allows him to take to the sky and study the situation from above.

Some other improvements covered in the World Premiere include an improved driving experience, new "seamless multiplayer" features (where players in single player can encounter each other and team up for a co-op experience), and, perhaps most importantly, an enhanced hacking mechanic. Now, every person in the world is vulnerable to Marcus's hacking, as well as every car (which can be driven remotely to remove enemies or cause distractions). In addition, Marcus will eventually gain access to the ability to cause "mass hacking" events, where crowds of people are targeted at once to create massive distractions and more.

According to Ubisoft, Watch Dogs 2 is slated for a November 15th release. There will be a playable demo at E3 next week, which will be the first chance for players to see how these additions and other changes improve on the original game.

Watch Dogs 2 World Premiere Announced By Ubisoft Mon, 06 Jun 2016 11:25:19 -0400 Cody Drain

Ubisoft announced today that the World Premiere for Watch Dogs 2 will take place on June 8th at 9:00 AM PDT (that's 12:00 PM EST). An official site set up to promote the announcement features an unnamed figure in the background manipulating multiple windows on a phone, with links to different Watch Dogs social media accounts and the official YouTube page.

Ubisoft also released a short teaser video on YouTube, entitled "Watch Dogs 2--Hello World" (which you can view above). In it, the same unknown figure manipulates windows on a cellphone, presumably in the same way Aiden Pearce used his phone to manipulate the ctOS system in the first Watch Dogs.

In the background, various sound effects and muffled voices duel for attention. At the beginning of the video a voice seems to be heard saying "I'll be at dinner," and towards the end another (this time female) voice is clearly heard saying "we're compromised." It is not yet clear what significance these clips may or may not have on the plot of the upcoming game.

Interestingly, even though it seems Ubisoft took the intentionally vague approach towards today's announcement, some important details about Watch Dogs 2 may have already been revealed. According to Jason Schreier at Kotaku, either Ubisoft or someone else has already given away some of the suspense:

Fortunately, Kotaku has already learned most of the important details about Watch Dogs 2: It's set in San Francisco, it stars a black hacker named Marcus, and we're expecting it for PS4/XB1/PC this fall (unless they've delayed it for some reason).

As things stand, the details about Watch Dogs 2 will emerge for everyone to see this Wednesday.

Face-swapping our favorite video game characters Wed, 11 May 2016 03:35:27 -0400 Sergey_3847

Face-swapping was expertly introduced to the world of media in the 90s after the release of the film “Face/Off” with Nicolas Cage and John Travolta. That was an ultimate face-swap and it worked great in the movie.

Later the same technique was used for commercial album covers, of which the best representative was the seminal electronic EP by Aphex Twin “Windowlicker.” Since then, internet memes evolved to unseen heights. And now face-swapping has reached critical mass on social media.

But how many face swaps of your favorite video game characters have you seen? Not that many, isn’t it? Here’s our take on the world of gaming with a few thoughts to accompany this shameless swap-fest.

Solid Snake & Geralt of Rivia

Solid Snake vs. Geralt of Rivia

The two iconic video game characters – Solid Snake and Geralt, The Witcher – always looked like it the same person, just in different outfits. They look especially similar in the latest installments of Metal Gear Solid and The Witcher series.

Now, all the modders need to do is make Geralt wear OctoCamo in the outskirts of Skellige, and make Snake put on some medieval armor with a couple of swords in the middle of Afghanistan. Nobody will even notice the difference.

Trevor Philips & Nathan Drake

Trevor Philips vs. Nathan Drake

Trevor is probably the most violent character in the history of video gaming, but it looks like he has a chance of finally becoming a good guy in the guise of Nathan Drake.

Meanwhile Nathan should just quit his majestic endeavors and settle down in some provincial southern town, at least that’s what his new look hints on.

Darth Vader & Batman

Darth Vader vs. Batman

Batman needs to somehow utilize Vader’s mask in his suit, as it does look totally horror-inducing. Maybe a new series of comic books or an animated film would do justice to this mad cross-over.

It’s time for a new Batman – the one that has no empathy or sense of duty, but who is just a merciless hunter of the night.

Vaas & Pagan Min

Vaas vs. Pagan Min

The last two installments in the Far Cry series of games had some excellent villains, who were both well-written and acted. Now, what would happen if these characters switched their faces in the "Face/Off" style? Well, the result would be hilarious and not as nearly dangerous as with their original looks.

Joel & Aiden Pearce

Joel vs. Aiden Pearce

Joel from The Last of Us must be the most humane character ever presented in video games thus far.

Unfortunately, you can’t say the same about the Watch Dogs protagonist, but despite a lack of depth, Aiden Pearce works well for the type of story Ubisoft decided to tell.

And now, something a bit special for Nintendo fans…

Super Mario & Pikachu

Super Mario vs. Pikachu

You know that something great should happen when your Mario turns into a Pokemon.

Bayonetta vs. Princess Peach

Bayonetta vs. Princess Peach

Bayonetta origin story coming soon…where she fights hordes of monsters as a cute girl with really, really big and innocent eyes.

If you can show a few face-swapping experiments of your own, then don’t hold back and share them in the comments section.

New mod brings Watch_Dogs to GTA V Tue, 12 Jan 2016 08:45:24 -0500 Zanne Nilsson

A modder known as JulioNIB has created a new mod for Grand Theft Auto V inspired by Ubisoft's Watch_Dogs. According to JulioNIB's page for the mod, it includes the following features:


  • burst wall lamp bulbs
  • burst people phones
  • explode transformers ("energy boxes", commonly on sideways)
  • explode hydrants
  • explode gas bombs
  • hack security cam (models on walls +one for each traffic light)
  • hack traffic lights (make drivers crash close to the front of the pole)
  • rise blocks on streets (one for each traffic light)
  • Hack ATM to:
    • bug the machine to release money and make people around try to pickup
    • explode (like the transformer hack)
  • Blackout (accessed via the weapon wheel [TAB], only available between 21 and 3 hours)
  • Hack cars to:
    • Lock, Unlock doors
    • Burst engine
    • Burnout (driver needed)
    • Accelerate (driver needed)
      You can perform those car hacks for all cars around using the weapon wheel [TAB]
  •  Hack trains to:
    • Stop
    • Return
    • Go
    • Derail
  •  Disrupt helicopters making them crash

 Other features:

  • custom walk style when holding one handed guns
  • witness feature, people will report player if they see you with a gun or causing trouble
  • custom HUD to show current weapon and "hack battery" amount
  • custom weapon wheel
  • victim damage indicator
  • player damage blood fx
  • police search area after witness report
  • controlled wanted level (cops only will go after you if a witness succeed calling cops + you stay in search area or if you mess up with cops)

JulioNIB included a note stating that this mod, like the rest of his Grand Theft Auto V mods, requires two plugins to work: ScripthookVDotNet and ScripthookV & ASI loader.

JulioNIB has also made a few updates to the mod to fix certain issues, including some bugs related to the weapon wheel, certain controller problems, and adding support for hotkeys, which are listed in the mod's blog post.

This mod appears to be a follow-up to a similar one JulioNIB made for Grand Theft Auto IV though, of course, many of the features are different. Both mods are available for free to anyone who feels a mighty need to combine either Grand Theft Auto game with Watch-Dogs.

More details on the mod can be found here.

Black "Frye" Day sales: Up to 50% off Ubisoft Merch for AC, Far Cry, and Watch_Dogs Tue, 24 Nov 2015 05:37:59 -0500 Andrea Koenig

Ubisoft and the Ubi Workshop are already preparing for the upcoming start to holiday shopping as they stock their stores with Ubisoft game merch. Get up to 50% off items and apparel from Assassin's Creed, Far Cry, and Watch_Dogs series right now.

Three big items available will be from Assassin's Creed Syndicate: both Jacob and Evie hoodies are available for pre-order now. They will be available for a standard price of $94.99. Alongside them, you can pre-order "The Rooks Hat," which is on sale at $19.99.

Here are some highlights of other Assassin's Creed merchandise on sale for Black "Frye" day:

For Fry Cry fans, some highlights on their special merchandise:

And for the Watch_Dogs fans:

These sales are available from now through at least Cyber Monday. For a full list of on-sale and pre-order items from Assassin's Creed, Far Cry, and Watch_Dogs, check out the Ubi Workshop store here.

Following the recent release of Assassin's Creed Syndicate, much of the Ubi Workshop store holds special apparel modeled after outfits the characters wore in-game and accessory merchandise. To see specifically deals from this game, check it out here.

7 more games that should follow World of Warcraft to Hollywood (with dream casts) Wed, 11 Nov 2015 06:21:02 -0500 Rob Thubron


In case you were wondering, there are quite a few video game movies in various stages of productions right now, hence why they weren’t included on this list. Bear in mind that a few are in the very early stage of pre-production but still 'officially' being worked on. Here’s a list of some of them:

  • Metal Gear Solid
  • \n
  • Mass Effect
  • \n
  • Deus Ex
  • \n
  • Watch Dogs
  • \n
  • Dead Island
  • \n
  • The Witcher 
  • \n
  • Borderlands
  • \n
  • Assasins creed
  • \n
  • The Last of Us
  • \n

What do you think of our list? What other games do you think deserve a spot on here? Let me know in the comments!


1. Dragon Age


There has already been a Dragon Age animated movie, a YouTube mini-series, and a web series featuring the lovely Felicia Day, but surely now, in an age where Game of Thrones has made it acceptable to talk about dragons and wizards, we deserve a big budget Dragon Age feature.


A movie adaptation doesn’t need to copy directly from any of the games, but it should feature some of the core elements such as Darkspawn, dragons (duh!), mages, the Chantry, and the Templars. Adding some GoT-style intertwined political storylines would definitely benefit the movie version (we wouldn’t want it to be another Dungeons and Dragons *shudder*), although it would probably do well to ease off on the incest.


Giving it an R-rating would definitely be the difference between making a Dragon Age that does justice to the source material and creating a cheesy, child-friendly pile of crap. The games are brutal in sections and deal with adult subjects such as racism, class, and duty. Plus, of course, there’s a ton of blood, death and general viscera across the entire series.


Give this project to a good writer and director, allocate an enormous budget, and you’ve got yourself one of the best video game movies ever made. Should Warcraft do as well as many people expect, don’t be surprised if talk of a live-action Dragon Age feature starts to surface once again.


Protagonist: As the main character is customizable, it doesn’t need to be a specific actor. Gerard Butler proved in 300 that few people do swordplay, beards, and muscles better than him, so maybe he should get the role.



Antagonist : Depends on the game on which it is based, but Underworld’s Viktor, Bill Nighy, or Tywin Lannister himself, Charles Dance, would both make a good Corypheus.



2. Fallout


There have been a number of previous attempts made at getting the ball rolling on a Fallout movie, including one promising project that was ultimately cancelled. The fact that Bethesda holds a ‘Statement of use’ Fallout movie trademark covering “motion picture films about a post-nuclear apocalyptic world” does give hope that we may one day hear the words “War. War never changes” on the big screen.


A movie incarnation could use Fallout canon taken from the entire series of games. Post-apocalyptic movies are nearly always popular, and with Mad Max becoming a lot of people's ‘movie of the year,’ as well as Fallout 4’s recent release, Hollywood would do well to ride the momentum and get a Fallout movie into theaters asap.  


For inspiration, 'Fallout the movie' should look toward Denzel Washington’s awesome The Book of Eli, which shows exactly how to create a post-nuclear world. Of course, it would need to add in the game's famed advanced technology (power armor!), and having some deathclaws and mini-nuke launchers wouldn’t go amiss either.


Protagonist: Pretty much anyone, really. Well, I don’t think Jim Parsons would fit the role, so maybe not anyone.


 Do not cast this man!


Antagonist: Again, it all depends on what lore the movie uses. Although I always thought Neal McDonough (Arrow’s Damien Darhk) would make a great Caesar from New Vegas.



3. Dead Space


Even though there have been two rather good animated movies, Dead Space is ripe for the live-action treatment. In fact, the horror maestro himself and a big fan of the franchise, John Carpenter, has expressed an interest in getting involved in the project.


A movie adaptation has the potential to be a real stomach-churner, provided it contains the same amount of blood, violence and body horror seen in the game. Carpenter talking the helm would be a great sign - as the man who directed The Thing, he knows plenty about creating scares using horribly mutated monsters.


Dead Space’s Church of Unitology plot would certainly work well in a movie adaptation, much like it does in the animations. And while it could be based on any (or all) of the games, the USG Ishimura-set first entry would likely be the best option, invoking the same sense of isolation and dread that the original Alien movie managed to do so well.


Protagonist: It’s probably because of their previous roles in sci-fi movies, but I can imagine either Michael Fassbender or Jim Caviezel taking on the role of Isaac Clarke



Antagonist: There are a few antagonists in the Dead Space series, but if we’re sticking with the first one then I’d pick True Lies bad guy Art Malik for the role of Dr. Challus Mercer





Anyone who has played SOMA will probably be surprised to find that - considering it’s from the team behind Amnesia - the first few hours aren't overly scary. Eventually, you meet the first horrific, shambling monstrosity THAT YOU CAN’T OUTRUN and you end up assuring your dry cleaners that the marks on your pants aren’t what they look like.


So yeah, SOMA can be a terrifying game, and one that doesn’t rely on too many jump scares in the way Outlast often does. There’s an ever-present sense of dread when playing SOMA, made all the worse by the sense of isolation it instills in the player by being set at the bottom of the ocean.


Other than the fact it’s a very scary game, SOMA's examination of questions such as ‘what makes us human?’ and ‘is there such thing as a soul?’ could help it become an excellent horror movie that looks beyond the monsters, much like Jacob’s Ladder does.


Due to the fact it’s impossible to talk too much about certain aspects of the game without giving away major spoilers, I’ll leave off the antagonist/protagonist section for this one.


5. Bioshock


A movie adaptation of Bioshock very nearly came into existence (the image above is concept art from the project) but after several attempts to finalize a deal with Universal, creator Ken Levine pulled the plug. Part of the reason was the poor reception suffered by Watchmen; Universal wanted a hard R-rated Bioshock, and after the failure of Zack Snyder’s superhero movie the studio decided to drop the allocated budget from $200 million to £80 million.


This didn’t sit well with director Gore Verbinski, who subsequently quit the project. Levine wasn’t happy with the replacement director, and so the Bioshock movie was cast into limbo.


After all this, Verbinski went on to direct the $225 million The Lone Ranger. Turns out even a massive budget, a famed director and Johnny Depp can’t save some things.


In all fairness, Bioshock would likely be a very difficult movie to make. Verbinski was right about it needing a massive budget, and the movie version would require some good writing to incorporate the themes of choice, religion, socialism, class, etc in order to make it appealing enough to the masses without diluting the essence of what the game is about. But maybe one day all these different production elements will come together and we’ll get the Bioshock movie that fans deserve.


Protagonist: Assuming it’s based on Infinite’s Booker DeWitt, it’s got to be Mad Men’s Jon Hamm. The actor looks so much like DeWitt you would think the game designers used him as reference material.



Antagonist: Going with Infinite's Zachary Hale Comstock, I would choose General Zod himself: Michael Shannon. Tall, imposing and with the kind of voice you feel compelled to obey; give Shannon a beard and he’d make a perfect leader of the founders.



6. Outlast


The Silent Hill movie is generally regarded as one of the better movies based on video games, but it’s still pretty divisive. Maybe now’s the time to give another horror game the Hollywood treatment?  And few are more worthy than the brilliantly terrifying Outlast.


If you’re the kind of person who reads all the notes/audio files in these kind of games, you’ll know that Outlast has a deeper plot than most horror titles. Covering stuff such as CIA mind control experiments, Nazi scientists, and some ever-popular body horror themes, the game has the potential to become an excellent modern horror movie. Throw in some of Outlast’s night-vision POV elements, jump scares, and torture porn - and get Eli Roth to direct it - and you’ve got yourself a real horror movie.


Protagonist: As you never see investigative reporter Miles Upshur’s face, anyone could play him. I think Josh Brolin would do a good job, lending a sense of gravitas alongside his freakishly square face.


Antagonist: There are a fair few bad guys in the game, but the psychopathic Doctor Richard Trager is one of the most memorable. It’s definitely a role that Marty McFly’s Dad, Crispin Glover, could play – once he shaved his head and stuck on a load of latex.


7. Life is Strange


Seeing how Life is Strange is pretty much an interactive movie anyway, adapting it for the big screen shouldn’t be much of a challenge for those involved. This amazing game may be a teenage-girl-with-time-altering-powers simulator, but it can be enjoyed by anyone and is one of the best games around to play with non-gaming partners.


While the movie version should stick close to the plot, it might not be a good idea to adhere too close - as anyone who has played the series will know what big reveals to expect. In all likelihood, this would be one of those movies from video games that are ‘loosely’ based on the source material, much like Max Payne, but hopefully not as vomit-inducingly bad.



Protagonist: She’s the right age and can play geeky as well as she plays sassy - Chloe Moretz would be a popular choice for Max Caulfield


Antagonist: Impossible to go into too much detail here without ruining the game for anyone who hasn’t played it. Let’s just say that Ryan Gosling would be my choice.


It seems that some things never change - broken PC ports, war, and terrible movies based on video games, for example. But while Arkham Knight has shown that we PC gamers still occasionally have to endure some mockery from our console cousins, and Fallout 4 continues to lament War’s unchanging nature, the recent Warcraft trailer has given people hope that we may soon see the end of atrocious Hollywood interpretations of video games.  


Yes, movies based on video games have had a long and, at times, frankly horrific history. If you ignore the animated entries, what titles would be in a top five? In my mind, the original Mortal Kombat is still the best the genre has to offer, so that would leave (very arguably) Silent Hill, Prince of Persia, Tomb Raider and the first Resident Evil; not exactly stellar stuff. Things get much, much worse when you look at the worst examples - Dead or Alive, Double Dragon, House of the Dead, Postal, and, of course, Alone the Dark, a movie that resulted in the 'lord of all that is balls,’ aka Uwe Boll, being charged with crimes against humanity (probably). It took poor Christian Slater 10 years to get his career back on track - thanks to ‘Mr. Robot’ - after this total bilge almost ruined him.


But back to the matter in hand; seeing as Warcraft does actually look like it will be pretty good, and assuming this trend will continue, what video games should also get the Hollywood treatment? Here’s a list of some titles that would make the transfer seamlessly – unless Uwe gets his grubby hands on them and produces another turd. There are also some suggestions as to who should play the heroes and villains from the games.

Watch Dogs: Complete Edition for Xbox One Thu, 27 Aug 2015 04:58:52 -0400 Charly Mottet

For those of you, if any, still waiting on some news about Watch Dogs 2, don't hold your breath. Seriously, do not. Because Ubisoft has decided to release a Watch Dogs: Complete Edition for the Xbox One, while fans are wondering about a sequel. 

For $50, Xbox One gamers can obtain this edition, complete with the full game, its season pass, a new game mode, new weapons, outfits and missions, as well as a few DLCs, including the Access Granted Pack, the Conspiracy Digital Trip, and the Bad Blood story expansion. That last one allows gamers to play as the "legendary hacker" T-Bone (no, the legendary hacker is not even Aiden Pierce). 

For now, PlayStation 4 and PC do not have release dates for their versions of the Watch Dogs: Complete Edition, but announcements should be just around the corner. 

Watch Dogs 2?

Watch Dogs, when revealed for the first time at E3 2012, made gamers want the game. Need the game. But then, all of the magic surrounding the game disappeared when it was finally released. Perhaps it was because of the numerous bugs going on in the PC version of Watch Dogs. Maybe it was because Aiden Pierce was just... not fit to be a main character (a.k.a bo-ring). In any case, the game just did not have the success most expected from it. 

Many rumors about Watch Dogs 2 have been going around. Unfortunately, Ubisoft does not seem intent on giving fans a sequel (yet?). 

However, the developer is releasing a Complete Editon for Far Cry 4 next month. So it's not like Ubisoft hasn't been busy. 

Nine Things Next-Gen Multiplayer Needs to Succeed Sat, 18 Jul 2015 15:07:14 -0400 Elijah Beahm


Multiplayer has been a part of this industry from the start, and its impact can be felt across the spectrum of platforms we play on. Whether you like online gaming or not, we've come a long way, and have a even further journey ahead to travel. Here's hoping developers choose the right path for online gamers.


Encourage and Grow Your Communities


This last part is something only a few publishers and developers have done really well. For example, 2K Games managed what seemed almost impossible at the time, and bred a longstanding Bioshock 2 multiplayer community. Between offering assets for wikis, and porting the game out of pocket to Steamworks as Games for Windows Live began shutting down, 2K Games did good by their community.


They also repeatedly tried to do right by them in terms of DLC. When it seemed like Minerva's Den might not release, they gave out the Protector Trials for free on PC. When they found out they could port it over still, they did, and they kept the Trials DLC completely free regardless. They also gave Minerva's Den for free to anyone who had bought the original, Games for Windows Live version of the game. On top of that, they made all multiplayer DLC free for everyone, and decreased the grind in the progression system so members of the community could regain their ranks quickly in the new Steamworks version.


This is how you reward a loyal community. You don't treat them like EA did with Dead Space 2, where they never ported any of the DLC, and when it was found some was already on-disc, EA just quietly made a few items and armor sets unlocked for PC users. They never got the Severed DLC campaign (which reportedly never got past pre-Alpha on PC before being cancelled on that platform), nor did they get any of the multiplayer patches.


Publishers and developers both need to learn from these and other examples, and understand that you don't survive through game sales alone. You need that community who will stick it out years from now. Bioshock 2 is thriving and active on PC after five years. By contrast, no one is playing Dead Space 2 on PC anymore. Consider that fact.


Scoreboards Don't Count as Multiplayer


I would think this would go without saying, but judging by the number of games that have tried to use this as a placeholder for real multiplayer, it apparently does not. A scoreboard is fine on its own, but it does not make for great multiplayer. Most people don't care, and often times those who do are more interested in kill/death ratios in Call of Duty than how many Animus Fragments they've found in Assassin's Creed. Let's stop using this as a crutch.


We Need More User Generated Content


For a long time, it seemed like modifications were on the way out. Very few games supported mods during the last generation, save for a handful of shooters, and a number of strategy and RPG titles. That is changing though, thanks to a rebound in the focus on user generated content. Even if a game is a completely solo experience, you can play levels or experience new content made by other gamers.


User generated content is the lifeblood of many older games. Tron 2.0 and Skyrim both got fan expansion packs in the past three years, well after their publishers had moved on. Mods are free DLC that developers don't have to spend a dime on. Whether or not you think mods should be commercially released is another debate, but you can't deny the popularity of modding. Some developers even use mods as ways of finding the best new talent to hire for their next project.


As development tools become more user-friendly, and in-game toolsets get more powerful, it stands to reason that user generated content needs to be taken more seriously as a means of online content.




Let Cooperative and Competitive Multiplayer Blur


The fact cooperative and competitive multiplayer are beginning to blur is a great sign, but there are only a few games that have toyed with this. Dark Souls, DayZ and Watch_Dogs remain the only notable examples, and even this early on, they show promise. Dark Souls in particular has caused many anti-multiplayer gamers to reconsider their stance on the issue, because it put it in a new context.


Taking competitive play out of instanced matches and making it more like a boss fight puts it in clearer context for those who don't regularly go out and play Domination or Capture the Flag. With the addition of cooperative players helping each side during conflicts, Dark Souls lets the players define the battlefield.


Watch_Dogs took this a different direction by empowering players with a variety of play styles. Maybe you go and spy on someone or hack their phone in a one on one battle. If you prefer racing, you could take on mobile device users or enter street races. If you like team battles, those are available too. They aren't carted off in some alternate landscape, but instead are present in your game, and have tangible rewards for both offline and online play.


As we step forward, these types of integrated multiplayer could even tie into grander mechanics. Imagine a world where the Dark Souls invasion system and the Shadow of Mordor nemesis system are combined. The potential is tantalizing, to say the least.


Think Outside the Box For What Genres Can Have Multiplayer


A year doesn't go by when I don't hear someone say "[game] doesn't need multiplayer!" Except, did you ever ask yourself what kind of multiplayer that would be like? The XCOM: Enemy Unknown team asked themselves that, and what resulted is a surprisingly popular turn-based RPG style multiplayer that even got a wealth of new maps in the expansion pack Enemy Within.


The same happened with Mass Effect 3, and later Dragon Age: Inquisition. Perhaps its time we stop saying something shouldn't be done, and start more regularly asking "can this be done, and will it be fun?" Not only does this open the door to new multiplayer games, but it lets mechanics be handled in new ways. Assassin's Creed: Rogue's detection system wouldn't exist without Assassin's Creed: Brotherhood's multiplayer, and similar examples exist across many franchises.


So let's really push the envelope and see what works. If it fails, then go back to the drawing board; but if it succeeds, then help it grow.


Truly Dynamic Levels


Letting us level one building in Battlefield 4 was impressive back on the PlayStation 3 and Xbox 360. Now though, with the hardware available to developers, we should be seeing a lot more dynamic elements in levels, and not just in shooters. If anything, more games need to look to some of Sony's more recent games for inspiration.


Take the airstrip level in Uncharted 3. When the level opens, one team is a plane that is preparing to take off. Meanwhile, the other team is on a set of moving trucks, chasing after it, guns blazing. This leads to some hilarious and awesome moments that only happen because of the players and the level both being equal participants.


Similarly, PlayStation All-Stars: Battle Royal built itself around levels that would blend between two games. One minute you're in Pappa Rappa, but within minutes, Killzone invades with giant mechs firing on players. Every level did this, and would significantly impact the approach players would take to battles. That isn't even counting smaller dynamic elements players could use to their advantage, like setting off traps or knocking opponents into hazards.


We need more levels like this. While making a level flood or have half of the map become full of poison gas might seem impressive to some players, we could do so much more. Destiny's raids have randomized, dynamic elements as much as they do scripted ones. Syndicate had different enemy spawns and behavior based on difficulty levels. These are the sorts of things we should aspire to in future multiplayer titles.


Understand What We Want From Online Co-op


When I reviewed Sunset Overdrive, the game had an excellent open world that was begging for two player campaign co-op. Instead, it had one of the blandest eight player horde modes ever created. Too many games just tack on online cooperative multiplayer without any consideration of what the mode needs. This weird misunderstanding of what we want in co-op is increasing in frequency, as more and more cooperative games are made.


First off, we want to play together with like-minded players. This really is what developers should consider first when going forward. Halo: Reach had one of the best matchmaking filters by asking you several general but important questions about how you liked to play Halo This helped like minded gamers to team up easily.


This should be a default feature in co-op, especially when the co-op is in the main story campaign. If someone is just there for the action, then pair them up with other people there for action. If someone cares about the story, get equally considerate players on board with them.


We also need goals worth playing for. The point of cooperative multiplayer is that you are working together, towards some end. This is why co-op in campaigns works so well, and why standalone co-op modes that are barely connected with the main game fall apart. Some games like Halo 5: Guardians have been making strides to close the gap and integrate co-op into their stories, but we still have a lot further to go.


Still, making players work for a narrative goal might get them through once or twice, but we need consistent, enjoyable reasons to bring friends along. We need new tactical options to open up in cooperative shooters. We need new dialogue choices in cooperative RPGs. We need incentive to play in co-op that offers a different experience, without cutting players out of every option. The benefits should be realistic to the player count.


Online co-op has been evolving at a fast rate, ever since Halo 3 and Borderlands popularized it. Hopefully that means these growing pains can be passed through just as quickly.










More Content, Not Bigger Battles


This is another thing that has continually been happening, and is a big issue for multiplayer. Sony was able to get over two hundred players playing together in its game MAG. It was also so dry and visually bland a game that it could have been a PlayStation 2 title in pre-Alpha.


Some developers have caught on to the idea that more content is better than grander scale, but still are struggling with it. Titanfall offered over twenty maps at launch, and released a bunch of free content updates, but also tried to charge ten dollars for three packs of three new maps. This was a terrible idea, and the game benefitted greatly by just letting everyone have the new maps for free.


This shouldn't even be news to developers. For years older games like No One Lives Forever and Unreal Tournament offered free map packs and new game modes as updates, not something you had to pay the right to use. Splintering communities with pay walls is one of the worst things you could do in multiplayer.


If developers want to charge for something, then they should actually take a note from Batman: Arkham Origins and charge for new gear, or better yet, Battlefield 4's shortcuts. I know what you're thinking "but that stuff is the worst!" except, it really isn't. Think about it.


Consider a world where all content updates are free, so you continually have more and more game to play. Except, since publishers will still want to make something off of the game, they offer new players the ability to catch up in the progression system. They'll still be new to the game and unsure of what gear to use, meaning balance is maintained. All the meanwhile, you've got a consistent stream of new modes and maps to play on.


As compromises go, this one pays off way more for the core player base than the current model. It'd be awesome if we could just get the content for free, but not all publishers and developers will go for that approach. Still, anything that takes us out of the age of Sanctum and Call of Duty-style paid for DLC is a welcome move towards benefiting the player base.




Local Co-op


Yes, this is still a thing, contrary to so many games dropping support for it. Whether it's a desperate bid to optimize (like Halo 5: Guardians) or just cut due to rushed schedule (like Killzone: Shadow Fall), local co-op has been getting the short end of the stick between now and the end years of last-gen. That needs to stop.


We need local co-op games, and not just 2D games and indie titles. Halo was born on local multiplayer matches, and Star Wars: Battlefront let console gamers play together online without a hitch. Friends could play games together both online and offline, but more and more that feature is excluded, and it hurts consoles in general.


The more games you can play alongside a friend and enjoy, the more you'd want to have them on your own. It's just not the same experience, swapping the controller back and forth. Yes, you might have over a hundred players on a massive battlefield with AI opponents and amazing scripted moments, but you're failing the oldest mode of multiplayer in existence. Give us a reason to buy a second Xbox One or PlayStation 4 controller.


Multiplayer has gone from the only means of play, to a standby feature, and somehow made a huge jump back into "novelty" territory before finally getting its footing again. In the modern gaming era, multiplayer is a huge money maker across consoles, mobile, and PC. Yet, despite years of innovations and experience, the industry seems to have forgotten or failed to realize several things multiplayer gaming needs to really do well.

Forget Arkham Knight: Here are the 10 worst PC ports of all time. Fri, 26 Jun 2015 05:45:12 -0400 Rob Thubron


1. Watch Dogs


How excited we PC gamers were when we first saw Watch Dogs (or Watch_Dogs, for pedants) at E3 2012: "If that's what the graphics look like on those 'next-gen' consoles, imagine how good they'll be on my multiple graphics card PC!", we so naively thought. Many of us pre-ordered the game, and some even splashed out a new, debt-inducing GPU to enjoy it on (i.e. me).


Then the big day came; after downloading the game and sticking the settings up to ultra - as anyone with a $500 gfx card would do - gamers were expecting to see something they'd never seen before - and they did! Instead of the amazing looking Watch Dogs we had witnessed at E3, we got a still image, then another one, then another. It was about this time the horrible realization set in that this was, in fact, the game itself. And it was running at less than 1 frame-per-second


Ubisoft was its typical helpful self, and suggested turning the graphical options down - right down. Even on the most powerful rigs, Watch Dogs was only playable when it was downgraded to the point where it resembled a 360/PS3 title. Upcoming patches were promised to improve this horrible port, and Ubisoft suggested we play the game until their release - which we did, until all the save game files started to break. What was the company's response to this? "Start the game again!"


Unfortunately, a lot of people didn't have this option (me included), as by now Watch Dogs simply wouldn't start - likely some attempt at self-euthanasia on its part. 


It took two weeks before various patches and drivers made Watch Dogs playable, and even longer before ultra settings could be used without it turning into a slideshow. Once fixed, it really was a good game, but that's no excuse for what people who bought it on release went through. The moral of all this? Bad ports need to become a thing of the past - but that probably won't happen, so just stop pre-ordering games.


What other games have had terrible PC ports? Got any horror stories you'd like to share? Let us know in the comments below!


2. Saints Row 2


The much-anticipated second game in the Saints Row franchise arrived on the PC with so many problems that a lot of gamers assumed it must be some form of intentional trolling by the designers. 


Some menus just didn't work, no matter what you tried. Sometimes the game ran at 15fps, no matter what the settings were. There were reports of the whole thing running like it was stuck was on fast-forward, with even the voices sped up to comical speeds. Keys didn't always respond with the actions they were mapped to, meaning some sections were impassable. And it was constantly crashing and returning players to the desktop for no apparent reason.


3. Grand Theft Auto IV


The entire PC community couldn't wait for GTA IV to be released on their platform. The game had received rave reviews when it hit the PS3 and Xbox 360 in April 2008. But when the Windows version appeared in December, that excitement quickly turned to disappointment.


'Poorly optimized' wasn't a strong enough term for the GTA IV on the PC. Even gamers with the kind of rig that cost more than a new car were having problems with it. Frame rates often dropped into single digits, with most players having to lower the resolution below 1080p to make the game even slightly playable. It was also buggy as hell and crashed constantly.


4. Resident Evil 4


When a PC game is a port from the PlayStation 2 version, which itself was a port from the Gamecube, you know there'll be some potential problems - and Resident Evil 4 had them in abundance. 


For a start, the cutscenes looked like hell; they resembled something from a mid 90's console game. It contained numerous rendering and other graphical problems, crashed constantly, and was nigh impossible to play without a joypad. Eventually, it was fixed and patched up, and if you buy the remastered edition on Steam today, you'll get to enjoy the best Resi game in the series.


5. Bully: Scholarship Edition


Another Rockstar open-world game that fell flat on its face when it was ported to the PC. It took Bully: Scholarship Edition two years to move from the PS2 onto PC rigs, and yet it felt like developers had rushed this version out in only a few days, such was its utter crapness.


Some good advice for those wishing to experience Bully on the PC was to keep a book by their side, as the loading times felt like eons. It was yet another game capped at 30fps, had missing textures all over the place, no Vsync, and framerates that varied from agonizingly slow to so fast that some areas were impassable. Oh, and the controls were awful.




6. Dark Souls


Dark Souls committed a cardinal sin on the PC by being released at a locked 720p resolution and running at 30fps - not something a person who has just spend $1500 on a rig wants to hear. These weren't the only issues the game faced; it also used Games For Windows Live DRM, which, as anyone who had to endure it will tell you, offers the same level of satisfaction as setting yourself on fire. 


Like so many games on the PC, it was up to the modding community to right the many wrongs of this port. When everything was finally running perfectly, Dark Souls turned out to be one of the best (and most difficult) games ever to appear on the platform.


7. The Evil Within


The Evil Within famously used a letterbox effect to give it that 'cinematic feel'. The designers claimed that not being able see the floor would take something away from the player that they’re used to, making them uncomfortable and adding to the game's atmosphere. Yet most people found it just pissed them off.


When The Evil Within was ported to the PC, those massive black bars came with it.  And thanks to the various native resolutions and aspect ratios found on desktop monitors, the game was a real-life nightmare for many players. It also came with a 30 fps lock, had numerous graphical glitches, and often crashed if you did anything out of the ordinary - such as watch the entire opening cinematic. Thankfully, a patch was eventually released that fixed these issues.


*Update: On the June 23, 2015, 8 months after The Evil Within's release, an update to the game that allows the removal of the letterbox format was released for consoles. 


8. Enslaved: Odyssey to the West


It took a year for Enslaved: Odyssey to the West to reach PC from console, and it really wasn't worth the wait. What was a well-received game on the Xbox 360 and the PS3 was a total mess on the PC.


Its problems included: being capped at 30fps (naturally), stuttering, motion blur so bad it could cause retinal damage (and no option to turn it off), low framerates, resolution problems, no V-Sync option, and horrible, pixelated textures. The whole thing was shoddy in the extreme.


9. Need For Speed: The Run


A large number of the Need For Speed games on the PC were poorly ported from consoles. Racing games used to be a console staple, and their optimization for the PC platform was little more than an afterthought for developers.


Out of the all the bad NFS ports, The Run was the worst. Capping a PC game's framerate at 30fps is bad enough, but doing it on a racing title is just criminal. The game also had no anti-aliasing option, bad controls, and was unresponsive - just what you need when trying to navigate high speed racetracks.


10. Borderlands


The first Borderlands to appear on the PC really was a great game - as long as it was played using a gamepad. Most people assumed it would be optimized for the keyboard and mouse once it made the transition to PC, what with it essentially being a FPS and all. Turns out this was far from the case.


There were no changes made from the console version, meaning those without a gamepad found navigating the menus teeth-grindingly awkward. As good as the game was, this interface ruined the experience for many players.


It's now official: Batman: Arkham Knight on PC is an utter shambles. If the PS4 and Xbox One versions were Christian Bale's bad-ass incarnation of the caped crusader, the PC version was George Clooney and his pointy-nippled batsuit.


It's just been announced that Warner Bros. has temporarily suspended sales of the PC version of Arkham Knight due to its terrible quality. As shocking as it is that a company has had to resort to this action, not every developer who released an atrocious PC port would halt its sales. Some just give the whole "We're working on it" line, while allowing more units to be sold, *cough* Ubisoft *cough*.


But as much of disaster as Arkham Knight has been on the PC, it's by no means the first terrible PC port of a game - or even the worst. The platform has been infected by numerous titles that were often pretty good console games, but utter garbage when they appeared on home rigs. And while some were eventually patched and updated to the point that they exceeded the quality of their console counterparts, its still no excuse for charging money for a product that's unplayable.  


So which ones have been the worst offenders over the years? Here are ten of the most infamously awful PC ports ever seen.



5 Most Disappointing Games of 2014 Sat, 14 Mar 2015 15:43:26 -0400 Farrel Nobel


Well, that's all I got. I know there are a lot more games than this but this list is based on the games that I've played or researched on extensively at the time those games were released.


Those are the most disappointing games of 2014 in my book. What's yours? Write it down in the comments section below!


Ground Zeroes


I know that everyone's getting hyped up for Metal Gear Solid V, and obviously Kojima knows that as well. The evidence is in Ground Zeroes, a supposed prologue for players to ease into the MGS V game. There's actually nothing wrong with this game. The graphics are great, missions are intricate and focused very much on stealth, just like any MGS game should. 


All was fine except the fact that the game can be beat in one play session, and not a very long one at that. But, okay, it's supposed to be a prologue to MGS V, so let's say it's only allowed to be 90 minutes long, give or take. Charging $40 for a 90-minute game is not okay though. Definitely not okay. 


Nevertheless people are still hyped up about Metal Gear Solid V, and they should be - it looks like a damn good game. But until then, you can play this 1.5-hour, $40 adventure. 




Driveclub was supposed to be one of PS4's flagship titles to attract more consumers into buying a PS4 instead of Xbox One. Obviously there was a lot of promise in this game. So much so that this game was suppose to come out on PS Plus for free at one point, but never did. 


Not only that, but the server issues were also extremely problematic, as many players complained in gaming forums everywhere. That doesn't make Driveclub a bad game though. It's a decent racer with the same type of gameplay that racing fanatics are comfortable with.


However decent this game is, it's still disappointing for not living up to their promises. 




Over $500 million. That's how much money was put into the massive hype train called Destiny


Destiny was suppose to be one of the best, if not the best, game of 2014. Everyone was getting so hyped up for it and calling it a great game before it even came out. Fans were eager for something new, especially something from Bungie! People were so excited for this game that they bought PS4s and Xbox Ones just to play it.


Which is why it was all the more disappointing when this game turned out to be a flop that even paid reviewers couldn't save: a non-existent story that's just a HUGE  setup for endless DLC, Peter Dinklage's flat dialogue delivery, and the ridiculous random loot had gamers everywhere complaining. Oh, top all that with the fact that you can't even trade with your friends in the game. Come on Bungie, you're better than this and you know it. 


Watch Dogs


Playing Watch Dogs, I actually enjoyed the gameplay. Being the first PS4 video game I've played, I thought the visuals looked alright - aside from some defects here and there. And I also enjoyed the tense multiplayer modes as well. 


Then I searched for some review videos and found the E3 video that made Watch Dogs famous in the first place. There is so much missing in the game in terms of graphics. The E3 reveal had MUCH better textures, MUCH better lighting, MUCH better shadows, ans so on. Overall, the current version of Watch Dogs is just a total downgrade from the E3 reveal. 


It's not that the current version is necessarily a bad game. It's just how Ubisoft promised so much, then under-delivered in so many ways that left a sour taste in many fans. 


To start off the list, let's go with the obvious. 2014 wasn't a good year for gaming, at least in terms of anticipated releases coming through on people's expectations. 


Ubisoft's Assassin's Creed: Unity should be obvious choice for this category. I mean, just look at the picture! The glitches in this game are mind-boggling and borderline game-breaking. So much could've been way better if it weren't for these face glitches, invisible walls, etc. 

5 Games That Get More Hate Than They Deserve Sun, 01 Mar 2015 05:39:25 -0500 Stan Rezaee

Some video games are so infamous that they have earned the hate of gaming community for years to come. Titles like DmC: Devil May Cry and Aliens: Colonial Marines are examples of games that will always invoke gamer rage.

Yet some titles have either been misunderstood or are hated because of the sins of the games that followed. Not all games really deserve the hate of the community, but should be appreciated for what they achieved.  

Here are five games that have gotten more hate than they deserve.

5. Watch Dogs

Watch Dogs was a new take on the open-world crime genre that attempts to combine elements of stealth and puzzle-solving into a techno thriller, influenced by works of pop-culture like The Girl with the Dragon Tattoo. Players had to work with the environment to overcome challenges and obstacles while using their skills to outwit their opponent.

Yet when the game was released, many were not that impressed with the overall result. Critics did modestly praise it but gamers were disappointed in what they felt was a bland title that offered nothing new. It didn't help that Ubisoft included every trope that could be found in the other open-world games they have published.

The hate for Watch Dogs is rooted in poor timing, along with being over-hyped by fans and the media. Because it was released several months after Grand Theft Auto V, gamers had an unrealistic expectation for the quality of gameplay. Thanks to the long devlopment time, it became overhyped by the community to the point that disappointment was guaranteed. 

If a gamer could look past the hype and not use GTA V as a measuring stick, then they will truly appreciate Watch Dogs for what it really is. 

4. Call of Duty 4: Modern Warfare 

After several titles that took gamers to the battlefields of Nazi-occupied Europe, the series was in need of a makeover. Call of Duty 4: Modern Warfare took the fast paced action of the series into a modern setting with a story inspired by the works of Tom Clancy.

Hailed as achievement for the series, it has now been scorned by the gaming community for being everything that is wrong with the gaming world -excessive DLC, repetitive gameplay, lack of progress, an immature fanbase, and a setup that has been overused. Even worse, other games are dumbing themselves down just to appeal to the Call of Duty demographic.

The hate gamers have for Call of Duty 4: Modern Warfare has more to do with how stagnant the series has become, along with the poor imitations that have followed. The series may be declining in quality, but back in 2007, this game redefined the concept of the first-person shooter (FPS).

Games like Killzone 3 and Medal of Honor borrowed elements that made Modern Warfare appealing but were able to keep their sense of identity. Meanwhile, games like SOCOM 4: US Navy SEALs and Resident Evil 6 shoot themselves in the foot by trying to be like Call of Duty

Also its very common for others in an industry to try an imitate what is successful. Open-world sandbox games dominated the sixth generation consoles thanks to Grand Theft Auto III. While some titles have become memorable, many have been forgotten due to a lack of originality and uniqueness.

3. Metal Gear Solid V: Ground Zeroes 

Hideo Kojima introduced gamers to his new vision for this iconic series with a sample of what's to be expected in Metal Gear Solid V: The Phantom Pain. This demo demonstrated how the series aims to once again redefine the stealth genre by incorporating it into an open-world environment, while allowing gamers to witness the complete transformation of Snake into Big Boss.

Despite what it achieved, this entry has been one of the most controversial titles in the series. It first started when it was unveiled that David Hayter was replaced with Kiefer Sutherland as the voice of Big Boss. Next was the alleged one-hour game time that many gamers felt made the title a petty gimmick to milk extra money from the fans.

Ground Zeroes does have a short game time, but Kojima did try to make up for it by including several mini-games and hidden features. This added to the games longevity by giving it extra content. When was the last time a game included this many side games without charging extra?

Despite its only shortcoming, Metal Gear Solid V: Ground Zeroes is a masterpiece that takes the series into a darker tone while setting the stage for The Phantom Pain.

2. Mass Effect 3

This science-fiction RPG brings an end to the story of Commander Shepard and his odyssey to save the galaxy from the Reapers. With the galaxy in peril, players must rally their allies to take one last stand against the Reapers and save civilization. 

However, fans were not too happy when it all came to an end with choices being inconsequential, along with several plot holes and contradictions. Also, not many were too happy that Shepard dies at the end. The backlash was so massive that a new ending was made just appease gamers.

Unfortunately, many failed to notice that it's usually difficult to complete a trilogy properly. Spider-Man and The Godfather are classic examples of trilogies in which the first two installments were masterpieces, but the third was terrible. Even good trilogies are going to have issues, as many face high expectations. Much like The Dark Knight Rises, Mass Effect 3 was not as masterful as its predecessor, but it was still a great title that completed a story.

BioWare should not been surprised by the reaction, as fans will always be outraged over the death of a beloved character. It all goes back to the public outcry that Sir Arthur Conan Doyle faced after killing off Sherlock Holmes in The Final Problem. This trend still continues, as fans are often mortified when a beloved character in a popular franchise is killed off.

Yet what many disappointed fans failed to take into account was the death of Commander Shepard only transformed the character into a tragic hero. Audiences are so used to the hero living at the end of a story that they have forgotten the concept of the tragic hero who is forced to make the ultimate sacrifice. 

1. Resident Evil 4

Resident Evil 4 attempted to reinvent the series while also redefining the horror genre. New gameplay traded the fixed camera angle for an over-the-shoulder perspective, while making the overall experience more welcoming to new gamers.

Ask an old-school fan and they will tell you that Resident Evil 4 was the point at which the series went downhill. For fans, Capcom did not reinvent the series, but butchered an icon just to pander to a new audience. Everything that made it a horror-survival game was lost, and the series has continued its downward spiral ever since.

Like Modern Warfare, it's not the game that the community hates, but moreso what came after it. Traditional fans of the series have hated Resident Evil 5 and 6 so much that it has manifested into how they feel about Resident Evil 4

It certainly didn't help that Capcom re-released the game nine times across multiple consoles. (The most recent being an HD remaster version released for the PC back in 2014.)

Resident Evil 4 may have reinvented the series, but it actually did keep elements of its predecessors. Ammo was still limited, puzzles were still challenging and not all monsters could easily be defeated by shooting them. These elements, however, were lost in the games that followed as Capcom desperately tried to shoehorn co-op into every sequel. 

What do you think? What games get hate they don't deserve? Let us know in the comments!

Ubisoft to Give Assassin's Creed Unity Players DLC as Apology for Glitchy Launch Fri, 28 Nov 2014 19:06:25 -0500 KieraB

Assassin's Creed Unity developer Ubisoft has announced a change of heart about the upcoming Dead Kings. Instead of selling the game for a price, it will now be given away to Unity players as a sincere apology for the latter's faulty release.

Formerly a season-pass exclusive game, Dead Kings could double as not just a symbol of apology, but also as a reward for patience: dealing with hundreds of different bugs and glitchy scenarios from the jump could not possibly have been enjoyable for fans.

Further, players who have already bought the season pass, which Ubisoft has since discontinued selling, can enjoy their pick of a free game instead. They can choose from from the games Assassin's Creed 4: Black Flag, Just Dance 2015, Watch Dogs, Far Cry 4, Rayman Legends, and The Crew.

While the Ubisoft developing team is still working on patches to fix all the holes -- one in particular had Arno Dorian actually falling through the ground -- CEO Yannis Mallat had this to say about the situation:

"The launch of Assassin's Creed Unity was a highly-anticipated moment for me and for our development teams around the world who dedicated a tremendous amoung of energy, passion and skill to the game's creation. Unfortunately, at launch, the overall quality of the game was diminished by bugs and unexpected technical issues. I want to sincerely apologize on behalf of Ubisoft and the entire Assassin's Creed team. These problems took away from your enjoyment of the game, and kept many of you from experiencing the game at its fullest potential."

Following the player-made reports of Unity's various problems, the team has responded swiftly, releasing a third corrective patch on Wednesday, Novemeber 26. This patch is intended to fix issues with the game's stability, performance, matchmaking, connectivity, gameplay, and its menus.

Even through this shortcoming, season-pass players will still be able to reap the benefits of having the pass, including the Assassin's Creed Chronicles: China DLC, which shifts over to new assassin protagonist, Shao Jun. Maybe China and the other games can occupy time well while Ubisoft gets Unity running smoothly.