Uncompetative Comments

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  • Early Access games done right

  • Uncompetative 27/02/2015

    I discourage everyone from paying for incomplete products. Reply -3
  • Pokémon Shuffle review

  • Uncompetative 27/02/2015

    @Spetzomancer
    Apparently, you can still get scores if you are a paid subscriber /sarcasm
    Reply +6
  • CoD: Advanced Warfare's Havoc DLC dated for PSN and PC in Feb

  • Uncompetative 26/02/2015

    Only worth getting for Drift. So, kinda expensive. Reply -1
  • Far Cry 4's Valley of the Yetis DLC gets a March release date

  • Uncompetative 26/02/2015

    That's not what a yeti looks like. Reply +4
  • Fable Legends is free-to-play

  • Uncompetative 26/02/2015

    I wouldn't be interested if it was payme2playit. Reply -4
  • Dead or Alive 5: Last Round review

  • Uncompetative 26/02/2015

    The trial crashed to the dashboard in alternate matches on my ONE. Reply +1
  • Crowfall MMO Kickstarter campaign begins

  • Uncompetative 24/02/2015

    in what way is it like EVE Online? Reply 0
  • Sony still committed to DriveClub PlayStation Plus Edition launch "as quickly as possible"

  • Uncompetative 24/02/2015

    @Yautja_Warrior ...and you can cut corners without having an obtrusive corner penalty in the centre of the screen and cycle through a selection of factory colours for your cars! Reply 0
  • Digital Foundry: Hands-on with Dead or Alive 5 Last Round

  • Uncompetative 24/02/2015

    Xbox One

    Q3: The game crashes while searching for an opponent or a lobby for Ranked Matches, Lobby Matches, and Throwdowns.
    A3: As of February 20, 2015, we have found that crashes become more frequent as when there is heavy network traffic. You can avoid this issue in Training Mode, Arcade Mode, and Versus Mode by setting Throwdowns to Decline. We are currently planning to address this issue with our next update.

    http://teamninja-studio.com/doa5/lastround/uk/info_faq.html
    I've put off buying DoA5LR because the trial crashed back to the dashboard alternate matches. Hopefully, Eurogamer can tell us when this will be fit for purchase.
    Reply +3
  • Troll deletes 11-year-old's Destiny characters

  • Uncompetative 23/02/2015

    @Liuwil
    Why is this news?
    Because it just happened and it helps that it is to do with their most reported upon topic Density.

    Reply +4
  • Uncompetative 23/02/2015

    @Frybird I thought that there were PS4 games that didn't support Share Play. Therefore, to avoid players losing their accounts in future they should update Destiny soon to make it so that it no longer supports this unnecessary gimmick. After all, why would you even want Share Play in a game that already implements its own Shared World???? Reply -1
  • Uncompetative 23/02/2015

    @TarickStonefire

    I don't see why the user you replied to should consider himself a dick.
    I never said that he should. I asked him if he included himself in that huge percentage of people he asserted are dicks. Maybe he is wrong in his assertion, but if he is to taken seriously he isn't leaving himself with much of a percentage to exclude himself from being in the huge percentage of people who are dicks.

    Basic set theory.
    Reply 0
  • Uncompetative 23/02/2015

    @captainrentboy
    First, I have no sympathy for the lad, in fact the whole thing amused me quite a bit. If it had been hundreds of hours he had pumped into educational work, or something remotely useful in life, then yes it would be awful that some lil bast deleted it all.

    But it isn't, it's fucking Destiny, who gives a shit?? He's learned a valuable life lesson, and that's that a huge percentage of people are dicks, don't give your trust out so easily.
    I'm curious. Do you include yourself in that huge percentage?
    Reply +6
  • Uncompetative 23/02/2015

    @arty Exactly my thoughts. This is as much an OS security weakness as iOS having microtransactions on by default. Shame on you Apple. Reply -1
  • Dead or Alive 5 Last Round launches with plenty of issues

  • Uncompetative 21/02/2015

    I enjoyed the trial on my ONE although it crashed in alternate matches. Reply +1
  • Our best look yet at Dragon's Dogma Online

  • Uncompetative 20/02/2015

    Well, that all made perfect sense ;-) Reply +1
  • Performance Analysis: The Order: 1886

  • Uncompetative 19/02/2015

    @bobmcboomboom My own understanding is that next-gen gameplay will be any game that supports an emergent coauthored narrative abandoning a predetermined script and not making the player the centre around which all NPCs actions revolve, but a bystander to a complex multilayered simulation driven by the machinations of sophisticated initially "off-stage" AI who eventually come to notice your impact upon their world and seek to charm / control / confront you in order to aid their mysterious long term plans.

    You would find your role play required you to befriend some NPCs which would then be manipulated by the powerful "offstage" AIs to force you to assist them in some way, funnelling you in towards a form of procedurally generated plot that was defined both by a thematic director which periodically reasserted an underlying theme and which controlled the overall pace, building tension and foreshadowing conflicts and then allowing the player time to relax and absorb important exposition from NPCs without getting stuck in clunky dialog trees, or even a 'we are having a conversation now, so nothing can interrupt us' mode.

    This would solve the problem of Ludonarrative Dissonance as the player would have agency in an open world and only be forced to follow the consequences of their own early decisions into a history that had a theme and characters but no actual story in the conventional sense.

    The final innovation (although this may have been done by Rogue Legacy) is to let you role play without fear of Game Over stopping you from getting your money's worth of all the finite (plotted) content, as you would have to consistently role play in order to be rewarded with Kudos for your portral and use that to unlock another, more nuanced, role. Without this there would be too much temptation to muck around in the sandbox and not feel the required empathy for your NPC friends to be able to be manipulated indirectly by their fate.

    e.g. imagine if GTA X simulated organised crime and had offstage gang bosses that were telling their henchmen what to do, all of which you would be oblivious to until you happened to witness a crime in the wrong neighborhood late at night and had your girlfriend kidnapped when you were asked to testify by the cops.
    Reply +12
  • Uncompetative 19/02/2015

    @abeeken Okay, you are right I missed that you said 'personally'. I'm sorry, it must have seemed like I was jumping down your throat for proposing a definitive history of revolutions in console gameplay - which I doubt any of us are qualified to propose. Reply 0
  • Uncompetative 19/02/2015

    @mjlimpreza Nick Cotton killed Lucy Beale Reply 0
  • Uncompetative 19/02/2015

    COG > Settings > Speed > 0.25 > LOL Reply 0
  • Uncompetative 19/02/2015

    @abeeken I don't understand why you would think that GameCube/PS2/XBOX represented a 'big gameplay leap' over N64/PSOne/Dreamcast when it was the N64 that brought Super Mario 64's 3D and the cinematic AI camera of Ocarina of Time and the first decent console FPS GoldenEye 007 with a shoulder Aim mode that was as rapid and accurate as the PC's mouselook?

    The only notable gameplay leap since then has been the original Wii and Oculus VR. Everything else exists more for the benefit of the producers: online subscription multiplayer makes them income whereas a couch multiplayer game does not, always-on consoles allow them to update shaky OSes and patch broken toys well after Xmas sales or wring money out of kiddies for Minecraft skins.

    The use of Kinect to scan QR codes doesn't seem enough to warrant a mention of games that use it like #IDARB, striking me as a solution in desperate search of a problem. It is sad that Rockstar had to reclaim the 11% of the GPU set aside for Kinect processing when they came to make GTA V be first person as its head-tracking, already effective within Battlefield 4 could have allowed you to look in a different direction from that in which you were heading:



    Unfortunately, you still need a PC to do this.
    Reply +1
  • Uncompetative 19/02/2015

    Having watched the Prologue on YouTube before it got taken down I was struck with how QTEs were instrumental in enabling cinematic camera angles. I'll be the first to agree that these 'photorealistic' aesthetics have totally overshadowed mechanics (articulate controls) and dynamics (varied gameplay solutions), but have regarded past 3rd person games as being constrained in their presentation, pace and directorial flourish, by an oversimplified chase-cam or over-the-shoulder-cam, with little of The Legend of Zelda: Ocarina of Time's sympathetically untethered cam.

    So, if the predicable linear interfacing of QTEs are to price we have to pay for the occasional attempt at a cinematic drama with the interactivity dialled-back to accomodate more refreshingly varied 3rd person camera angles, then I'm all for it. However, I don't forsee this, almost on-rails, experience coming to dominate and squeeze out conventional strong gameplay in the future.
    Reply +2
  • The Order: 1886 review

  • Uncompetative 19/02/2015

    @Kremlik I like the logic of rubbishing a game you can't have played, that Gamepur gave a 9.5/10 with a pair of releases that no one has played, including their creators as they're still in development and should therefore be seen as unknown quantities. Reply 0
  • Uncompetative 19/02/2015

    Metal Gear Solid: Ground Zeroes was £39.99 on disc and £29.99 as a non-tradable digital download when originally released, had equally cinematic graphics, but fooled me into thinking that there would be another chapter following the helicopter extraction and that I was about to land on that oil platform where that exciting fight had broken out. Sadly, that was the end of the game!

    The Order: 1886 will undoubtedly drop in price from £49 on disc to something more sensible, before the release of Bloodborne, Borderlands: The Handsome Collection late March, dropping again before The Witcher III: Wild Hunt, Batman: Arkham Knight late May, early June.

    Given that Metal Gear Solid: Ground Zeroes has dropped 53% to £15.99 in the past year this new cinematic adventure will sell... eventually. It would have done better as a launch title when PS4 owners were desperate for something to showcase the power of their new console, now the situation isn't as serious and many prospective purchasers, like myself, have substantial backlogs to complete before they need to think about pre-loading something they'll not even have the time to play, even if it is a long weekend with zero replay value.
    Reply +1
  • Elite: Deadly trademark sets tongues wagging

  • Uncompetative 19/02/2015

    @romelpotter Thanks for that link. Braben sounds a lot like Molyneux. Reply -12
  • Xbox One March system update adds screenshots, suggested friends

  • Uncompetative 19/02/2015

    Still hasn't the wit to install updates. Reply -1
  • PS4 20th Anniversary Edition unit No. 00001 sold for £85K

  • Uncompetative 19/02/2015

    @VariantAEC

    Real isn't the bar.

    Neither Forza Horizon 2 or DriveClub are racing simulators as they can't manage 1080p60 like Forza Motorsport 5 and realistic handing.



    If you are only interested in 'real' I suggest you look out of the window. It changes all of the time here in the UK.
    Reply -5
  • Project Cars release moved back to April

  • Uncompetative 18/02/2015

    Hopefully this will liven up the summer drought. Reply 0
  • Super Stardust Ultra review

  • Uncompetative 18/02/2015

    I thought this was a tad boring. Reply 0
  • Paranautical Activity resurfaces on Steam after its dev threatened Gabe Newell

  • Uncompetative 17/02/2015

    Why this give any publicity? Reply -7
  • Video: Pretty in Pixels - the best fan made stuff in #IDARB

  • Uncompetative 17/02/2015

    16x8 is a lot smaller than Minecraft's 64x32.

    I wonder how small pixel art could get and still work?
    Reply 0
  • When Resogun and Robotron collide: Eugene Jarvis on his collaboration with Housemarque

  • Uncompetative 17/02/2015



    I'd be happy to have this with Resogun's voxelly people.
    Reply 0
  • Video: Inside the bonkers brain of David Cage

  • Uncompetative 16/02/2015

    @IronSoldier

    By no means. I do think Peter Molyneux gets a way with a lot by playing at being the victim. Not being such a cry baby.
    Reply +2
  • Uncompetative 16/02/2015

    @IronSoldier

    Some developers came away from all of this more soured on Molyneux than others, as evidenced by things like this NeoGAF post from ex-community manager and longtime Molyneux associate Sam Van Tilburgh. In response to another poster's suggestion that Molyneux should have a PR person to keep his infamous larger-than-life promises to a minimum, Van Tilburgh replied, "That used to be me. Problem is he never listens to advice and instead will bully and insult you into oblivion if you dare to disagree with him."
    Peter Molyneux is a bully.
    Reply +6
  • Ready at Dawn responds to concern over The Order: 1886 campaign length

  • Uncompetative 16/02/2015

    I think this looks pretty good for a PS4 game. Reply +2
  • DriveClub free update adds Japan track

  • Uncompetative 16/02/2015

    @Mik3yB

    I've had DriveClub since launch and been happy with it, mainly as I avoid multiplayer as I'm constantly being fish-tailed off the road at the first corner.

    The AI drivers aren't as good as those in Forza Motorsport 5, and you don't get to asynchronously race your friend's Drivatars, but the addition of dynamic weather and more tracks balances this out.

    Project C.A.R.S. will likely be best on PS4 so I guess it depends on whether you want to have Forza Horizon 2 or prefer the racing wheels for the Sony console that will tip your decision one way, or another.

    All I can say to advise you on which console to get this generation (I own both), is to find a friend who has one and try them out. Please, don't get ONE for Halo: The Master Chief Collection as it remains utterly broken. The PS4 benefits greatly from a DS4 charging station and I think it has the best UI and OS - downloading stuff in the background as well as installing it (which my ONE frustratingly doesn't). You'll want to swap out the HDD for a 2TB version as soon as you get it though.
    Reply +7
  • Rich Stanton on: Requiem for a dreamer

  • Uncompetative 16/02/2015

    @spamdangled

    Multiplayer and a Linux version were stretch goals beyond the initial £450,000 funding. Unity would have suited both of these and the team who had already used it to make Curiosity: What's Inside the Cube?. The choice of Marmalade (which merely promised to support Linux in the future and still doesn't) was bizarre as the team couldn't have been familiar with it and it wasn't a known fact that the Linux stretch goal could have been met by adopting it. Had 22Cans used Unity they'd be in a position to port Godus to PS4 & ONE.

    Arguably, the first mistake 22Cans made was working for Peter Molyneux. I hope their time with him doesn't damage their future careers.
    Reply 0
  • Uncompetative 15/02/2015

    @Dreamw4lk3r

    Not enough credit is given to those who have slaved to reify his dreams. The nicest thing I can say about him is that his hucksterism has duped the cream of the industry to work for him. Everyone else is too pragmatic to create a Steve Jobsian Reality Distortion Field around their every waking whim. Hopefully, their CVs won't hold them back in future job applications.
    Reply 0
  • Uncompetative 15/02/2015

    @SuziQ

    I feel that Unity would have been worth considering.

    It supports mobiles, browsers, windows, mac and linux making it a good fit for every stretch goal except OUYA - for which they, thankfully, failed to raise the funding for (fewer promises to break because of that). It is frankly bizarre that Peter Molyneux decided to pick Marmalade when he had sucessfully used Unity for Curiosity: What's Inside the Cube:



    Stick with something that your staff already know how to use, that doesn't promise to put in Linux support in the future, but already has it, that works on all major consoles as well (opening up the opportunity of additional revenue), and for God's sake do something a little less ambitious when you're risking the customer's money. Gamers pay $60 to publishers largely because of all the cancelled projects that they have to carry, only EA had to stump up for all of these Molyneux failures:

    http://en.wikipedia.org/wiki/Bullfrog_Productions#Cancelled_projects

    So, yes. I am going to argue this point with you. That the first bad decision Molyneux made with Godus was picking entirely the wrong tools to make it with when he had had good recent experience of using something widely regarded as being the best middleware for indie development in the industry.

    I chose to not draw attention to the "sinister" DLC. It is one thing to provide the curious with the option to purchase an iron chisel that multiplies the force of their tap by a factor of ten for £0.59, but a suspicious "whale-hunt" to include a diamond chisel that multiplies the force of their tap by a factor of 100,000 for a staggering £50,000.

    500,000 curious people tapped 69,000,000 billion cubelets away, with the promise of a prize that was described as:

    "What is inside the cube is life-changingly amazing by any definition. That's all I'm going to say" - Peter Molyneux
    Although, 22Cans didn't make a profit from this 'social experiment' they did take people's money on the promise of having the chance to be the only player to find out the secret prize.

    Bryan Henderson won and was told that he would become a God. Oh, wait... a God in the God game Godus. Not, the only God, but this weird 'God of Gods' with direct influence over the evolution of the game for all its many players. He was assured that he would hold this role for between five and ten years, which later got revised down to six months, unless he got his power usurped by another God even earlier than that, in which case that player would get the 1% profits of Godus, but only once it had multiplayer, something key members of 22Cans staff have admitted may not ever happen.

    Trying to wrap my head around this 'concept' first and setting aside why it is by no definition "life-changingly amazing" all I can think is that it was intended to be similar to Lord British who passed judgement on the players of the Ultima Online MMORPG until he managed to get himself assassinated:



    I've really no clue whether Mr Henderson has paid for any tap force-multiplying iron chisels, but even if he didn't I feel that Peter Molyneux has wasted his and 500,000 other people's time. Whilst using Curiosity as a means to hype another knowingly undeliverable over-promise.

    Too harsh?

    "I've always been terrible about predicting dates. I can never imagine that a game gonna take more than two weeks to develop, let alone four years." - Peter Molyneux (video)
    Sean Murray is relevant as he was self-aware enough to acknowledge that No Man's Sky's EVERY ATOM PROCEDURAL claim (i.e. that they had created a universe in which planets had a chemical composition which meant the atmosphere would refract the light of its star differently on a landscape which had specific minerals in its soil dictating the colour of any grass growing there and to the behaviour of the herbivorves munching it and predators hunting them) to candidly describe it as being "Peter Molyneux-esque".

    He has subseqently backed-up these initially disbelieved claims with very early previews of their LOD engine.

    So, given that Peter Molyneux admits to being terrible at predicting dates, why continue to? Why not have a sensible 100% contingency to cover unforseen stuff like their publisher (that he said he would keep development free from) closing down the server they were using and forcing them to re-write the code at their own unbudgeted expense? Why not have a firmer legal contract so that the publisher had to pay for changing the server they were using?

    "You asked for less money on Kickstarter than you knew you were going to need because you didn’t want to ask for too much money." - John Walker RPS

    "No, I didn’t say that. I asked for a sensible amount. If I was a sensible business man, then you would probably have a 100% contingency. That is the way that you run a business, is you would have contingency, and I would have to say in the Kickstarter campaign, we need one and a half million, because we want a 100% contingency in case something goes wrong. Now that is problematic if you’re a backer and anyway, if you go back to the Kickstarter time, people were already very… They’d been quite fractious that I was going on Kickstarter anyway. There was a lot of negative press about, you know ‘Why does Peter Molyneux need to go on Kickstarter?’, ‘Why is he doing it, Kickstarter isn’t for people like him.’ I think most people if you speak to about Kickstarter will say, don’t set your price too high, and make sure that every penny you ask for is justified. And asking for an additional five hundred thousand for a 100% contingency is something that’s hard to justify, especially in those times. The problem with Kickstarter is that if you get to day thirty and you don’t make your pledged amount, which we got to like three days before our cut off, before we hit our pledged amount, then you don’t get anything. Then all that work and all that effort and all that exposure and all the hangovers that Kickstarter have, the biggest one is that takes the fire out of any excitement you can generate in the press, has been used up and you haven’t got any money. I’m not saying that in a perfect ideal world, everybody would go on Kickstarter and probably say the same as I did, as I do now. You go on and and you say, “We think it’s going to cost us nine months to develop, here’s the costs, it’s 22 people multiplied by the salary, that’s how much we need to get, but we’re going to ask for double that because we want 100% contingency.’ I think that’s the way it should be done but I don’t know anyone who does that." - Peter Molyneux
    God, he certainly likes the sound of his own voice, doesn't he? It's like those verbose answers Tony Blair used to give to questions that made the interviewer forget what he had originally asked him. Not that it works out for everyone.

    Dumb publishers, wasting $60 mil on games. Procedurally generate ALL the dings, DUH!
    You've clearly misunderstood my comparison.

    Both Hello Games and 22Cans are developing "Peter Molyneux-esque" games, but only the latter have had the sense to avoid estimating a launch date on something no man has ever attempted before, sought the strong financial backing of Sony along with a cinematic spot on their coveted E3 stage, having spent a year creating an exploratory prototype with their own resources - Sean Murray having originally sold his house to start the company and make sure they had a firm revenue stream from the Joe Danger games.

    Peter Molyneux wouldn't want to make stuff just to pay the bills, happy to gamble with a publisher's money on unproven concepts, and then tempt 17,000 people to back his latest whim knowing that they won't breathe down his neck or threaten to withold milestone payments as he fails to deliver a product of reasonable quality, he's now diverting the staff that should be working on the PC version of Godus onto The Trail - not that he is prepared to tell us anything about it... (yet).

    How about finishing what you've started? How about refunding all those who paid extra for a "Making of Godus artbook" that they will likely never see? Generate some goodwill, not petulantly flounce off. Not be a silly cry baby.

    It isn't low to talk about Project Dimitri and/or the Milo & Kate tech demo that was clearly staged:



    He took this "groundbreaking tech" to TED the following year and it had changed out of all recognition, with immersion breaking prompts, scores, and a 'bubble' acting as Dimitri's proxy within the world:



    So, yeah. Nothing came of it. Nothing could ever have come out of it. It wasn't even a good concept, with Charlie Brooker saying it made you "look and feel like a paedophile". Of course, it still didn't spare us the god-awful Kinectimals.

    I'm not just "digging up 10 year old game that got cancelled", but establishing that he has had a long history of making ludicrous claims, that leave journalist's jaws on the floor, such as implying a virtual reality experience that would allow you to "relieve their life, their entire individual life" for no adequately explained reason... I mean, I don't want to relieve my entire life, I hated it enough the first time around. I play games to escape into fictions surrounding other character's lives and to be free of the constraints of dull reality.

    So, shit idea Peter, badly executed.

    I noticed you didn't have anything to say about him wilfully risking the lives of everyone aboard a passenger jet.

    "Brilliant idea, poor execution. That's almost like a testimony to my game design theory." Peter Molyneux
    Reply +1
  • Uncompetative 14/02/2015

    "Well, I think if you talk to anyone, and this is the advice I have given to people about Kickstarter, is to not ask for too much. - Peter Molyneux
    How about doing a less ambitious game?

    "You cannot unfortunately ask for the actual amount you need. Because you don’t really know."- Peter Molyneux
    How about doing one using familiar middleware you trust from previous successful projects, whose total development time is known and can be used as an estimate for how long a similar project will end up taking?

    "We had started implementing Godus, we were working on a prototype that was really going well. I thought, ‘Oh, this looks pretty good.’ I asked everybody here, how long do you think we’ll need to develop the game in full. We all agreed that nine months was about the right amount of time to complete the game."- Peter Molyneux
    Given that some of his earlier games have slipped, this estimate of nine months strikes me as being recklessly overconfident, especially when you consider the additional work entailed by the stretch goals:

    - 3 additional singleplayer & multiplayer modes
    - A 'begin your own sect' feature
    - A story by BAFTA award winner James Leach
    - Cooperative multiplayer & possession mode
    - A Linux version

    "We had 22 people here. If you take the average salary for someone in the industry, which must be about £30k, that’s 22 people, multiplied by £30k, divided by 12. You work out how many months Kickstarter money gives us."- Peter Molyneux
    Godus raised £526,563 which gave them either an additional fortnight beyond their estimate of nine months to complete the game along with every stretch goal in that list, or a staggeringly luxurious 0.06% contigency on unexpected technical problems, (like having their publisher close down their server and force them to re-write the code to work with a new system), fire and flood.



    Hello Games is less than two miles away from 22 Cans in Guildford, but its methodology could not be further apart. Sean Murray is not using expensive Middleware (that had promised to eventually port to Linux, but then didn't), but sought to boost their productivity a trillionfold through the use of procedural generation techniques. They created their project in a 'skunkworks' studio within their studio with four people, expanding the staff as they realised that their innovatory approach was viable and coped gracefully with a flood without falling behind schedule. No announcement of a launch date that they don't know they can't hit, no pre-orders, no whiff of microtransactions. Sean Murray did less PR on No Man's Sky than with Hello Game's stunt motorcyclist games, it just so happened that going on the VGX eclipsed AAA developers conservative offerings and got Sony to put them on stage and give their console a bona fide next-generation to get excited about.



    If this early 'skunkworks' phase had failed to bear fruit we would never have heard of No Man's Sky and that is the essence of responsible development. I've occassionally spoken about the adventure that I have been working on in my spare time for the last 22 years out of sheer loneliness, so I have some sympathies for Peter Molyneux wanting to chat about his latest visionary concept to anyone who will listen. However, as a professional developer he should know better and make use of all the bright people and students he has access to, rather than give journalists the firm impression that Fable (ironically codenamed Project Ego in development) had a constantly evolving world in which you could plant an acorn and then watch it grow into a magnificent oak tree over the course of the game as your child avatar grew up into a man whose appearance was defined by your moral actions throughout this interactive Bildungsroman.



    Nothing came of it.

    Peter Molyneux is an irresponsible developer and a tease:

    "I can tell you what the game's about... would you like to know what the game's about? It's a game about... you. It allows anyone who plays the game to relive their life, their entire individual life. That's a pretty ambitious concept" - Peter Molyneux
    Project Dimitri was way back in 2005. Nothing came of it.

    "There have been many many times, many times in my career where I said things I shouldn’t have said about acorns and oak trees and dogs and god knows what else. But I promise you John, I only said them because at that time I truly believed them." - Peter Molyneux

    "Do you think you wanted them to be true rather than believed they were true?" - John Walker RPS

    "I think a lot of times, especially a few years ago, I would say things almost as I thought things, and the team used to really get aggressive, that they would say, ‘Oh god Peter, this is the first time we knew that we’re going to have this feature in the game.’ And then the other side of the equation, which is just as bad, is that I would tell the press and often show the press when they’ve only just been implemented without thought to the consequences of them making it into the final game." - Peter Molyneux
    Well, actually Project Dimitri is said to have evolved into Milo & Kate. It's also been said that every new project he does is called Project Dimitri. He had a Dimitri Mavrikakis as cofounder working for him who had a 1st in CS, but no prior experience of making games - he's no longer here

    However that may be an oversight as he is still on wikipedia. I only mention it as it is this confusion surrounding who is still working on Godus, who has left, who is so burned out that they have left the industry, and who has been invited suspiciously one-at-a-time to join production of an entirely separate game called The Trail that has left supporters of the Kickstarter feeling paranoid about Peter Molyneux's commitment to a god game he said that he would originally be the sole designer of (that is what they paid for, after all) and which has subsequently been given over to Konrad Naszynski who lobbied for control of the project from outside the company, became an intern, then a paid-up designer (there are now 30 Cans), with Peter making out that he is a mentor to his endeavours.

    I worry that Peter Molyneux has got bored of his latest toy and abandoned its fate to whoever was ignorant enough of its status to take on responsibility for its failure.

    "I thought, if this crashes the plane, me turning my phone on, so be it" - Peter Molyneux
    It was this reckless solipsism that lost what little respect I had in Mr Molyneux.
    Reply +11
  • Elder Scrolls Online will add paid-for health, XP boost potions

  • Uncompetative 14/02/2015

    All this is nothing new. The Gauntlet arcade machine had this way back in 1985 with you inserting coins mid-game to boost health. I suppose it could be argued that you didn't have to pay more than a few coins for access to the game, or own the hardware to run it on along with a broadband and Xbox LiVE Gold subscription for the multiplayer as the cabinet had four joysticks on the front for drop-in / drop-out multiplayer.

    Still more people in your 'Fireteam' than Destiny.

    Video.

    The counter-argument to that is that there is more of a story.

    Although, not compared to Destiny.
    Reply 0
  • Just Cause 3's new brand of chaos, and its (asynchronous) multiplayer

  • Uncompetative 14/02/2015

    @Skyclad

    I might be the only one saying this but here's my point:
    Yes, no multiplayer!

    I want Just Cause to be purely be MY world, MY experience - just like Skyrim or Dragon's Dogma (although the pawn system was genius). I want the devs of a Just Cause game to focus on what people like me can do in their world, and theirs alone.

    Thanks for listening, Avalanche. Thanks for another Just Cause to have fun!
    I agree. If they threw in a bunch of other guys with grappling hooks I'd no longer feel special.
    Reply +3
  • Apple adds Pay Once & Play category to App Store

  • Uncompetative 13/02/2015

    @TagRed

    Perhaps they didn't consult anyone, which would explain the general hatred of this approach. Not to mention all the poor PR surrounding Johnny-5-year-old spending £1,700 on unwanted microtransactions.


    1. On the iOS device, open the Settings screen.

    2. Tap General.

    3. Tap Restrictions.

    4. Tap the option to Enable Restrictions.

    5. Enter the Restrictions passcode.

    6. Re-enter the Restrictions passcode.

    7. To disallow in-app purchases, tap on its button.

    All of the apps and services are allowed by default.
    I would have less of an issue with IAP if they were disabled by default.

    Boy racks up £1,300 bill from in-app purchases on iPad

    Five year old Danny Kitchen was playing Zombies vs Ninja when he asked his father for the password to the family's iTunes Account. His mother Sharon Kitchen said "On Sunday afternoon, Danny asked my husband for the passcode... I recall my husband saying, 'No- what is it for?' and Danny said, 'It's okay, it's a free one, dad'. So my husband keyed in the passcode."

    However, Zombies vs Ninja has in-app purchases, so the passcode gave Danny the ability to download them. Players can download a single in-app item of 90,000 darts or 333 bombs for £69.99 which Danny did nineteen times in the following ten minutes. Apple has since refunded the amount, along with a further £20,000,000 to other parents whose children incurred enormous bills through in-app purchases. Mr Kitchen was reminded of the built-in parental controls that give parents the option to restrict the iOS device from not needing the password to be 'inconveniently' reentered for each individual in-app purchase for fifteen minutes after the password had been previously entered, to being required 'immediately' instead prior to each new in-app purchase, as well as the facilities that they had provided to turn off in-app purchases entirely.


    This 1962 Austin Healy Sprite was purchased by Paul Stoute's Fourteen month old daughter Sorella when his daughter started playing with his iPhone's eBay app. Happily, he has decided to keep the car and work on fixing it up, hopefully in time for her Sixteenth birthday.

    1. On the iOS device, open the Settings screen.

    2. Tap General.

    3. Tap Restrictions.

    4. Tap Require Password.

    5. Tap Immediately.
    Yet, this could be changed back, so you should set up a Passcode:

    1. On the iOS device, open the Settings screen.

    2. Tap General.

    3. Tap Passcode Lock.

    4. Tap Turn Passcode On.

    5. Slide Simple Passcode to off.

    6. Enter the word to use as your Passcode.

    7. Reenter your Passcode.
    iOS 8 is a multi user mobile operating system, so let's create an Apple ID for each member of the household, this will spare you the nuisance of having to dip into Settings to enable and then remember to disable Restrictions every time you want to use your own iDevice, however this will mean that your children can have their own Apple ID with no credit card on file, meaning that there is no money for them to spend in the first place:

    1. On the iOS device, open the Settings screen.

    2. Tap iCloud.

    3. Tap Family.

    4. Tap Turn Passcode On.

    5. Tap Create an Apple ID for a child.

    6. Enter your child's birthday.

    7. Tap Next.

    8. Review the Parent Privacy Disclosure.

    9. Tap Agree.

    10. Enter the security code for your credit card.

    11. Tap Next.

    12. Enter your child's name.

    13. Tap Next.

    14. Create your child's Apple ID (uniqueusernamehere@icloud.com)

    15. Tap Next.

    16-31. Follow the onscreen instructions to set a password, choose security questions, and then set up your child's account, choosing passwords and security questions that you both can remember, but taking care not to write them down and keep them in your wallet. e.g.



    Not like the answer to that question is likely to change...
    I don't know what you are supposed to do if you have twins.

    Source: Family Sharing and Apple IDs for kids (ugh...)

    Thereafter, use the following steps to switch between Apple IDs:

    1. On the iOS device, open the Settings screen.

    2. Tap iTunes & App Stores.

    3. Tap on Apple ID to log out.
    Correct me if I'm wrong (and all of this is pieced together from haphazard research not direct experience), but wouldn't it be easier to restrict all in-app purchases so that they had to be explicitly enabled for each 'user' by the 'administrator'? The adult would create an Apple ID for each member of their household and choose to attach credit or debit cards to it, as well as having the option of topping up their digital cash wallet, like on the PS4, from their own account should they feel generous, with Touch ID being used to login to their account and present them with their customised Home screen and parental restrictions inferred from their Apple ID's birthdate and time. No in-app purchases could then be made without Touch ID, permission need no longer be sought, and pocket money could be spent out of the child's wallet with them aware that every time they blew £69.99 on some bombs their Christmas windfall was being cut in half, instead on it coming from some unimaginably vast reservoir of parental wealth that they had no opportunity to quantify. Lesson learned.

    So, at a rough estimate that is fifty individual steps.

    Tap, tap, tappity, tap, tap.
    Reply +6
  • Uncompetative 13/02/2015

    I'd like everyone to stop using the term F2P as it clearly isn't Free to Play. You aren't free to play a game on your mobile whenever you choose to as some block access unless you wait or pay. It may help to replace the term with less disingenuous acronyms, so here are some suggestions of what the community could use instead:

    P2E - Pay to Enhance
    ...basically, hats and other optional cosmetic items can be bought

    P2A - Pay to Advance
    ...you can pay to permanently unlock an item rather than "grind"

    P2O - Pay to Own
    ...you can try (a time, or content, limited product) before you buy

    P2P - Pay to Play
    ...replaces F2P by being honest about forced In App Purchases*

    *if this makes Freemium sound no different than Premium boxed titles then that is deliberate, as unless it is: F2O, F2A, or F2E there is really no difference as you pay money to play both kinds of games, it is just a matter of when. I would really like to live in a world where F2P just meant the wonderful completely free, no blocks, no ads, no market research, no-strings attached, titles that are still altruistically shared by developers who are often just learning their toolsets and are as excited about the escapist qualities of our fun pastime as its audience should be - and not nagged so that they are aware of time and money when they are just looking for some relief from these.
    Reply +3
  • How is the other new shooter from the creators of Halo?

  • Uncompetative 13/02/2015

    I would RECOMMEND that this get a new IGNORE label. Reply +3
  • Raven's Cry review

  • Uncompetative 13/02/2015

    @Shary_Phil

    Do you think there should be a HIPSTER label?
    Reply 0
  • Law & Order airs episode dedicated to harassment of women in gaming

  • Uncompetative 12/02/2015

    @OmegaNemesis28

    Scroll down this thread and you'll find MrTomFTW's post made about 9 hours ago:

    Show me. Where is the evidence provided that GG rooted as a hate group.
    Here is the tweet in which the name "GamerGate" was coined.



    The videos linked were the "Five Guys Saga". Videos slut-shaming Zoe Quinn for having sex. From it's very first tweet, that's what GG was really about. Enough proof?
    The preposterous unfounded allegations made in this obnoxious misogynistic video were addressed by Kotaku's editor shortly after Adam Baldwin used his brogamer fanbase to fan the flames of unwarranted hysteria over this complete non-story:

    http://www.kotaku.co.uk/2014/08/21/recent-days-ive-asked-several-times-possible-breach-ethics-involving-one

    Ultimately, the only thing to have come out of this 'amateur media spotlight' is a reticence on the part of game journalists to review the indie games they have funded to the tune of around $10.

    Go ahead, give yourselves a big pat on the back that was well worth driving a depressive to the brink of suicide and trying to trick the Special Weapons and Tactics department of the police into an aggressive incursion on one of your perceived enemies that could of got them mildly perforated.
    Reply +5
  • Uncompetative 12/02/2015

    @L_A_G



    Why don't you do everyone here a favour and pretend to be one of those deaf-mutes?
    Reply -2
  • Uncompetative 12/02/2015

    @dirtysteve

    What does Ice T have to say about that?
    Ask him. Politely...
    Reply 0
  • Uncompetative 12/02/2015

    @dirtysteve

    Did you expect the mods would just ban him for an opinion?
    He self-identified as a member of #GamerGate and attempted to derail a thread discussing an episode of Law & Order: Special Victims Unit with the same weak rehashed rhetoric that was incontrovertibly defeated months ago. Argument over.

    It is unwise to allow these idiots 'oxygen'.
    Reply -7