spekkeh Comments

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  • Future Assassin's Creed games will have "more robust modern day" than Unity

  • spekkeh 27/02/2015

    600 Years... That's... a lot of chickens that need to be plucked for our collectibles.

    Reply +8
  • University dives into the physics of Assassin's Creed's haystacks

  • spekkeh 25/02/2015

    Neat idea to have a mock journal for students. Note to the editor: this article isn't as nice as the Mario one though. Reply +7
  • Hunger Games film studio Lionsgate announces Telltale Games partnership

  • spekkeh 24/02/2015

    Interesting, it's probably a format that could do well with the teen girl demographic too (though take that stereotyping with a grain of salt) and we've already seen the possibilities for licensing. Here's hoping the investment means they can shake up the formula (let alone the engine) a bit though. Reply +1
  • Video: The Best Sex I've Ever Had (In Games)

  • spekkeh 23/02/2015

    Fun video, well made too, I should watch these more often. Since we're talking about Aoife's accent, as a non-native speaker I have to say her accent weirds me out a bit; like it's Irish but also it isn't. I think I'd prefer her to embrace the Irish. So much of the video was about coming out anyway. Then again I'm not one to talk about weird accents wish my heffy cloggy intonashion. Reply +3
  • Mean Girls: The Game review

  • spekkeh 20/02/2015

    but it's not exactly fetch either
    if you think Mean Girls is fetch
    Stop trying to..

    Oh okay, that word is pretty fetch.
    Reply +2
  • BioWare co-founder Greg Zeschuk has come back from retirement

  • spekkeh 20/02/2015

    Wow that sounds amazing. Well the robot scrapyard thing. And playing with your parents. The scores and badges not so much, I mean really, gamifying playing? That's literally the dumbest thing ever. Also, some bullshit bingo:

    with a unique 'embodied play' game philosophy that encourages kids to actualise their gameplay with their bodies
    Children play on the playground, unique philosophy!!!
    Reply +4
  • The Order: 1886 review

  • spekkeh 19/02/2015

    Reply +1
  • The next Sonic game is Sonic Runners

  • spekkeh 19/02/2015

    Eh for an endless runner it actually looks pretty good.

    I know that's like saying for a decomposing corpse...
    Reply +2
  • Introducing MetaBomb - our experimental new games portal

  • spekkeh 19/02/2015

    Cool. It always feels like two somewhat distinct userbases, I'm not particularly interested in these kinds of games and their metagame, so if the daily hearthstone/Destiny/spelunky tidbits could move there, EG would be much improved. Conversely people that do like it have everything in one place. And I just have to read it every now and then for work. Reply 0
  • Nintendo cancels TVii service launch in Europe

  • spekkeh 16/02/2015

    Could've made it work for the countries that do have Netflix, Instant, etc. We're a continent, not a single country Nintendo.

    Not that I had much use for it in the first place, my smart tv already does all that.
    Reply 0
  • Evolve review

  • spekkeh 16/02/2015

    @MrPomeroy

    17 minutes ago
    I love the new review system, and so far I love this game.
    I'm totally fine with disagreeing with a well founded argument, rather than a dumbed down score.
    Reply +9
  • Inside the UK's first gaming school

  • spekkeh 15/02/2015

    I like the idea that there's a bigger emphasis on making, essentially high-tech, things. I think being able to wield creativity and participate is going to become more important than (only) having a large knowledge base, especially considering how the internet takes care of that. I'm a bit worried about kids wanting to start working after high school though. I'm obviously biased in how I think university is important, but I also notice it among my students (our education system is even more a studio than this high school seems to be), an overconfidence in ability, masking a lack of theoretical depth. Reply +4
  • Sonic Boom games shifted just 490,000 copies

  • spekkeh 12/02/2015

    That's probably still more than Wonderful 101 though. Reply +3
  • Eurogamer has dropped review scores

  • spekkeh 10/02/2015

    Excellent. Wonderful. I would've been fine with a rating based on recommendation, but I appreciate the idea people can misinterpret that. We need to do away with scoring yearly iterations high marks because they might be functionally good, but no reviewer (and enthusiastic gamer) with finite play time would ever get excited about. This is what it's about to me: what does EG recommend I play? Reply +2
  • Alien: Isolation leads 2015 BAFTA Game Awards nominations

  • spekkeh 10/02/2015

    Hey a lot of these nominees actually make sense. Let's hope the jurors are independent.

    The distinction between game design and game innovation still irks me though.
    Reply +1
  • Prestigious AIAS Game of the Year award goes to Dragon Age: Inquisition

  • spekkeh 06/02/2015

    @HarryPalmer fuck yeah.


    @RicardoG my marks are more like how essential are they to play (for their genre). 6 denotes you'll have a good time with it probably but you won't miss out if you haven't played it, imo.
    Reply 0
  • spekkeh 06/02/2015

    @kangarootoo
    I personally think it is a matter of taste. I worry if we start to go down a road of declaring that better rpgs are all about character and plot, and that only the bad rpgs focus on loot hunting, stats and combat.
    yes, of course, that goes without saying I think. Everybody values things differently and prefers other things. At best as a scientist I can speak about averages and standard deviations (though it seems that the average persons likes skinner box exploitationware so maybe I don't even want to do that). But that's mostly what I do, analyse the game to form an hypothesis and then see if a certain game design decision has a certain effect. Here (and this is of course not scientific) I'm just trying to figure out, okay with a certain design, what kind of play arises from it? And I think if it's about roleplaying, it's likely better to have less systems and derive cognitive interest from the events. If it's about challenge and winning, you could introduce more to create cognitive interest from that. I prefer the one, but I could fully understand others prefering the other.

    The GM example was more to highlight different perspectives. I think if you played roleplaying games, there's a big difference in the way you approach computer RPGs between whether you experienced it from the side of the GM or the player. I did not actually kill them all off next game (though worked on it gradually), precisely because their godlike status removed any cognitive interest, both in storytelling and in challenge.

    I think above all it's important that you choose one design direction and stick to that. Bioware's shifting back and forth means that to some degree you have the game mechanics, then the story layered on top, then other game mechanics on top of that. That's what's grating.
    Reply 0
  • spekkeh 06/02/2015

    @spamdangled He asked for something backed up with cogent thought so I provided it. I much prefer the obligatory comment section drivel myself. Reply +13
  • spekkeh 06/02/2015

    @The-Jack-Burton

    Fine, here are my thoughts on Dragon Age Inquisition.

    At the turn of the century, there was something of a heated debate between two camps in Game Studies. It was about whether games should be viewed from a narratological or a ludological perspective. In short one group said that games should primarily be seen as an evolution of interactive stories, whereas the other group contended that games should be seen and studied primarily as an evolution of board games and play. Of course this being the humanities, much of the discussion was polemics for the sake of polemics. Games are about playing and about having a narrative experience at the same time.
    Still, when you think about the games that are out there you can kind of see that they represent two ends of a spectrum. (It’s more like Discworld’s L-space, but humor me). On one hand of the spectrum, you have the more gamey games, which are about playing within rules, often interacting with systems and getting high scores or competing with others. On the other hand of the spectrum you have the more interactive experiences: less intricate systems, but cognitive interest derived more from the story and setting. Bioware started on the gamey side of the spectrum, using all the systems from classical Dungeons and Dragons, but over the years gradually moved over to the interactive experiences sides, streamlining their games, cutting away systems and instead focusing on inhabiting a character in an interactive story. This is undoubtedly a very unpopular opinion here but I think that has absolutely been for the best. The problem with having game systems is that you’re always striving for optimal solutions, max xp, max strength, max damage modifier because game systems are to be learned and taken control over. Within a certain context, there’s only one way to play and no reason not to do it. On the other hand, you’re not really roleplaying until you can make mistakes in line with your player’s alignment. In Mass Effect you can push a witness out of a window. Is this a good idea? Probably not. But it’s exactly what dickhead Shepard would do, so out you go mister. As a personal anecdote, in my teens I was the Dungeon Master of a group of AD&D nerds. I always saw the rules as a sort of necessary framework (we didn’t play with a board or figures, purely verbal) in order to make the shared storytelling possible. The adventure was key. However, once every few months one of the players could take a turn at being the DM because I wanted to hear how they approached storytelling. Without abandon they would give themselves legendary gear after huge xp drop. Afterwards our games would play out something like this: [elaborate setup to eerie cave monster] “a giant scorpion suddenly creeps from behind the corner”, “Ha! Doesn’t matter. I’m wearing a ring of 100% poison resistance, okay I’m swinging my epic broadsword +10, oh 100x critical hit damage, cave monster’s dead”. “…”. From their perspective it could be expected that they’re min-maxing the systems for assured survival (actually I killed them all off next game). From my perspective, the storytelling died when it became a slave to the system.
    In order to appease the crpg complaints, it seems like Bioware shifted back on the spectrum to the ludological side. So now we have a gamification—or actually, a pointsification layer pasted on top of the traditional Bioware formula. Power, influence, xp, everything you do fills up bars, and these bars need to be filled in order to continue on with the story. This has two problems. First, in providing a gamey gratification (‘power +1’) Bioware at once seems to have dropped any aspiration of making their quests intrinsically satisfying. 90% of the quests (outside of the main campaign) play out like this: go to mission marker, get plain text file, go to other mission marker, defeat a few monsters, get plain text file, power +2. The stories themselves are not cognitively interesting because they contain no twists, no relationships to your character, no deepening of bonds, and above all they don’t have an effect on the main campaign other than opening artificial progression gates through the Power currency. And it’s just that: a currency. The final battle plays out exactly the same whether your inquisition has 2 or 300 Power, further cementing that it has nothing actually to do with the story. Second and most importantly, now that a gamification system is in place, you start optimizing this. Minmaxing the system, minimum amount of traversal, maximum amount of Power. You no longer go through the areas out of the intrinsic motivation to explore, you go through them to hoover up Power. This game should be called Dragon Age: Janitor.
    It has nice scenery though, well thought out characters and even though the main campaign suffered from the same ending exposition as Mass Effect 3, at least that part was a hoot. Too bad it was only ten odd hours in the sixty five it took me to finish it. Final score: 6.
    Rest of my GOTY list:
    http://www.neogaf.com/forum/showpost.php?p=147740258&postcount=1722
    Reply +4
  • spekkeh 06/02/2015

    @The-Jack-Burton Maybe try to find out what it means first. Reply -1
  • spekkeh 06/02/2015

    Prestigious. Top awards to blockbuster muck. Reply -8
  • Telltale's Game of Thrones plagued by save bug on Xbox One

  • spekkeh 06/02/2015

    that tagline, genius. Reply +14
  • Sunless Sea review

  • spekkeh 06/02/2015

    Welp. Parkin gives a ten, it's time to bust out the wallet. Would my ultrabook be able to run it? Reply +8
  • Editor's blog: Introducing Eurogamer's new video team

  • spekkeh 05/02/2015

    Congrats guys, good luck and I can't wait to bitch about all the minutiae of your writings. Reply +8
  • Games love rules - but don't forget the rituals

  • spekkeh 04/02/2015

    Rituals are repetitive things you do that aren't done for the sake of it and also have no point. As such I care about as much for tower climbing in games as for wearing my briefs inside out on Mondays.

    I guess it's a good explanation as to why people do care for this stuff popping up in games though, or play and talk about a game like Spelunky for four years straight, so erm thanks for the insight.
    Reply +2
  • BioWare: Dragon Age: Inquisition has not set a "template" for Mass Effect 4

  • spekkeh 04/02/2015

    Seeing as the game had to offer little else, I would have enjoyed it a lot more if I could have blazed through it.

    You can tell that it's at least microtransactions design from the "The Last Court" game on the Dragon Age Keep site
    http://www.youtube.com/watch?v=cOACnZZceic
    which is more or less the war table but F2P.
    Reply +2
  • spekkeh 04/02/2015

    I think DA:I was designed to have microtransactions in the singleplayer, but they decided against / chickened out of it at the last minute. Thus we have bar filling, currency gating and delay timers, instead of story urgency (can't make you hurry for that distress signal if you still need to grind 20 power). It's strangely addictive I'll grant you that, but for all the wrong skinner box reasons.

    So here's hoping that if he says 'he has a good idea where it's coming from', then that means there won't be microtransactions design in ME4. Not sure EA would give them that freedom though.
    Reply +13
  • Rise of the Tomb Raider details emerge

  • spekkeh 04/02/2015

    In terms of gameplay, one of the most exciting new additions is crafting
    OH MY GOD SO EXCITING NEVER SEEN BEFORE

    Though in fairness, I think it will work better in Tomb Raider than in The Last of Us where it always felt weird to interrupt someone talking to you while you lurched into another room and have him patiently wait around for you to nick all his stuff. Not a big fan of the crafting mechanic in general, it often kills immersion for little added fun.

    Really looking forward to the game though.
    Reply +8
  • Video: "Well excuuuse me, princess!"

  • spekkeh 30/01/2015

    I liked Zelda and dirbag Link D:
    Maybe I was an easily satisfied kid.
    Reply +4
  • Sega to offer 300 staff voluntary retirement as it focuses on smartphone and PC online games

  • spekkeh 30/01/2015

    Sega Corp, the division of Sega Sammy Holdings responsible for video games and amusement machines, had just 100 million yen - or around £500,000 - of capital, as of the end of 2014.
    That's not enough in the slightest to buy off 300 people.
    Reply +18
  • Unreal Engine 4 tech demo looks unnervingly realistic

  • spekkeh 27/01/2015

    Nice try, but doesn't fool me. If this were a real Paris apartment, it would be a single room with brooms in it. Reply +13
  • Professional Lumberjack 2015 headed to PC and consoles

  • spekkeh 27/01/2015

    But does it allow you to press flowers, wear women's clothing and hang around in bars?

    edit- doh beaten thrice.
    Reply +6
  • David Goldfarb on: The favourite thing

  • spekkeh 24/01/2015

    Ha fun article. A lot of games would really benefit from having a single high concept focus, instead of the general checklist design. Even really bad ideas are ultimately more interesting than tedium. Reply +10
  • At launch, H1Z1 is a poor imitation of DayZ

  • spekkeh 21/01/2015

    Interesting to see that releasing an early access game (for money!) for a lot of people seems to mean 'it's okay that it's shit'. What's the point of appraising games at all if you have no standards?

    In any case, very nicely written, had a few laughs. I generally skip Early Access articles, precisely because this whole principle is (among others) the reason most AAA games are released in shit state (we'll patch later honest! buy and love the game as it's going to potentially be in the future). I mean it's one thing if small indie devs do it, but megacorporations? However, if the articles are written like this and keep exposing the actual problems instead of talking about a future that might be, I'll read them happily.
    Reply +15
  • Rich Stanton on: Cheesing Destiny

  • spekkeh 17/01/2015

    This is the real meat - why does that loot pop feel so good, especially when it's cheesed?
    It's just like gambling, you feel like you're beating the house. You aren't. But to the less discerning player a loot drop feels like a first step, I'm on my winning streak now. When you notice a game isn't respecting your time, that's the point you should start looking for something higher class.

    not three level 32 characters and 85 articles later
    Reply +25
  • The War Z sold 2.8m copies despite dismal reception

  • spekkeh 16/01/2015

    @IronSoldier I don't think we should kid ourselves. Most people simply buy (semi)recognizable brands. If you would make a football game called VIVA! it will sell a few million easy--irrespective of whether it even works, before you have an army of EA litigators breathing down your neck. Reply 0
  • Grand Theft Auto 5 PC release date delayed until March

  • spekkeh 13/01/2015

    What if online heists are released after

    Reply +2
  • Jon Blyth on: Barks

  • spekkeh 10/01/2015

    That spreadsheet is the best thing ever. If I ever start my own games company I know whom to hire as a writer. Reply +5
  • AbleGamers names Bayonetta 2 the most accessible mainstream game of 2014

  • spekkeh 08/01/2015

    Interesting choice, a game that thrives on cognitively overloading the player. But if they just focus on motor disabilities, or making the game-as-is accessible, then fair enough. Reply +4
  • Assassin's Creed film now due Christmas 2016

  • spekkeh 06/01/2015

    I think I'll season pass. Reply +5
  • The most exciting games of 2015

  • spekkeh 06/01/2015

    Good to see the PS4 finally gaining steam, that console probably has the best lineup. Though Nintendo has a number of bighitters too, can they nab EG's GOTY third year in a row? Reply +7
  • spekkeh 06/01/2015

    @losalnos Windows PC
    http://variablestate.com/press/sheet.php?p=virginia
    Reply +1
  • spekkeh 06/01/2015

    My list was 1. Zelda, 2. No Man's Sky, 3. MGS5, 4. Star Fox, 5. Uncharted 4, 6. Until Dawn, 7. Splatoon, 8. Xenoblade, 9. Rime, 10. The Order 1886, x. Mario Maker. And I have no time to play half of them and now I also want Virginia and Innerspace due to this list, so thanks a lot Eurogamer. Reply +3
  • Cara Ellison on: The Poetics of Space

  • spekkeh 03/01/2015

    The problem I have with KRZ is that it would work better as a novel, maybe a visual novel, because your actions don't really seem to amount to anything. I find the choice between inside, outside and both also a bit silly frankly, to question is to answer it, so the action is superfluous; philosophy for fifteen year olds. But it's nice to read the background behind it, I wouldn't have made the connection Cara did.

    Admittedly, that's based on playing Act 1 and a bit of 2, should try it again.
    Reply +5
  • spekkeh 03/01/2015

    I think I prefer reading about KRZ than playing it. Reply +5
  • Reader's top 50 games of 2014

  • spekkeh 02/01/2015

    Lolol Eurogamer readers are obviously biase... no wait.

    Great list everyone. I didn't vote seeing as the deadline came too early for me (was still playing DAI and hadn't given This war of mine a proper chance yet), but I'd have voted Mario Kart 8 too, so it worked out in the end. (DAI is too high in the list for my liking, but at least I did have fun with it so ok).
    Reply +1
  • Eurogamer's Game of the Year 2014

  • spekkeh 01/01/2015

    @TarickStonefire So nothing. I like to comment about game preferences, that's all. Reply +5
  • spekkeh 01/01/2015

    Man, Wesley calls Nintendo irrelevant, champions mobile games and wants to vote ten times for Destiny. He's probably a nice guy, but he truly embodies everything that is awful about gaming today. Reply +20
  • spekkeh 01/01/2015

    @super_monty

    1. Mario Kart 8
    2. Bayonetta 2
    3. The Last of Us: Left Behind
    4. This War of Mine
    5. Shadow of Mordor
    Reply +6
  • spekkeh 01/01/2015

    Yeah this is my GOTY as well. It's unadulterated fun through and through. I think it's the best Mario Kart yet, and that's coming from someone who normally doesn't do sequels. Given that Super Mario Kart was one of the all time classics, well.. This has been a mainstay all through the year and not for lack of games, and something I'll likely pop in for years to come, and I never replay games after a month. Reply +6