People Are Upset about Battlefront DLC


Ok, so for reference, American’s pay $60US for the base game, and the “season pass” is $50US, bringing the total to $110US.

So the basic argument goes like this: “To get the whole game it costs $110!!! What a rip off!”

I don’t have a ton of time to invest in this blog, so here’s some choice comments from my online arguing:

It seems to me, it’s about choice.

I have bought Battlefront, and many other games … I have never, ever, seen the point in a “season pass”. What the fuck is that? You never EVER have to buy the DLC (although, if that ever DOES happen, then I’ll be the first to take up a pitch fork.)

In the very unlikely scenario that I buy ALL of the DLC for my favourite game, it’ll be so rare that the $10-$20 I save from a season pass won’t be worth the risk.

Speak with your wallet – yes – and think with your brain.

Buy the game YOU want. You get what you want, and the gaming companies get the message of what gamers want.

I’ve bought the base game… and unless there’s something amazing coming in the DLC for Battlefront (if any other game in the history of games is anything to go by… then there won’t be) then I won’t be spending more than the initial purchase price. And for that price, it’s a great game. Well, pretty good anyway. Not earth shattering, but hella fun.

I have no idea why anyone buys season passes, or 99.99% of the DLC games offer… and then to top it off, bitch and moan about the model. The model that GIVES YOU MORE OPTIONS.

You don’t want to pay full price, but still want the game? Don’t buy the DLC … simple.

And then you’re going to complain that you’re not getting the “full experience” ? Bullshit. 0.01% of DLC is any good at all, and the base game is as good as games have ever been. You get the experience you want, and games companies are giving you that choice. Exercise it.


Gamer’s need to change. They need to stop thinking they HAVE to collect ’em all. I just missed the Pokemon craze and I think “gotta collect ’em all” has been ingrained in the generation behind me. This leads to compulsive buying of crap, then anger at being ripped off for buying crap. The simple solution… is to stop buying stuff you know is going to be crap.

You don’t have to throw the baby out with the bathwater. Buy the game. Judge the game on that. Buy the DLC that looks like it’ll be good, and ignore the rest.

Cities Skylines: Addictive. Shades of SimCity 2013

At the moment, I still really like Skylines. I have to think… I really liked SimCity 2013 for the first week or so too, though. After that time, its flaws starting to get pretty glaring:

  • Very simple. Practically impossible to fail.
  • Traffic AI leads to huge jams where you wouldn’t expect it.

The traffic situation, in particular, was a real Achilles’ heel. The agent-based simulation required good road connections or the whole city ground to a halt – fire engines couldn’t get to fires, so buildings would burn down, and ambulances couldn’t get to houses so people would die… and eventually the traffic would clear up simply because workplaces would shut down from lack of workers.

Oh simcity -_-

Cities Skylines has these same problems.

This happened in Cities: Skylines. The joys of traffic management.

Although… SimCity did have several other fundamental problems that Skylines does NOT have:

  • Tiny maps sizes.
  • …that could have been offset by the commuting / multiplayer system, but design decisions there totally broke it too, so it never worked as it should have.
  • Limited road options.
  • Freight – Commerce – Shopping cycle completely disabled because they couldn’t get it to work.
  • Always online fiasco.
  • Multiplayer mechanics (15 minute “sync cycles.”)

You just cannot accuse Skylines of having small maps. A single Skylines map is easily 6+ SimCity maps. They’re more akin to 6 SimCity 4 regions… all on the same map. It’s damn magic.

Their freight system – somewhat different to SimCities, but nonetheless similar – is there in all its glory. You are even given several tips and tools to try and keep the industrial freight from clogging up your commuter traffic, and several options for importing and exporting freight that your industry creates and commerce craves.

Speaking of clogging up commuter traffic, you have many different types of roads to choose from: Dirt service roads, two-way roads, one-way roads, all from 2 to 6 lanes and then highways and ramps on top of that. So, even though the traffic can be screwy, at least you’re given a bunch of tools to deal with their quirks. It’s not really enough, of course… I still spend the vast majority of my time analyzing why a particular intersection is clogged up, but I find it enjoyable.

I always felt SimCity had real potential. If commuting between cities was fixed, the servers stabilized, traffic AI improved enough that freight could be turned back on (I realise a cut-back version of it was turned on at one point) then it would have been a fun little game. After all the problems, though, EA/Maxis abandoned it after 2 lack-luster patches.

I feel the same way about Cities Skylines. It has REAL potential right now, but there are problems that pull it up short of being a really engaging city builder. For instance … I’ve not touched the tax rates at all, and I’m just rolling in the cash. In fact, I haven’t looked at my cash reserves for probably the last 10 hours. It’s just not a feature. This then ties into city / suburb / district policies you can set: smoke alarms, big business breaks, small business breaks, high-rise limitations, etc. Basically none of which I’ve bothered to touch because… I just don’t need to. It’s like being a mayor is a license to print money.

A HUGE advantage Cities has over SimCity though: It’s published by Paradox. A publisher that is famous for releasing games that are in need of polishing, and polishing them well. All their Europa games, and Hearts of Iron games, and yes, Cities in Motion, got this treatment.

Secondly, Cities Skylines has full modding support that the community is making full use of. Already the Steam Workshop is getting flooded with mods (mostly artwork, but several gameplay changes, such as a traffic inspection tool and an auto-bulldozer) so with some luck we can have balance overhauls to really make this baby shine.

Even with it’s flaws, I’m still incredibly addicted to it. I just expect that to wear off within the week (I’ll need to give a second city a go to put my new traffic-management skills to the test from the ground up) but after that? I think I’ll need to wait for some mods to mature there.

Halcyon 6: FTL goes even MORE Star Trek

I name-drop FTL, because the game clearly has been inspired by it, but in fact Massive Damage (the developers) appear to have nothing to do with it…

STILL, it looks very nice, and within a few days they’re almost at their goal. It seems they WILL reach their goal, and it’s just a matter of how much over it they will go.

I see capital ships with turn-based combat, away teams involved in turn based combat, base building, and characterisation. So… Star Trek-style space battles, Star Trek-style ground combat, Deep Space Nine (that is… Star Trek-style) space station control, and sci-fi crew members … kinda like Star Trek, but we could also throw Firefly or something like that in there as a comparison too.

That’s a backin’. (HERE)

Valve’s Entry to VR Targets the Standing Experience

Tested has provided a very thorough review of Valve’s entry into the VR space – the Vine. The main takeaway I got from it all is that base-station approach seems to give a tracking ability to their controllers to the same degree as the head tracking you can get for the HMD. If true, if the steam controllers can track to the same accuracy as the headset, Valve has solved the biggest hurdle facing VR at the moment.

Don’t get me wrong, there are still several hurdles to jump, but they all pale in comparison to having a standing experience with some way of properly interacting with the environment. We still need:

  • Enough resolution to make out small text and dials (e.g. menus and flight sims)
  • A way of moving around infinite environments without inducing motion sickness. I feel like a controller could solve this, but no game I’ve tried yet has made the movement natural enough to eliminate motion sickness. e.g. Alien Isolation. Redirected Walking is a great idea I’m hanging my hat on, but it may not be practical if research indicates we need a minimum of a 23-metre-radius area.
  • Haptic feedback. I expect for the first 5-10 years of VR a controller that let’s us interact with objects that behave like air will be acceptable, but it really does make it hard to naturally interact with an environment. Can you imagine trying something that requires even a low amount of dexterity (e.g. opening a drawer) when not only are you unable to feel the handle, but your hand passes straight through it.
  • Better optics. I have taken to putting in contacts when I want to VR – glasses are uncomfortable. It’s enough of a pain to make me not bother some times. Self-focusing lens, manual focusing lens, automatic IPD measurements, a more glasses-friendly fit – I expect all of these things to make an appearance sooner or later, but at the moment they are outstanding issues.
  • General simplification of the hardware and software. When I want to use the DK2, I have to put in contacts, grab the headset (maybe plug it in), fire up the OR software, change my monitor configurations (issues with Extended Mode), somehow fire up and navigate demos and games that are often half-in and half-out of VR (e.g. Windows is out of VR, but in the game the menus are in VR… but require the keyboard to navigate which I can’t see.) A lot of these problems will be solved when more software utilises the Rift’s Direct Mode, but due to limitations within Windows this hasn’t been widely adopted yet.
  • 180 degree field of view. At the moment the FOV of the DK2 is pretty good (and the Vine appears to be slightly worse in that regard), but it would really help presence and immersion if the engineers can get that FOV to encompass all of our peripheral vision. It doesn’t really feel like you’re looking down a tube, but you do find you can’t do some of the things you would in the real world – like catching things out of the corner of your eye. You have to move your head a bit more left-and-right than you would realistically to keep your situational awareness high. I feel like I’m a quarterback scanning the field … all the time.

The haptic feedback might be a tough nut to crack (but it is also something I think we can live without for the foreseeable future) and the rest I fully expect to be quickly solved in the next 12-24 months.

The VR news has been a bit quiet of late … this has me excited once again.

Stop. Pebble Time. They’re doing it again…

I have a Pebble watch. It’s freaking awesome.  Originally they broke all Kickstarter records when they raised $10 million. I’m seeing more and more Pebble’s around the place too: friend’s of friends, first, then a friend here, then several friends, then my brother…The watch has a few minor downsides, but it really nails what a smart watch should do. Big names, like Apple and Samsung, have been trying to get a piece of this pie, but they seem to have totally missed what it is that makes the Pebble so good. That is, not a replacement for your phone but simplifies your life. I love having my phone permanently on silent. I love being able to receive messages, and not having to pull out my phone if it doesn’t warrant a reply. I love not missing messages because of the loud ambience. So they’re doing it again. I’m not exactly sure WHY they need to Kickstarter again, but they’ve just dropped a new watch onto the crowd-funding site and raised $9 million in 24 hours breaking records (again.) The traffic took Kickstarter down…

Is the new watch worth it? Well, it certainly looks much nicer. Not quite as bright, but the thinner more ergonomic look is a big step up. The fancy new OS could be a hit or a miss, and the colour e-paper is nice but not necessary. It’s water resistant, but I can’t find out if it is rated as well as the original Pebble (a feature I’d be loath to lose.) It’s also a bit more expensive this time around. Look, if you ALREADY have a Pebble, I’m not sure you’d need to dive in again (having said that, if their last campaign is anything to go by and with the ridiculous popularity of the current one, your current watch may very well have expired by the time the new one is sent) but if you have not yet taken the plunge, I can STRONGLY recommend you get in on this new campaign.

More on Evolve


It’s been a while, hasn’t it? Real life. What a scumbag.

Well I have a hankerin’ to tell people about a bunch of cool things I’ve been playing, and first off that list is Evolve.

Honestly, it’s copped a ton of flak just around release – as of writing, Steam reviews has it rated as Mixed – only 67% positive. For Steam reviews that is absolutely shocking. That platform is designed such that, as opposed to other user-review sites, games are more inclined to be rated positively. This is because you usually have to actually buy the game to review it, user’s generally bother to review in an effort to get others to join in playing, and it requires minimal effort. If it required more effort, you’d be more likely to see mostly people who are very motivated (often by extreme negativity) rating the game.

However, if you take the time to read of the reviews, they’re almost entirely critical of the DLC and packages. To me that’s just ridiculous. I might do another whole article on why jumping up and down over DLC (even day 1 DLC) is just dumb, but there are several indisputable facts:

1. The gameplay is excellent. A typical Steam review: “A fun game that proves to be a unique experience, but doesn’t offer enough content to merit it’s $60 price tag”

2. 2K and Turtle Rock have screwed the pooch on the pricing/marketing model.

Even to this day, I have a hard time recommending the game, despite the fact I play it nightly, simply because it is SO expensive. Simply put, it does come down to content. If I’m having a great time, and there’s a lot of depth, it probably is worth the full price, but $80 USD is a very tough pill to swallow under any circumstance, let alone a game with samey maps, and 3 monsters. (12 Hunter classes is quite a nice number, but as they’re divided into 4 roles there is not quite as much variety implied there as you may think. Don’t get me wrong – each hunter does play quite differently, but they’re not worlds apart.)

Price aside, the game is just fantastic. I can easily recommend it for $50 – which is a price you can get it for if you shop at G2A.

Personally, I love playing as the monster. The Goliath, specifically. I’m not great at it, but I’m good enough to win perhaps 50% of the games. This also speaks to how incredibly well the game is balanced for a totally asymmetrical experience it is.


To give you an idea of the level of depth, here’s how a typical match plays out:
After everyone has picked their characters, they’re revealed to the other side. As the monster, I need to quickly note the characters, because they’ll greatly influence my strategy. I firstly need to note if the trapper has picked Maggie – because if she has, sneaking is practically off the table. Her trapjaw pet can sniff a monster out easily. Sneaking makes the sniffing process a bit slower, but since I move slower as well (and even being sneaky it’s practically impossible to not accidentally leave a footprint that she’ll detect from time to time) I’ll decide at this point if I’m going for a dash and bash, or a hide and seek strategy.


Next I need to take down the name of the medic. They’ll be my primary target sooner rather than later… but I also need to note the support character. If they’ve picked Hank, then HE’LL actually be my primary. It’s practically impossible to kill a medic while they’re being shielded.

The game drops in, and while the hunters watch a 30-second intro movie (complete with party banter a la Dragon Age) I have a bit of time to get a head start. If they haven’t brought Maggie the trapper, I’ll usually take off in one direction nice and loud, then drop to a sneak and loop around. To the hunters, this leaves a clear trail of footprints that then go cold. For all they know, I’ve jumped ahead or climbed a rock. Generally, they take off in the same direction the footsteps were heading in the hope of picking up my trail. Meanwhile, I’ve sneaked in the opposite direction and start hunting down wildlife one by one.

You see, my goal is to eat as much wildlife as possible until I have enough “energy” (Dna) to “level up” (Evolve). At stage 1, I’m weaker than the hunters, at stage 2 we’re about even, and at stage 3 I’m more powerful than the hunters… but there is a lot of variation that can change this up. The monster has armour which you replenish when you eat wildlife and health which are basically an non-renewable resource. Every point of this valuable resource they chip off me is gone for good, so even if I get to stage 3, if they’ve successfully worn my health down and/or catch me without armour, I could still easily lose.

Conversely, if during our cat-and-mouse games I’ve managed to incapacitate hunters (they can be helped back up by an ally) they receive strikes. Strikes lower THEIR maximum health and furthermore, once you receive 2 strikes, every time you are incapacitated after that, you out-right die (which leads to a 2-minute dead timer. A significant penalty.)

I can’t keep up the sneaking forever, though, because each time I eat an animal there is a random chance that some carrion birds will spawn, giving away my general position. As soon as this happens, the hunters will know they’ve been duped and will swing around to the correct section of the map to keep looking for me. If I make the mistake of accidentally disturbing bird flocks by walking too close they gives away my exact position… and those birds can sometimes be surprisingly hard to see. (The number of times I’ve leap from a high point, glided hundreds of metres through the air, and landed smack into the pack of them…)

Once I know the gig is up: I can continue to sneak – afterall, they only know my general vicinity – or I can take off at top speed. Hunters can never keep up with me, but I leave a clear trail of footprints. If they play their cards right, they’ll be able to corner me into the edge of the map.

It’s rare I can get to stage 2 without at least a brief skirmish. It’s a bad sign if they’ve caught me at stage 1, or immediately after evolving to stage 2 (you use all your armour’s energy to evolve, so you start a new stage essentially “naked”) and, to be honest, this is pretty common.

So the trapper drops a dome around the area called an arena, and I’m cornered for a good 60 seconds. If they’ve just caught me after an evolution, every point of damage they do is permanent. So what do I do?


So many things…

Perhaps I might try and hide. Playing hide and seek; cat and mouse. The arena is limited, but I can leap around and climb on high points. I can see them through rocks, but they have no such tools (barring the likes of Griffon’s “sound spike” sensor.) I can’t avoid all damage, but I might be about to avoid the worst of it with a little ring-a-round-the-rosey. Once the arena drops, I make like greased lightning (… that’s a lot of cliche’s I’ve used. Too bad. I like ’em.) and put as much distance as I can between them and me to try and build up armour and maybe evolve to stage three. By this point, they’re likely hot on my heels, and each time I stop to eat I’m in danger of letting them close enough to entrap me again. This second stage of “hot on your heels” depends heavily on the tracker. They might be using Maggie, as above, and they’re basically always hot on your heels, or Abe who has likely got a tracking dart on you. You might be able to stay ahead long enough for it to wear off, but it’s unlikely… he only needs to catch sight of you again to keep you tagged up. It might be Griffon, with sound spikes scattered around the map. You’re likely charging across the map now, trying to stay ahead of the hunters… charging straight into the areas they’ve already been and Griff has put up sound spikes. You can sneak to avoid them, but it’s a tough balancing act. You need to get far enough away from the hunters for the sneak to work, but there’s not real way to tell if you’re in the sound-spike radius or not, which will make the location you initiate the sneak pretty obvious.

Perhaps instead of playing hide and seek (perhaps there is not enough hiding spots) I decide to take the dome down. To do this, I need to incapacitate the trapper. So, Griff, Maggie, Abe – whoever you are – woe is you. This is where remembering who is playing which character is important. You can make out their siloutte’s, but they’re so damn SMALL compared to you, I find it pretty tough sometimes. Especially when the support class starts winking people in and out with a cloaking field.

Perhaps I charge into the trapper and send them flying, but the support raises a shield over them, and the medic starts healing them. What to do? I need that trapper down FAST – every second the assault is tearing up my hitpoints – perhaps I could focus the medic? Maybe I just toss a rock or two at them to keep them distracted? Maybe I hit the trapper with as many knock back moves as I can to separate them… get us enough “alone time” to take that dome down. Maybe there is a native of the planet that can help me – crocodile creatures called Tyrants that pull hunters into the water, or carnivorous plants that gobble hunters up like venus fly traps, can disable a hunter until a friendly shoots them free.

It is very easy to lose the game here, and it all comes down to reading the situation. Hide and seek? Take down the trapper? How to take down the trapper? What’s the lay of the land? What creatures are there nearby?

After I get out of that dome (IF I do) and we’re playing the “hot on the heels” game, I then look to have as much takeaway food as possible. Kill, eat, keep moving. Even better if I find a fresh kill that the hunters or other wildlife has left for me. If I can get enough energy to evolve, I’ll look for an area with plentiful wildlife that is also as far from the hunters as possible. This allows me to evolve, and quickly get my armour back up before they catch up to me.

When we reach this point, it is end-game time. I can usually tell who’s going to win – how much of my health have they whittled away? How many strikes did I put on them? If the hunters choose to avoid me at this stage, I can always go to the middle of the map and destroy a generator that’ll win the game for me. That never happens. Many hunters will retreat back to the generator when they realise the monster is going to evolve to stage 3 (a bad mistake IMO – why not try and catch him while his armour is low?) and then it’s a fight to the death. A final brouhaha that could go in many different ways.

I’ve had games where the monster, all but destroyed, has escaped from the final fight, eaten a bunch of wildlife, and come back multiple times after recharging their armour. I’ve had games where a final hunter has escaped, and waited until his allies respawned, dropping back on the monster before he could finish off the generator.

Honestly, it’s a thrilling, deep game – but there is not as much content there as you’d want for the price. DotA, and similar MOBA’s, have 80+ characters to choose from, and each is vastly different. This leads to practically endless replayability and costs 1/3rd the price. The game works for me, and I’m pretty certain I’ll get my money’s worth — but the same won’t be said for everyone. If it was $30, absolutely. For $50 – yes, probably. More than that and consider it only if my above story makes you VERY wet in the pants.