#this player must be using plug-ins
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miyamiwu · 5 months ago
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I’m loving this novel because it’s still not clear who the male lead is. Usually in danmei, the ML is established right away. But in This Player Must be Using Plug-ins! (alt. title: This Character is Suspected of Cheating!), there are multiple men who can possibly be the ML.
I’m gonna have to double check later if this is actually a harem—which is unlikely since I don’t bookmark harem. But even if it were, I don’t think I'll mind coz their relationship with He Yu, the main character, have been built up so naturally.
Anyways, the ML candidates so far:
Wanrenzhan (a title, not actually his name. Literally means Ten Thousand Kills) - first one that MC met. He's been subjected to many of He Yu's schemes that for the entire second arc he keeps yapping about how he'll definitely exact his revenge on him one day. I thought he was just gonna be that stupid, annoying cannon fodder who exists simply for the MC to face-slap, but surprise, surprise, he’s the first among the candidates to have his romantic awakening haha
Zhen Xing - second one who met MC. The most powerful and popular player in this competition. He Yu once stole his equipment while riding on a giant monster fish, and this impressed Zhen Xing so much that he's been bugging him for a fight so he can compare their skills. Possible ML candidate because this is an unlimited flow, and in such genre, the ML is usually the most impressive one. And among the candidates, it was through his POV that He Yu was first described to be both fragile and beautiful. Also rushed to save He Yu and catch him as he fell. Typical ML saving the MC behavior
Eugene - the cyborg guy. Was also impressed by MC during their first meeting (He Yu had driven the giant monster fish to the island then made a dramatic and graceful landing, which was in stark contrast to Eugene’s haggard state). Second in strength to Zhen Xing, and like Zhen Xing, he joined the Dawn Training School copy just to meet He Yu again. Generally friendly towards He Yu, but in the beginning he didn’t care if Wanrenzhan managed to kill him. Now, however, he and Zhen Xing are like He Yu’s most loyal followers.
Ling Buchen - Hasn't met He Yu yet, but he’s currently watching the live broadcast of him. They’re both from Blue Star, so they may cooperate in the future. He Yu has also heard a lot about him because he’s been making a name for himself in this competition.
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ghalyewor · 11 months ago
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liliesnroses · 2 years ago
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What are the main characteristics of Web3?
The following are Web3's main characteristics:
Ownership Web3 provides people with unprecedented access to their digital assets. Take playing a web2 game as an example. When a player purchases an item in-game, it is immediately connected to his account. If the creators of the game delete his account, he will lose these things. Or if he stops playing the game, the value of the in-game object he bought will be lost.
With Web3, direct ownership is made feasible through non-fungible tokens (NFTs). Nobody has the power to take away players' ownership of the game, not even the game designers. In addition, if a player decides to leave playing, he can sell or trade his in-game items on public marketplaces to recoup his value.
Censorship resistance Web3 stores user information on the blockchain. When someone chooses to leave a platform and plug their reputation into another interface that more accurately represents their values, they could take that reputation with them.
A Web3 development platform has censorship resistance built in, whereas Web 2.0 requires content creators to put their trust in platforms to uphold the same principles.
Decentralized autonomous organizations Web3 users can utilise tokens that act as shares to collectively own the platform in addition to owning their data. Decentralized platform ownership coordination and upcoming platform decision-making are made possible by DAOs.
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Web3 communities, on the other hand, are frequently referred to as DAOs. Each of these groups has varying degrees of decentralisation and coding-based automation.
Digital identity A user often creates an account for each website they visit. He'll have a Twitter account, a Facebook page, and a Reddit account, for example. He must now decide whether to change his display name or profile image.
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Native payments Because Web2's payment method is depending on banks and financial gateways, people without bank accounts cannot use it. By using tokens like SOL or ETH to deliver money directly to the browser, Web3 does away with the necessity for a reliable intermediary.
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happer08 · 3 years ago
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"Let Me Explain"
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I was unbelievably excited for this date. Ian and I had been talking for months, and finally, we had decided it was time to go on an actual date. He finally had a day off in Chicago and was free to meet for dinner. I had spent the whole day making sure I would look perfect and that the date would be good.
It had started to rain on the walk to the restaurant we were meeting at, but there was nothing in the world that could stop how happy I was. I was practically skipping as I rounded the corner through the doorway of the restaurant. Scanning with a smile, I looked around at the bar to the left of the door since that's where Ian told me he'd be.
My smile and my stomach dropped as I saw him talking to a woman. They stood close, much closer than two people that had just met. He was laughing and smiling at her as she was doing the same. He leaned on the bar with his arms crossed as she reached out, putting her hand on his arm. He smiled and blushed, dropping his head looking at her hand.
Tears welled in my eyes as my heart sank. I knew there was no way he wanted to date me. I took a shallow breath, trying to push the tears away as Ian looked up to see me. He froze and pushed her hand away, I turned back toward the door moving toward the exit.
He called my name as I pushed the door back open. It was pouring, and between the rain and the traffic noise, I couldn't hear if he was still calling. I trudged back toward my apartment. My night and mood were ruined; the rain-soaked my clothes as I turned each corner till I got there.
I was freezing; my hands shook as I pushed my key into my door, unlocking my place. Pulling my phone out of my water-logged jeans, my screen was full of calls and messages from Ian. I didn't bother even looking as I undressed, standing in my kitchen. I tossed all of my soaked clothes into the washer before getting into the shower.
The shower was more to heat myself back up than anything else. I sat on the tile floor, pulling my legs to my chest as the hot water cascaded down on my skin. My tears mixed with the water, and by the time I got out, my skin was red and burning, and I was numb. I dried off, combed my hair before pulling on some sweats, a sports bra, and falling into bed, exhausted.
Thankfully I had the next day off of work as I woke up a few hours after I got home, wide awake at 2 am. Pulling on socks, I padded through my apartment toward my phone that was on the kitchen counter.
It was dead, I sighed, moving to plug it in, letting it charge a little as I opened the fridge illuminating the kitchen with the bluish glow. I grabbed a bottle of water and a few cheese sticks looking over as my phone lit up. It charged a little, leaving me to lean on the counter next to it to use it.
There were 15 texts from Ian and a few missed calls. I shook my head, starting to read through the messages.
"That wasn't what it looked like"
"She is someone I used to work with, and we ran into each other while I was waiting for you."
"Where did you go?"
"Come on; it's pouring. Let me come get you so I can explain."
"I'm sorry, please let me explain."
The rest of them consisted of him apologizing or asking where I was or if I was okay. I read all of them; then I listened to his voicemails; they were all the same content as his texts. His voice brought tears back into my eyes. I didn't respond or call back. I had nothing to say. Making my way back to my room, I took my water and laid in bed in the silent, dark room.
I drifted off the sleep at some point and woke up to the sun coming in from my windows. I sat up, rubbing my hands over my face before pulling my hair up and sighing.
Ian POV
I went home after driving around for a few hours, looking for her. She never answered any of my calls or texts, and as I walked into my apartment, I realized how bad I had messed up. I kept checking my phone as I showered and went to bed. I laid awake for hours, practically praying to fall asleep as I repeatedly checked for her to either respond or post something on social media. She never did. Eventually, I fell asleep and was woken up by my alarm. A few of the guys and I had scheduled batting practice at the field, so I got dressed and left doing everything I could not to think about the night before.
When I got to the field, I left my phone in my locker, heading out onto the field, hoping to take all my emotions out on the ball. I set my bats down and found Anthony, Nico, Patrick, and Zack, who was in town for a few days.
"Fellas," I walked up.
"Hey, how did last night go?" Nico asked.
I had told the whole team about the date with the girl of my dreams.
"I um don't want to talk about it."
"What did she stand you up?" Anthony joked.
"No, I screwed up" I put my hands on my hips, looking at him.
"What happened?" Zack asked.
"I was waiting for her, and I ran into Taylor, and she was kinda flirting, and I was trying to be polite, and she walked in at the wrong time; I haven't heard from her since."
All of the guys were silent, looking between the ground and me.
"I fucked up potentially the best thing that could happen to me," I sighed.
The guys were about to start giving advice when our hitting coach showed up, and we got started. While Anthony was batting, Nico came over and stood next to me. Since there were five of us, we had a lot of time just to stand around and talk.
"You okay?" he asked.
"I have no idea. I fucked up, and I have no idea what to do."
He was quiet as we watched Anthony launch a homer toward the center. I took a few deep breaths as Nico looked over at me.
"Have you even talked to her?"
I shook my head.
"I called, and I texted, trying to get her to hear me out, but she hasn't called or texted back. I don't blame her either; I want her to hear me out."
Nico nodded as Patrick walked over.
"Buy her a ticket to tonight's game," he said, stopping in front of us. "Make it somewhere you'll be able to see her, and then have security get her and explain yourself. If she shows up, it means she's willing to hear you out at least; if not, let her go" Patrick looked between us as Nico nodded a few times.
"The man has a point"
After batting practice, I went to the front office and bought a ticket for a few rows up from the on-deck circle.
pov change
"Hey, it's Ian. I know I'm the last guy you want to hear from but, I got you a ticket for tonight's game if you want to come. It's at the main entrance, and all you have to tell them is your name. I want to see you, and I want to have a chance to explain. I understand if you don't come, but I'd like it if you did"
I listened to his message twice from where I laid on my living room floor. I set my phone on my chest, sighing before looking at the clock. It was a night game, and it was already 4 o'clock. I forced myself to get up.
"You have to at least give him a chance," I whispered, heading for my bedroom. "If the explanation isn't good enough, at least you got a free baseball game." I chuckled sadly as I flicked the light on in my bathroom.
I washed my face, did some light makeup, and curled my unruly hair before pulling on a pair of black jeans, a real bra with a tank top. With the base of the outfit started, I walked to my closet. I knew it wasn't warm out, so instead of a jersey, I opted for a Cubs sweatshirt. I added my grey Vans before collecting my things.
I had an hour to get to the field as I got into a cab. I sighed, debating my choice as the cabbie pulled away from the curb. Resting my head back, I looked out the window, watching the city pass on the way to the stadium.
"You okay back there, honey?" The cabbie asked, breaking me out of the nothing box I had gone to in my head.
"Um yeah, I'm fine," I answered politely.
"Come on, you're going to the Cubs game; try and cheer up a little," He tried.
I offered a fake smile and was quiet the rest of the ride. I thanked him and paid as I got out, joining the crowds on the street filing toward the historic stadium. When I got to the main entrance, I found a lady that worked there and approached her with the same fake smile I used in the cab.
"Hi, I'm so sorry, one of the players left me a ticket, and I have no idea where to go to get it," I stated.
"Oh honey, come with me."
She put her hand on my shoulder, leading me back through a few entrances to the inside of the stadium.
"You must be the one," she said with a smile.
"Yes, ma'am," I said with a smile.
"Well, you are good to go," she handed me a ticket with my seat number on it. "If you wanna just head out that door right there, you'll be on the concourse, and you can find your seat from there," She said with a sweet smile.
"Thank you," I said politely, walking out the door she had pointed at.
I got a beer before using the numbers on my ticket to find my seat and settle in. The first pitch was only a few minutes away as I did what I could to prepare myself for seeing Ian again.
Ian POV
"Have you checked to see if she's here?" Nico asked as we stood next to each other in the dugout.
I shook my head, biting the inside of my cheeks.
"I don't want to. I think it's going to be bad either way."
Nico pat my back a few times before walking away. I took a few deep breaths before grabbing my glove and running out onto the field with the rest of the guys. I made sure I didn't look at the seat I'd gotten as I made my way out to centerfield, knowing I would be too far away to see her.
I was the third in the lineup that night, so no matter what happened, I would see her in the first. Pushing the thought of her out of my head, I focused on the inning at hand. All of the outs were on the infield, leaving the outfield just standing there.
We all ran back in, switching out gear as Joc headed to the box. I hid in the dugout while Joc singled to deep left. Kris was on deck, and I stayed in the dugout as long as I could before making my way to the on-deck circle. Pouring over my bat, I looked for any imperfections that could take me back into the dugout. It took some searching, but I found a crack in the barrel and headed back to grab a different bat. Nico came to stand next to me as I reached for one.
"She's here," He said.
I took a deep breath holding it in my chest for a second. Choosing not to respond, I headed back for the on-deck circle standing there as Kris got a single to left-center. My music hit, and I walked over to the batter's box, taking a deep breath before glancing at her seat.
We made eye contact; she held a beer and offered a half-smile at me as I set up with runners at the corners and no outs. I focused on the at-bat and took two pitches down the middle before stepping out and adjusting my gloves.
I took the next pitch deep, basketball out in right field. Rounding the bases, I kept my head down; as I crossed the plate, I tipped my helmet, then high-fived the guys as we ran back toward the dugout. I glanced up, seeing her clapping and smiling. She seemed happy, which was a massive weight off my chest. I walked through the dugout celebrating and putting my gear away before taking a seat on the bench; Nico and Patrick joined me.
"You talked to security yet?" Nico asked.
I shook my head, watching Willson get a base hit. Patrick stood up, looking over at where she was sitting.
"She's still here, Ian; you gotta talk to security before she clears out" He sat back down. I got up, walking down the hall toward the head of the security desk, stopping in front of the desk.
"Hi, Ian," One of the guys said.
"Hey, I was wondering if you could do me a favor" I leaned on the desk.
"Name it"
"There's a girl I need you to get before the game ends and bring her to the clubhouse."
He nodded.
"Of course"
I gave him the information he needed then headed back to the dugout. I sat back down between Nico and Patrick.
"Got it taken care of," I sighed. "Do you think I should get her something to eat or anything?"
Patrick shrugged.
"She already has a beer, so it depends on what she likes for ballpark food."
"I know she likes pretzels and stuff."
Patrick nodded.
POV change
Settling in after the inning, I watched the other team bat as I took in the ballpark atmosphere. After two outs, a few people were walking up and down the aisle next to me; I moved to stand before I felt a hand on my shoulder.
He was wearing a locker room attendant shirt showing he worked for the organization.
I was confused.
"Ian sent these" he smiled, handing me a giant soft pretzel and a second beer.
"Oh, thank you," I smiled, taking them settling back in, getting looks from a few of the people sitting around me.
The next few innings were filled with baserunners for each; by the top of eight, the Cubs were up 8-2. I had finished my pretzel and both beers and had gotten a bottle of water, watching Patrick Wisdom walk up to the box. I moved as a few people filed in and out of the row before security appeared next to me.
"Ms.?" He asked.
"How can I help you?"
"Would you mind coming with me?" He asked.
I shook my head, knowing what this was about. Standing up, I moved out of the row, following the security guard up the stairs and through the stadium. He led me through the common areas before we took a few turns heading deeper into the stadium. The tunnels under were a maze; I had no idea how everyone didn't get lost. I made sure to follow close to security before we stopped near the clubhouse. There was a small couch with a tv in the hallway near the entrance.
"You can wait here; I'm sure you know who asked us to get you," he chuckled as I moved to sit down.
I nodded, smiling, setting my water at my feet.
"They should be down soon, and Ian knows you're here, and he'll come find you."
"Thank you"
"Do you need anything else, or do you need someone to stay?" He asked.
I shook my head with a smile.
"I'm fine, thank you."
"Have a good night," He said with a smile before walking away.
"You too"
I sat back on the couch watching the last few outs of the game and then watched the guys celebrate on their way off the field. It was a few minutes between when they got off the field and heard them come down the stairs and file into the club house. I listened to a few voices I recognized as I stared at the corner waiting for Ian to come around. I stood up, hearing his voice grabbing my water bottle. He came around the corner, looking at me.
"Hi," He said.
"Hey," I walked around toward him.
"Thanks for coming"
I nodded a few times.
"Look, I wanted to explain," He started.
I shook my head.
"I don't need you to explain anything, Ian. I took some time to think, and I don't know if we would have ever worked. With who you are and who I am, we have different lives, Ian."
He nodded.
"The first few weeks we talked, I started bragging about you," He explained. "To the guys in the clubhouse to Dakota and Zack to everyone, even my mom," he chuckled, leaning on the wall. "The guys started calling you the dream girl."
I chuckled, shaking my head.
"I don't know about that."
"I do" Ian looked up at me. "They were right."
I swallowed hard, looking at him.
"I understand why you think what you do and why you feel how you do. But I just want a second chance. I don't want to force your decision right now, so take a few days, a few weeks if you need, and I'll wait to hear from you. I want to have this conversation in person, so I'll text you my address and then wait for you to reach out; leave it all up to you since you know what I want."
I nodded a few times, taking a deep breath.
"Okay"
Ian nodded with me.
"Just take your time, okay."
"I'll see you soon, Ian" I smiled as I started to leave the tunnel.
"Do you need someone to walk you out, or do I need to get you a cab?" He called after me.
"No, I'm okay; I remember how to get out of here."
I kept walking till I got outside the stadium heading down Addison heading for my apartment. I walked for a few blocks thinking through everything Ian said and everything I had felt since I saw him with someone else. I called a cab and caught a ride home while my mind spun.
The next few days, Ian and I didn't tal. He sent me his address the night of the game, but we had no contact since then. My days were dull; I had gotten so used to his texts and his little check-ins, not having them felt weird.
It was four days without talking to Ian and at four in the morning when I made my decision. Getting up, I pulled on a pair of jeans with a sweatshirt, pulling on a pair of vans. I grabbed my phone and a bomber jacket on my way out the door. I found Ian's address and put it in the maps on my phone. His place wasn't far, but it was still a good walking distance, and as I climbed the stairs toward his place, I wasn't sure if I should have waited till a more appropriate time.
Licking my teeth, I knocked on his door then stepped back. It was a few minutes of me standing there when I started to debate coming back in a few hours. Just as I was about to walk away, the lock clicked, and the door swung open.
Ian stood on the other side in a pair of underwear and a t-shirt he just put on. His hair was a curly mess. I smiled as he blinked hard.
"Hey, you okay?" He asked.
"I made my choice," I breathed.
Ian nodded and stepped out of the doorway, silently inviting me in. I walked in, looking around at his place; it was just like I had imagined. Turning, I watched Ian close the door and take a few steps toward me, crossing his arms.
"The last few days have been weird. You are not checking in on me, making sure I'm taking care of myself."
Ian nodded.
"I've missed it, and I missed you a lot. I think I want to try and make this work."
"Do you want me to explain?" he asked.
I nodded slowly.
"She's a co-worker, she works on the field doing sideline stuff, she had a few too many and was flirting with me. I was trying to be polite, and you walked in at the wrong time."
I took a few steps forward, getting on my tippy toes. I put my hand on the side of Ian's face pushing my lips to his.
Ian grabbed my hips, pulling me against him, kissing back softly. His lips were soft and full; I kissed a few more times before settling back on my feet.
"Let's make it work," he said.
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miyamiwu · 5 months ago
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Just wanna point out how Wanrenzhan’s title actually literally means “Ten Thousand [people] Beheaded”
It's written as 万人斩
万人 (wan ren) means ten thousand, or just a general very, very big number
斩 (zhan) means to behead or chop
Wanrenzhan got this title for being the winner of the previous competition
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ghalyewor · 1 year ago
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miyamiwu · 5 months ago
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He looked at Zhen Xing and bumped him. "What are you thinking about? Why are you so silent?"
Zhen Xing raised his head, and with a disappointed look in his phoenix eyes, said, "In other words, I can't fight He Yu in this copy?"
Everyone: "..."
How are you still thinking about a fight at this time?!
Zhen Xing suddenly said, "Can I fight you?"
Without missing a beat, He Yu said, "No."
Zhen Xing's face fell instantly.
He is so cute hahaha, Zhen Xing is now my favorite
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lexpertztechblog · 3 years ago
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How to use blogs to bridge to your website and increase traffic
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The Importance Of A Bridge Site
If you are like most Internet entrepreneurs, you start to collect different websites or web presences that are useful for generating traffic back to your site. Some of these places, like Digg, Facebook, or article archives can be a great resource in advertising your sales website on the Internet to specific demographics. However, many third-party sites have specific rules about the types of pages that people can use in their comments, their articles, and/or biographical information. Ezinearticles, for instance, won't allow you to link back to a sales page, and yet, this is at the heart of Internet marketing. You wouldn't be out there, if you weren't trying to get someone to buy something from you. So, what do you do? That's where you start to realize that there are ways to get around the rules that others put in place to limit your Internet marketing activities, and bridge sites are an important strategy to exploit. Even when a third-party doesn't ban you for linking to a sales page, there are also other times when it's just jarring to go from a link, say like in Facebook, to a sales page. In some ways, social networkers will judge such a move as “too commercial” and you can lose credibility in your authenticity that way. So, again, you want to implement a bridge site to smooth the way.
Why Blogs Are Ideal Bridge Sites
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Web logs, a.k.a. “blogs,” are an excellent way to bridge from a site like a user-interactive social networking site to a commercial sales page. That's because they tend to be a mix of both. You have your daily blogs that you post, that are typically informal, casual in tone, and friendly, and you have links that are put on a blog that are expected to link to more commercial endeavors. The casual style is much in keeping with the style of social networking, and so it is less jarring to people who can be harvested from these sites and do not realize that they have begun to be marketed. This gives you an edge because there is less buyer's resistance on this format. Also, as long as you own the blog, you can link to anything that you want to link to, so that makes it ideal as a bridge site. And, the major search engines love to crawl blogs frequently because of the way content is updated more regularly, so you get a wider audience. In addition, you can put links in your blog posts that send people to different sales pages. You can set up a blog anonymously or with a pseudonym, and thus, no one has to know that the links you promote are from your own website. Once someone visits your blog, they should have an easy to remember URL that is all yours. Blogs can be addictive because the information should be updated once daily, if not more. As long as the information is informative and entertaining, you can get people to subscribe to your blog. This converts them from an anonymous viewer to someone who is now basically entering your sales funnel. You can then begin to offer them some deals or introduce them to the product lineups on other websites you own, that can convert them from subscriber to customer.
WordPress Is The Gold Standard
So, now you see the value in having a blog as an intermediary from third- party sites with massive traffic streams, to get potential customers into your sales pipeline. But, where do you start? WordPress is the gold standard of easy to implement blogs, and there are even some hosts that will put a site for you, which you end up customizing. However, there is a bit of confusion with WordPress that is important to clarify. The WordPress.org is a shareware software package that anyone can use for free. Some commercial people took that software and built WordPress.com, the .com extension signifying it is a commercial endeavor. That's a community of bloggers with WordPress blogs with limited features and heavy-handed guidelines. Some of the guidelines on WordPress.com don't allow you advertise the way you would want to do on a Internet marketing blog. In particular, you can't make any money off Google ads from your blog using WordPress.com. So, you want to make sure that you are using WordPress.org hosted on a site where the rights to add Google ads to the blog is not banned. That way you can make money through advertising too and you get all the features that are important to develop your Internet marketing blog.
Some Plug-Ins You Want To Use
WordPress features can be added through the installation of third-party software called “plug-ins.” There are many different plug-ins that are beneficial to the Internet marketer as there are numerous developers who are interested in pushing this market forward. The following list is far from comprehensive, but it gives you a good idea of some plug-ins you definitely want to get and install: - Akismet This plug-in is a spam filter and can save you loads of time moderating comments. It follows a database that is regularly updated of known spammers, so you don't have to read every single comment that comes to your blog. It will automatically filter the spam out and put it in a spam folder where you can look at it at your leisure. - Adsense Deluxe This plug-in lets you even add Adsense code directly into your blog posts, not just the sidebar. - DoFollow If you have a “do follow” blog you are more likely to attract visitors and blog commentators. That's because no follow blogs do not give credit for a backlink, which is why many people post in the first place. - Email Users If you are going to use your subscription list as an email contact list for your Internet marketing activities, you will need to add this plug-in. It lets you send email to your registered users. - Gregarious This helps you to connect to other site by giving the option for social bookmarking posts to places like Digg, Reddit, Facebook, and more. - WordPress e-commerce You can add a shopping cart to your blog with this particular plug- in. - All In One SEO Pack A “must have” plug-in for Internet marketers as it optimizes your pages to get great search engine page results. It's a great way to attract a lot of attention from search engines with minimal time investment. - Subscribe To Comments This plug-in helps people to track a comment stream on a particular post and keeps them coming back to your blog.
Grabbing Traffic From Third Party Sites
Once you've set up the blog and understand how you will take people from there to your website pages, either via links in your blog posts or sidebar, you still need to get people to visit your blog from other third-party sites. And, which third-party sites should you try to get a web presence on? Let's go over a few of the different places you can begin to cultivate a web presence for the purpose of grabbing traffic, and how to use each one with your blog to lead people from that area to your own. Other Blogs Once you've set up a blog, the natural place to start looking for traffic is other more high profile blogs in your market niche. If you don't know who these people are, you need to visit Technorati.com and put in a few keywords that are in your market niche to determine who the big players are. You should make it a point to build a list of blogs that you can add to your blog roll and see if by doing so, they add you to their blog roll. The blog roll is a list of blogs that other bloggers recommend and by getting added to a blog roll on a popular blog, you'll automatically get more traffic from the target niche that you've selected. Another way to get more traffic from blogs is to comment on the top profile blogs and leave a link to a blog post that addresses some aspect of the post. This way you play off on an already popular topic and you contribute to the conversation too. It's not considered spam to put your URL in a comment if it points to something that contributes to the conversation, not just a sales page. Again, you are using the bridge of your website to grab eyeballs and then once they get to your blog, you can market them there. Finally, you can also go to blog communities like WordPress.com and look on their featured stories and categories. Find one or two blog postings that you can reply to and contribute to the conversation. Once these blog posts are put on their featured page, you will get a lot of traffic if you post something interesting with a link back to your own blog. Since you're dealing with people who already to subscribe to blogs, it's a natural for increasing your blog subscribers too. Digg.com Digg is a social news site where people submit stories and other people vote on them. The more popular the news story becomes, the more it is highly ranked by Digg. It can even land on the front page of Digg, which will provide a megaboost of traffic for anyone who happens to land there. You can submit your story to Digg and get your friends and associates to vote for it. It can be a story you put on your blog on a popular subject. It doesn't matter than you're not an expert, as long as you can talk about the subject intelligently and make the story entertaining. If you know what subjects are generating controversy on the web, those are always a good subject to try to get into Digg, just be careful not to draw negative attention to your blog instead of positive attention. Social Bookmarking Sites Delicious.com is social bookmarking site that allows you to add different pages of your blog to a site where others can view it. Just be sure to use a permalink to a particular story, and not the entire blog URL. That way, you can tag each story with different tags and people will be able to zoom to them when they search the social bookmarking sites. There are many different social bookmarking sites, like Reddit too. They tend to have a large number of people and can be searched very easily. Social Networking Sites Facebook and MySpace are two examples of social networking sites. These sites tend to have strict rules about what you can post online on your profiles. Facebook, in particular, does not want people using their profiles to spam or soliciting other people on their business offerings and this activity can get you banned. However, there are ways to mine the rich vein of users that come to social networking sites to mingle online. First, you will have to set up a profile with your own name, not your business name. You can put up a Facebook page for your business, as a newer feature for those people who are trying to use Facebook to market. However, the Facebook profile should be all about you, not your business. There is an area in your profile where you can list your URLs of interest, and that's where you can add some of your business sites. The key to Facebook is to join in the casual atmosphere and network your way to more contacts. You can do this through groups, pages, friends, and networks. You should try to meet people who are in your market niche, but not to solicit them directly on Facebook. Instead, you can email and network through different commenting areas to get people interested in your blog. There are different applications that can help you insert your blog into your profile too. There is a Blog Network application, now formally called NetworkedBlogs, that allows you to post your blog, claim it, and get people to become a fan of it. You can network with other bloggers on Facebook too, by visiting their blogs and becoming a fan of them too, since it lists them too. It allows you to see blogs in your category fairly easily and to promote your blog to readers through the network. Send them a friend request to anyone that becomes a reader, to any other bloggers in your market niche, and now you have access to some of the audience that is in your market niche. When you comment on the wall of people you have friended, all of their friend's will see your comment and it can lead them to your blog. Just be careful not to spam their wall and make any comments relevant and not a solicitation. The blog network will take them directly outside Facebook to your blog and provide a steady stream of new people looking at your blog who are involved in your market niche. It's actually pretty simple when you know what applications to use. Another great feature on Facebook is the ability to create a page for your business, a brand or product, or if you are a performer, you can create one as an artist, band, or public figure. The difference between a Facebook page and your profile page is that you are allowed to actively promote your business on the page, but not the profile. And, your profile is limited to 5,000 friends, whereas the Facebook page is not. Some people even create a page for themselves when they hit the 5,000 friend limit, so they can continue to network on Facebook and add fans, if not friends. Another feature is groups, where you can add a group on any topic and get people to sign up. Like the Facebook page, people will become a fan and then you have a captive audience there. You may not have their email address, but it's the perfect place (both on the page and in the group) to promote your blog and get many people to go from Facebook back to your bridge, so that you can start to collect their email addresses. The funny thing about Facebook is that they are super paranoid about having marketers harvest emails. So, they don't add the email contact information in as text, it's an image. You can write the email down for each friend that you have, if it is showing in their information tab, but even sometimes it's not there either. So, it takes a bit of work to collect an email list from Facebook and if they catch you spamming or soliciting people with it, you risk losing your account. The smart way to do this is to simply entice them off Facebook back to your web log, where you have an offer that gives them something for free for providing their email. And, since Facebook has a culture of non-commercialism, the blog is a perfect intermediary step from Facebook to your sales page eventually. If you were to link in to the sales page directly, you might end up being banned by Facebook or at least dropped by a few friends. No one really wants to be marketed harshly on Facebook, and it takes some finesse to get people to trust you enough to buy from you. So, don't spoil it by being overenthusiastic with your business on Facebook. Master the art of the soft sell, and use an intermediary space to set the stage for your marketing offer. Article Directories People all across the web are in search of quality content. Sometimes they go to article directories where anyone is allowed to post free content, as long as it meets the criteria of the article directory. EzineArticles is one such directory that you can sign up for and start creating content for other people to grab and post on their websites. While it may seem counterproductive to create free articles that people can add to their own sites, as long as they reference back to you or the original article, it is just because of this feature that it makes it a great way to get traffic from many different places, not just the article archive. If your article becomes very popular, you may have several different places on the web linking to it, excerpting it, and all pointing back to you or the original article. This is in addition to the tons of traffic article directories naturally get from their own readers and the high placement in search engine result pages. Now, every article directory gives you, the author, a resource box where you can link to your own enterprises. You probably won't be able to actively promote your links within the article, as there are strict rules forbidding linking from an article in an article directory to a sales page. However, you can post a link in your resource box pointing to your enterprises there and you are typically allowed at least two links. As your articles grow in popularity, they can generate third-party traffic to your sites for an extended period of time. At first, you will get an instant boost because the article will automatically go on the front page for a period of time. After that, it will depend on how well you optimized it for Google keywords and popularly searched topics, as to how often it is read or accessed. So, you do have to do a little extra work to get your articles to be highly searchable for a period of time. But, after that, once they're up, you can forget about them and let the article directories, the search engines, and the topic do the work for you. What's nice about submitting to article directories is that you can post multiple articles on different topics, related but not exact. So, if you have many different websites, you can post on different topics without creating a new account. Readers who like one story, will see other stories you have written and might be tempted to go further to look you up. Always give them a reason in your resource box to click on the link you provide to your blog where they can find even more material that is relevant to that article. Social Search Engines A great way to grab traffic is to go to a social search engine like StumbleUpon. This search engine doesn't use keywords to assign relevancy. All the pages are submitted by users of the search engine who categorize them and they can even give them a “thumbs up.” Even if you don't get that many thumbs up, just submitting different posts from your blog can help to drive traffic there because the pages are randomly “stumbled” when people search for different topics. So, you stand a pretty good chance of showing up on anyone's pc if they use StumbleUpon as their search engine. As with many other types of services that are social in nature, the less commercial you appear, the better it is for you. And, you want to keep submitting content to the search engine repeatedly to get more hits. That means your blog is ideal for submitting permalinks that go to different stories on your blog to attract attention there. Once people visit your blog, they can be lead to other areas of your web empire via links in the blog post, links in the sidebars, or promotional offers to subscribers of the blog. In order to use StumbleUpon, all you have to do is install the toolbar into your web browser. From there, it's a simple matter to use the thumbs up button to quickly add your submissions to the search engine. Just make sure you add the permalink and not the entire blog URL, or you will have multiple copies of the front page instead of multiple stories showing up. And, of course, the story on the front page of your blog changes when new content comes up, so the categories and tags change too. Read the full article
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glgaming835 · 4 years ago
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How much money is spent on gaming
Major 20 Gaming Blogs You Should Be Following
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Available The Door For COMPETITION By Using These Basic Tips
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daleisgreat · 4 years ago
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15 Years of Xbox 360: Flashback Special!
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I am usually timely with these, but the holidays has resulted in this 15th Anniversary of the North American launch of the Xbox 360 Flashback Special to be about a month late. The 360 was one of the first major consoles to have a near simultaneous global launch in the three major market territories. With the United States and Canada launching first on November 22, 2005, followed by Europe on December 2nd and finally Japan on December 10th with most other smaller markets over the following year. The 360 had an extraordinarily long life cycle, with it being eight years until Microsoft launched its successor, the Xbox One. I had major highs and lows with the 360 so get ready to take in my journey with the system. Like with past system specials here, I recorded podcasts based on RPG games and comic book games that released on the 360, PS3 and Wii and have embedded them at the bottom of this entry for supplementary material if you crave even more 360 games to learn about. Be forewarned, this is my lengthiest Flashback Special yet, so I have implemented bookmarks for ease of navigation you can click or press on below! With that out of the way, the last special I did here was on the PS2, and I want to begin the 360 Flashback Special the same way by expanding upon its unavoidable….. CHAPTERS Part 1 – The Hype Part 2 – The Launch Part 3 - Reinventing Dashboards with Blades & Achievements Part 4 - Revolutionizing Downloadable Games on Consoles Part 5 - An Awesome Debut Year of Games Part 6 - Upgrade to HD Part 7 - Three Red Lights Part 8 - Kinect + Avatars = Wii’s Userbase Part 9 - Backwards Compatibility & Indie Games…..not those Indie Games Part 10 - For the Love of Online Co-op Part 11 - Bringing on J-RPGs and Doubling Down on Western RPGs Part 12 - Becoming a Pinball Wizard Part 13 - Racing Away to One of the Best Eras for the Genre Part 14 - The Fad that was Plastic Instruments Part 15 - Non-Kinect Casual/Family Game Hits and the Failure that was NXE Part 16 - Wanna Wrassle? Part 17 - Sports-ball Forever! Part 18 - No Russian, No Cauldron Part 19 – Dubious Honors Part 20 - Lightning Round Quick Hits Part 21 - ”It’s an Ocean” (THE END!!!) Part 22 – You’re Still Here!? Well then…. (STINGER!!!) The Hype Microsoft garnered a lot of attention by pulling the plug on its original Xbox early because of the PS2 being an unstoppable global force, and was determined to launch its system a year before the PS3. The Dreamcast had huge success in North America for its first year by launching ahead of the PS2 a year early, so I could see where they were coming from. I covered E3 2005 for the long defunct gaming site, VGpub. I recall getting a closed door tour with a few other gaming press members for the Xbox 360 and was shuffled around to a few isolated booths that showed off the 360’s “blade” dashboard interface and went over some of the functions of the system. I recall being shown Kameo running side-by-side an unreleased build on the original Xbox to demonstrate the 360’s horsepower. 360 had a couple games playable on the show floor that year with Top Spin 2 and Need for Speed: Most Wanted. From my brief time with those two games what I took away the most was the much-improved controller being lighter, slightly more ergonomic, and the much appreciated inclusion of the shoulderbumper buttons to replace the peculiar white and black buttons from its predecessor. Of the several games I was shown and/or played from E3 2005, the one that impressed me the most was Saints Row. I walked out of that demonstration thinking it looked like the first viable open world contender to Grand Theft Auto after countless watered down GTA-clones were flooding the market. Sure enough, Saints Row did not disappoint the following year and would have three more successful sequels over the years.
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Back when cable TV mattered before the dawn of streaming, this MTV reveal event delivered on building anticipation for the 360.
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Microsoft’s E3 press conference, which happened in tandem with a much publicized MTV reveal event of the 360 filled with all kinds of celebrities made it impossible to avoid the 360 launch hype building up to its November launch. Then there was Microsoft’s truly extraordinary “Zero Hour” launch event in the Mojave desert to give people the opportunity to travel all the way there just to buy an Xbox. Then there was the Mountain Dew contest where they were giving away 360s every so minutes and you increased your chances to win by entering more codes on their website, and yes, I must have entered at least a 100 codes from weeks of gathering bottle caps from co-workers to no avail. All this blitz of marketing engagement made it impossible to not pay attention to the 360’s launch. I was a huge fan of the original Perfect Dark on N64, and thus was eagerly stoked for the prequel, Perfect Dark Zero which made it a day one buy for me. Amped 3 wound up as the second game I pre-ordered for launch day, and it was a solid snowboarding game, which got a significant boost from its irreverent narrative that pushed me through playing it. The Launch With my pair of launch games pre-ordered I went on to count down the days until the 360’s launch. I thought I had my launch system guaranteed on November 22nd, but last second shenanigans prevented me from buying it at the final hour, yet I was able to procure dibs on the first batch of second wave systems that hit retail three weeks later. Launch window systems came with a couple limited pack-ins in the form of a DVD remote control (yay?) and the downloadable XBLA puzzler game, Hexic HD. Hexic HD was a perfectly fine hexagonal based puzzler from Alexey Pajitnov, the same designer who invented Tetris, but I mostly played Perfect Dark Zero in those opening months of the 360. I only got about halfway through the campaign, but I played a ton of deathmatch with friends and/or solo against bots. Like the previous game, PDZ had a plethora of multiplayer options and maps and tided me by splendidly during the first months of the 360’s lifecycle.
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Perfect Dark Zero and Amped 3 were my first two 360 games and both held me over nicely during those initial launch window months! Over the next few weeks I played a fair amount of launch games my friends brought over and picked up/rented a couple more. Top Spin 2 I played far more than I thought I would and wound up finishing its lengthy career mode. Call of Duty 2 was a local multiplayer hit that friends repeatedly brought over. A few years later I eventually picked up Need for Speed: Most Wanted and got immersed working my way through its “blacklist” of rival racers to vanquish. Launch title Condemned: Criminal Origins I did not start playing until recent years, and I am kicking myself for not starting it sooner as it is a trip of a suspense/thriller first person game consisting of intense hand-to-hand and melee weapon combat over traditional firearms FPS weaponry. The game is still fun to this day and I have made it a ritual to play it on Halloween for the past three or four years. Reinventing Dashboards with Blades & Achievements
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Also worth highlighting here during the launch was familiarizing myself with the much-loved “blade” dashboard in the launch window. The four blades were filled with many options to separate game, videos, photos and music media. I made heavy use of custom soundtracks on the original Xbox, and loved how the 360 had support for it built into the user interface so they could be dropped into any game. Dashboard and online features on the original Xbox like friends list, voice chat, game invites and more carried over on the 360 and later evolved into so much more through system updates that introduced must-have features like Party Chat that made it so several users can voice chat together regardless of what game any of them are playing. It made catching up with family and friends on weekend game nights more manageable. The biggest hit of the UI during that launch window was Microsoft debuting achievements that were mandatory for all games. These became an instant sensation among any ardent game player when accomplishing the criteria for an achievement and hearing the endorphin-rush of a sound effect and accompanying on screen graphic that indicated you unlocked another achievement. Most of the launch window games had straightforward achievements like finishing campaign missions or getting X amount of wins in sports and racing games, but they eventually evolved and encouraged users to play games in new ways I never thought of (Crackdown was a great early example of this with its achievement design). Also the way the Blades made it easy and irresistible to compare what achievements you accomplished in a game against other people on your friends list that it only upped the friendly competition between friends to see who could unlock more achievements. It is gratifying to see Microsoft allowed each Gamertag’s linked Gamerscore to carryover from 360 to Xbox One and now Series S|X. While achievements are still around today, and I occasionally dive into going out of my way to unlock some if I am enjoying my time with a game, they do not compare to the early years of the 360 where achievement-mania was running wild. Revolutionizing Downloadable Games on Consoles
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This was also the first time a major console had an online digital store implemented at launch. The original Xbox had a scaled-down store they experimented with late in its lifecycle with about a dozen smaller classic arcade hits and smaller sized web browser-esque “flash” games of its era that could be purchased, and the 360 expanded on this bigtime. Initially, the 360 digital game marketplace known as “Xbox Live Arcade” launched with games maxing out at 50meg download limits so the game could fit on a memory card, so all of the first year or so worth of XBLA games were mostly re-releases of smaller-sized arcade classics like Smash TV, Contra and Gauntlet along with similar simple browser-based flash game of its era like Bankshot Billiards 2. Over the 360’s lifecycle though they kept increasing the game size limits to the point where disc-based games were coming out digitally and were multiple gigs in size as memory card and hard drive storage options increased. During the first few months of the 360 after launch developers were not flocking to releasing XBLA games because they were unsure if they were going to take off like digital games were slowly starting to on PC at that point. The launch dozen or so XBLA games were met with success, but developers were not anticipating it so in those early months only one or two new XBLA games hit a month. The big breakout XBLA success was a straightforward adaptation of the card game, Uno that launched in May 2006. I can attest for many sessions of simple, pick up and play rounds of Uno while catching up with friends over voice chat online. Microsoft eventually patched in support for the 360’s first webcam, the “Vision” camera, which lead to some peculiar matchups with strangers online who wanted to make sure to demonstrate all their adult substances they were consuming that evening. Later throughout 2006 and 2007 XBLA grew to releasing a game every Tuesday, and Microsoft enforced every XBLA game have a demo/trial so it was an eager experience to see what game would be hitting that Tuesday, because most of the time Microsoft did not announce the game until maybe a day before at that time.
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It took over 20 years, but it was worth it to relive the iconic X-Men arcade game with online co-op, and EA did a bang-up job bringing back NFL Blitz for two of my most played XBLA titles! There are so many success stories of XBLA games to go on about, but I want to highlight a few of my favorites. Seeing the re-release of many classic arcade, 8 and 16-bit titles with enhanced graphics and online support was a big win for XBLA in this department. I remember interviews with the XBLA executives from this time answering fans demands and going through the legal hoopla with Konami to bring back arcade favorite beat-em-ups like TMNT, X-Men and The Simpsons, and all with online play! This treatment went doubly so for fighting games. It started with Street Fighter II: Turbo receiving the XBLA treatment, and within years Capcom, SNK, Namco and other studios were porting over their greatest hits onto XBLA like the first two Marvel vs. Capcom and Soul Calibur titles, many King of Fighters re-releases. My personal favorite is the remake, Super Street Fighter II Turbo: HD Remix that saw all new gorgeous artwork and a new officially endorsed ReMix soundtrack from the fantastic ocremix.org community.
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Non-fighting game wise I was surprised by EA Sports’ revival of NFL Blitz. It is one of the few games I somehow got addicted to online, and become somewhat legitimately good at too and was able to genuinely earn the 10 straight online wins achievement against random ranked opponents! Renegade Ops is an addicting twin-stick shooter in an mini-open world unleashing destruction as pint-sized vehicles with a gruff CO barking orders from the chaotic minds from the team that also made Just Cause. Valiant Hearts I originally played on 360, and loved the passion they showed on their unique adventure/action take on a World War I game. I 1000% related to Double Fine’s take on being a wide-eyed kid caught up in the whimsical spirit of Halloween in both of its RPG-lite Costume Quest titles. Fans of past Sega consoles like the Genesis, Saturn and Dreamcast were well treated, and new fans emerged after a plethora of XBLA re-releases of titles like Guardian Heroes, Radiant Silvergun, both Sonic Adventure games, Daytona USA, Ikaruga, Virtua Fighter 2, Nights, Jet Set Radio, Sega Bass Fishing, Space Channel 5, Crazy Taxi, Rez and others saw new life in XBLA form. The Genesis saw packs of three games re-released in bundles themed around best-sellers in the Streets of Rage and Golden Axe 16-bit entries. Although I would recommend skipping the XBLA Genesis packs in favor of the 360 disc release of Sonic’s Ultimate Genesis Collection that has 40 Genesis games and bonus unlockable Arcade and Master System titles. Sega obviously treated its back catalog well on the 360, and I put in many hours revisiting these past favorites. I bought into the hype for Shadow Complex, and it became the first “MetroidVania” I ever finished. Hydro Thunder Hurricane perfectly captured the nature of the 1999 arcade boat racer, while successfully evolving its gameplay into the HD era. Adorable puzzle-platformer Ra-Skulls brought back pleasant memories of Mr. Driller! Twisted Pixel’s Comic Jumper made smart use of implementing FMV-video into its charming superhero platform-action title. Despite its stomach-turning title, Deathspank is a lighthearted action-RPG I saw through to the end with a twist ending I did not see coming. That same developer, Hothead Games, released the first two turn-based RPG Penny Arcade games I ate up that perfectly encapsulated the popular web comic in videogame form.
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Two of my best-of-class XBLA recommendations are Trials HD and its sequel, Trials Evolution. It is an exemplary example of the adage, “easy to learn, tough to master.” Its quirky, bouncy motorbike and instant reloading spawns made it easy to succumb to endlessly retrying its inventive stages after each wipeout. It also had innovative use of implementing Friends List leaderboards with their ghost times appearing as you play, just teasing you more and more upon each crash when coming close to usurping their times! The sequel added online multiplayer that clicked and made perfect use of Trials unique gameplay. Microsoft I recall got a lot of flak for their curating policies for XBLA at the time because they would only allow one game to release each Tuesday, and there were many indie developers lashing out for being on the short end of the stick for not getting their game slotted for release on XBLA. Eventually Microsoft upped it two XBLA games a week, with usually a more anticipated game hitting on Tuesday and a lesser known title from a smaller studio hitting on Friday. Looking back on this the obvious downside is the lack of quantity of XBLA titles with only one or two releasing a week, but the curation process lead to the hit-to-miss ratio of them being significantly in favor of the hit range. Sure there were some stinkers that creeped in their like the disappointing Turtles in Time Re-Shelled remake, but the good outweighs the bad greatly in the XBLA market, especially compared today to the ridiculous amounts of low-rent DIY shovelware hitting every week on all consoles with there being seemingly no restrictions for any developer to get their game on a current console, for better or worse.
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The digital store also made game demos more easily accessible instead of the traditional demo disc, and downloading demos in the early years of the 360 was kind of a big deal, especially when they had major opening acts of action and intriguing narratives like the Prey and Just Cause demos that made a huge impression on me and triggered me to rush out and buy them. This also worked against games, with the most egregious case being EA Sport’s planned reboot of its basketball series with NBA Elite ‘11’s demo being so plagued with bugs and glitches, that EA infamously flatout cancelled the game days before its street date release and forced retailers to return their copies of the game. That last minute recall tempted overzealous retail employees to snatch up precious copies to make it one of the rarest physical releases on the 360, with copies going on eBay for many thousands of dollars. An Awesome Debut Year of Games
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I have no idea if it was happenstance, or intentionally planned, but it worked out pleasantly in the 360’s favor in its first year of next-gen exclusivity they had one or two AAA exclusive games launching per month. Noticing multiple users on my friends list playing the latest AAA game, and with the dawn of podcasts in 2005 featuring their affable hosts discussing the latest games in exhausting detail on launch week is what I feel created the horribly named sensation, “Fear of Missing Out.” I ate up gaming podcasts upon discovering them in 2005 with 1up Yours, The Hotspot, Broadcast Gamer and Team Fremont Live being early favorites of mine and influencing my gaming purchases with their genuine positivity on the latest games that made it difficult to ignore their top picks. They, along with traditional print and online gaming press made it easier to keep up with the latest must-have game of the month for the 360’s first year. A month after launch Dead or Alive 4 snuck in at the end of 2005. It was the first fighting game on the system, and with it having a Spartan character from Halo’s universe as a guest fighter, and an innovative-for-the-time pre-fight lobby system lead to me spending many hours in it online and offline. I was terrible at it, but still had countless hours of fun, even while legitimately earning the dubious zero point achievement for 25 straight online losses.
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Oblivion’s Adoring Fan I loved seeing respawn every couple of in-game days to tag along on my adventures before quickly getting slaughtered, and Test Drive Unlimited was an unprecedented always-online open world racing title that laid the foundation for Forza Horizon and The Crew! A couple months later, the first big RPG hit on 360 with Elder Scrolls IV: Oblivion. It was a huge improvement from Morrowind, and this Western open-world RPG was publisher Bethesda’s first mainstream console hit. It took me well over a hundred hours to finish that I spread out over the course of five years (just in time for Skyrim!). I had to resort to abusing the hell out of the dupe glitch for infinite invisibility potions to get past those dastardly Oblivion Gates, but it was an immensely gratifying experience to complete and fully 1000 gamerscore Oblivion! Pro tip, make sure to avoid a near freak-out experience like I had and have a bow in your inventory on the final Thieves Guild mission where you steal an actual Elder’s Scroll!
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The string of big-release games kept rolling through 2006. Test Drive Unlimited broke new ground for the racing genre with its always connected open world! Before From Software had blockbuster success with their string of Souls games, they were known at this time for their niche mech games, and had their most success yet with the release of Chromehounds in 2006. The online-focused mech game was more accessible from their previous feature-extensive Armored Core titles. A pair of popular third-person Tom Clancy games hit in 2006 with the first Ghost Recon: Advanced Warfighter and Rainbow Six: Vegas titles. I rented both of these and was terrible at them online, but I do recall having fun as the decoy in Vegas to draw out enemy fire so my friends could pick off my assailants! My anticipation for Saints Row paid off, and it wound up being an awesome GTA-clone done right that year! The first Gears of War was the big 2006 holiday release from Epic Games, riding the success of several hit Unreal FPS games, but long before their current Fortnite fame. It lived up to the hype and delivered with its unapologetic brand of in-your-face gore, and smooth drop-in/drop-out online campaign play. It became one of my favorite franchises on the 360, and I would up playing through the campaign of every single game released to this day! The final big 2006 release I want to highlight is Dead Rising’s brand of campy, zombie mayhem from Capcom that became a huge new IP for Capcom and also the catalyst for many 360 owners to… Upgrade to HD Up through most of 2006 was when I used a traditional CRT (AKA “Tube TV”) as my main gaming television. HDTVs were first noticeable on the market during the PS2/Xbox/GCN era, and a fair number of games supported HD resolutions (especially on Xbox), but HD graphics were never a marquee bullet point of that gen. That all changed with Dead Rising. For the first several months I remained content with the CRT visuals of launch window 360 games, then when playing the Dead Rising demo, I could not help but notice the game’s text was rather tiny and kind of difficult to read. Upon listening to podcasts I learned I was not alone on this and it turned out the game’s text was optimized and quite readable for HD resolutions. Many more games would soon follow this trend in the following months. I noticed this even more when a friend brought over a smaller HDTV and we put them side-by-side running Rainbow Six: Vegas and I saw for myself the difference in the legibility of the in-game text. So yeah, the core graphics for all games where shinier and crisper in HD, but my primary reason for upgrading at the end of 2006 was just to read the damn text. History is repeating itself in recent years with text starting to look smaller and requiring more eye-squinting again to read in games like Wreckfest and MLB: The Show for me, when I later learned that is so because the visuals are optimized for 4KTVs (which I finally upgraded to several weeks ago).
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Did you experience the ‘Look and Sound of Perfect’ with 360’s HD-DVD player, along with its killer app of a film in Tokyo Drift? HD movies also arrived to the 360 in 2006 with the release of the ill-fated HD-DVD add-on. Sony getting the better end of the stick in exclusivity deals with studios lead to it losing the physical HD format war against BluRay, and movies stopped releasing on HD-DVD by the end of 2008. I almost impulse-bought the add-on upon seeing it on the clearance rack for $50, but thankfully I held off. By that time however HD streaming was starting to take off with TV shows and movies available to rent and purchase from 360’s online marketplace, and the 360 nabbing a year exclusive on being the first non-PC device to offer streaming Netflix. Streaming movies and TV shows exploded in popularity and before I knew it, almost anytime I logged on nearly half of my Friends list was making use of one of many streaming apps that would become available on the 360. A couple years before the 360 got to this level of success, it had a couple major hurdles to overcome, especially the right-of-passage a vast majority of early 360 owners fatefully dubbed…. Three Red Lights There have been a fair number of platforms that have been notorious over the years for noteworthy faulty hardware ratios like the first three original PlayStations and the problematic powering on trickery required to boot NES games, but those all pale in comparison to the atrocity of the launch year 360 units. Within a few months after launch more frequent whispers started to become prominent of knowing someone who had a 360 that failed on them with the telltale indicator being three flashing red lights on the system. Users would then have to call Microsoft to set them up with a shipping container to mail to Microsoft to repair and mail back. I was the first among my local friends and peers to get the three lights of doom, and I have painful memories of it because my system was lost in UPS transit for three months before I finally got it back after visiting the local UPS center’s lost and found.
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360 #2 only lasted several months before red-lighting in 2007, and the third met its expiration date in 2011. I will refrain from going into the nuts and bolts of the architecture problems, but in layman’s terms Microsoft was in such a rush to get that year head start on Sony, that a high amount of faulty chips made their way to manufacturing and resulted in the system’s high failure rate. To Microsoft’s credit, they gave all launch year 360 owners an extended three year warranty to get their system replaced free of charge, which I took advantage of twice. The third one died after the extended warranty, but by that point Microsoft had a slim version of the console on the market releasing alongside Gears of War 3 that I snatched up, and **fingers crossed** have had no issues yet with. Being the first to be hit with the three red lights amidst my immediate local circle of friends and co-workers made it interesting. Over the next year every couple of months another friend would call or text me, and/or another co-worker would catch up with me at work and relay to me their troubles of their 360 bricking and I would be their unofficial tech support on how to get ahold of Microsoft to the point where I still remember the phone number to this day (1-800-4MY-XBOX) to get set up with the replacement system. I wound up buying a hard drive transfer cable to transfer data to new hard drives when switching systems and I recall at least a handful of people borrowing it from me when they switched systems due to switching systems and/or upgrading hard drives. In a bizarre twist, I will put a curse on Hollywood Video for my first two 360s red-ringing! The first time it happened I was playing a rented copy of Chromehounds. The Hollywood Video curse struck again in 2007 when renting Shadowrun caused my 360 to crash!!! As ubiquitous as the three red rings became, Microsoft wanted to ensure a 360 makeover image with a marketing assault for the 2010 launch of… Kinect + Avatars = Wii’s Userbase Nintendo’s Wii launched Holiday 2006, and the motion-based console was an initial sales juggernaut, and it took over two years before it was commonly available on store shelves. Both Sony and Microsoft initially had meek responses to it with Sony essentially patching in motion controls in time for the PS3’s launch with the Six Axis controller that was not that well received or regarded for its precision, and the 360 had the aforementioned Vision Camera, which was essentially Microsoft’s take on an Eye Toy that only saw a handful of games support it for motion controls. Holiday 2010 saw both companies with a meaningful response with PlayStation Move on PS3, and Kinect on 360.
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Microsoft pulled the same marketing strategies as Nintendo did years earlier intentionally marketing the Kinect towards families and advertising it heavily on daytime television. Most of Microsoft’s Kinect games were more-or-less their takes on the hit Wii versions. This is when Microsoft implement cartoony characters that could be implemented across games called “Avatars.” They were especially prominent in Kinect games, and one cool side effect for them was the many digital clothing items for them that could be either bought off the Avatar Marketplace, or unlocked for free by playing through games. I am especially proud of my You Don’t Know Jack dummy, and goofy oversized head ornament I unlocked from finishing Comic Jumper. A fair amount of late gen 360 titles supported Avatars in-game, which made for some interesting sights like having your Avatar onstage in Guitar Hero 5 jamming out next to Kurt Cobain. Microsoft’s gamel paid off, and for two-to-three years, the Microsoft moved millions of units of that camera. It is safe to sumrise that the 1-2-3 punch of Kinect, Move and smartphones all combined to steal the “casual gamer” userbase that the Wii was known for and the Wii’s console sales in America plummeted from 2011 onwards. The Kinect boosted 360 console sales so much from the Holiday 2010 period until the Xbox One and PS4 launches in Holiday 2013 that in that three year timeframe Microsoft sold the most systems in America for all but a handful of months. By the Holiday 2013 launch of the Xbox One/PS4, the 360 overcame the Wii’s sizable lead to become the best-selling console of the Wii/360/PS3 generation in America.
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Only Kinect game I ever played was the river-rafting follies seen in Kinect Adventures, but surprise hit games like the Gunstringer seen above tempted me to almost get a Kinect on multiple occasions. I never bought a Kinect, but did play Kinect Adventures at a friend’s….yes, it was that damn river raft mini-game. I paid attention to the games releasing for it and supporting the peripheral, and a few looked like genuinely entertaining games and went on to have critical acclaim. Many traditional games added optional “Better with Kinect” features like zoom-in art gallery halls, or audio play-calling in sports games. Even though the ardent game player in me despised the change in direction Microsoft took with the Kinect, I cannot deny there were still several games I wanted to try on it after seeing the positive reactions for Harmonix’s trilogy of Dance Central games, Twisted Pixel’s The Gunstringer and even the limited on-rail experience that is Fable: The Journey. Backwards Compatibility & Indie Games…..not those Indie Games Hitting around the same time as Kinect was Microsoft patching in a new division of purchasable digital games initially called Community Games, but later rebranded Indie Games. Microsoft made its XNA development tools easily available for almost any level of experienced developer. This lead to a deluge of DIY games that looked like they were made as a semester long development school project flooding the Indie Games channel. Some developers embraced the campy nature of the amateur works that dominated the 360 Indie Games scene, with Silver Dollar Games especially unleashing a plethora of their…brand…of games like Try Not to Fart and the ironically titled, Why Did I Buy This?
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The 360 Indie Games scene left a lot to be desired as seen above with the quality of games from infamous companies like Silver Dollar Games There were a few gems in the rough to be discovered in the Indie Games channel, and like XBLA games, Microsoft enforced a free trial on all games so you knew what you were getting yourself in for before throwing down some hard earned Microsoft Points, which are like regular points, but fun! There are two DLC Quest games that are fun quirky $1 platformers riffing on how gratuitous in-game DLC would become. Tribute Games gained notoriety on here with their adorable Breakout homage, Wizorb. Finally, I was a huge fan of Zeboyd Games that earned their reputation for their 360 Indie Games and I played through and devoured all four of their humorous takes on throwback pixel RPGs (Breath of Death VII, Cthulu Saves the World, Penny Arcade’s Rain Slick 3 & 4) that released as Indie Games. Zeboyd earned their development stripes on the 360 Indie Games platform, and I am happy with their continued success today! For every one of these hits that broke through however, there were at least a few dozen forgettable releases overshadowing them. Indie Games was Microsoft’s answer for their curation policy to XBLA, but as you can see it only went so far.
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Zeboyd’s four 360 Indie Games are excellent retro-style RPGs well worth your time and can be found on Steam today to experience these gems! Microsoft had similar lukewarm success with their backwards compatibility efforts on the 360. There was a huge demand leading to the 360’s launch to be fully compatible with all original Xbox games. Microsoft only originally promised that the first two Halo games would be back-compat on 360, but after enough user outcry, Microsoft released several updates over the 360’s lifespan patching in support for what ended up being a little under half of the original Xbox’s library being supported on the 360, but the software-based emulation had a list of issues and bugs that accompanied each compatibility update. Aside from a fair amount of both Halo games, I played through Fable and Spider-Man 2 via 360 back-compat, and ran into intermittent bouts of slowdown with the former, and random little portions of graphic flickering with the latter. Still enjoyed my time with both, but not without these added issues. Speaking of Halo…. For the Love of Online Co-op
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The 360 featured countless games that supported online co-op which made playing the latest big AAA title all that more fun. This primarily effected first and third-person shooters with the big example for this being the Halo titles on the 360 (3, 4, Reach, ODST, Halo Anniversary Remake). I played through all five of those games in online co-op and enjoyed them all tremendously. I will give props to Halo 3 and 4 having my favorite narratives, and I loved the final level of Halo 3 being an homage to the last level of the first game where you drive a warthog through a lengthy labyrinth of enemies and terrain to navigate before a time limit expires and everything explodes, MacGrueber-style! Halo 3 brought in four player online co-op, which I experiment with friends online by trying out the “Skull” modifiers which only upped the difficulty and lead to us finishing a good chunk of the game on the highest difficulty. Halo 4 I continue to this day to reference an ill-fated moment I had when playing with my friend Derek, where I was controlling the Scorpion tank whilst marching it up a lengthy incline, and he was walking alongside me and I misinterpreted the level’s geometry where I did not see a turn and nonchalantly drove the Scorpion tank off the edge of a level and plummeted it down to its awaiting death to the erupting laughter from Derek on the headset.
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While I had a lot of fun with the Halo titles online, there were plenty of other worthy options, with the first Crackdown standing out among them. Getting lost in that open world with a friend and wreaking havoc with powered-up heroes whose jumping abilities had seemingly no limits was a blast, so was coming up with random challenges for each other like making a competition to see who could race up to the top of the mammoth Agent’s tower first. Saints Row 2 is another open world game that had online co-op, and made discovering some of the game’s secrets I had no idea about like its hidden mall worth going out of the way to show to friends. Dead Island’s online co-op stood out to me with its in-depth crafting system and emphasis on melee combat ala Condemned. The four Gears of War titles on the 360 all feature first-class online co-op. Gears of War 3 I have classic memories of bringing over to a friend’s the night it launched and we set up our TVs next to each other and played through the entire journey over two days. The survival-based Horde modes from the Gears titles created a new sensation for online co-op, and I played many hours of it online in the first three Gears. I even became invested into the “deep” lore of the Gears franchise to the point that I read a couple of the novels. Gears of War: Judgment switched developer to People Can Fly who tried to freshen up the controls and gameplay a bit. They also focused the narrative on Baird and Cole’s origins which did not go over well with the fanbase, and while it was the least popular of the four on the 360 I will still give Microsoft props for trying something different with it.
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Marvel: Ultimate Alliance’s final boss battle with Galactus was made to experienced and conquered with someone in co-op, and while the Army of Two games weren’t perfect, I would be lying if I didn’t admit to having some fun times with all the games in online co-op If it was not for online co-op I would have not broken my curse to finally finish the first Marvel: Ultimate Alliance. I started and never finished that campaign on five, yes five, separate occasions with different sets of friends each time and stopped because we either lost interest and/or ran into logistic issues setting up times for everyone to meet together. A former co-worker Sean reached out to me to play with him online and I reluctantly agreed and started it the sixth time, but sure enough we stuck with it and completed it, and it was worth all the starts and stops because it remains years later one of my all-time favorite comic book games. That Galactus boss fight is a final boss fight that I will never forget and a truly epic final encounter to close the game! The second Ultimate Alliance game also featured online co-op and I finished that game on a much timelier basis because a lot of my co-workers also picked it up and we met up regularly for a couple weeks to finish it twice because it focused on the popular Civil War Marvel event that had two separate storylines. It had a more polished presentation, but the first Ultimate Alliance I easily rank as the superior game!
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Some rapid-fire quick online co-op memories to wrap this segment up on: The first Kane & Lynch game was an interesting experience in co-op because I played it on this insanely huge HD projector. The first two Borderlands games were both huge hits with my friends and peers that won us all over with its loot-driven FPS gameplay. Credit to Derek for having patience with my crazy work hours and sticking with me for the better part of a year to pick away at and eventually finish Borderlands 2! To a lesser extent, another fun FPS co-op focused title were the Army of Two trilogy of titles. The games all had noticeable control issues, but the teamwork focused gameplay worked for us, and the franchise had a certain charisma to it with their many unlockable masks and charming fist bump animations to equip. Real time strategy games have historically been troublesome to pull off on consoles, but Ensemble Studios found the magic formula to make it work with Halo Wars, and somehow made online co-op viable with it too, and it was another game I found myself teaming up with Sean in a very enjoyable campaign that also featured some of the best CG cutscenes that remain stunning to this day. Finally, 50 Cent: Blood on the Sand has likely the most ridiculous storyline of all these co-op titles where you play as 50 Cent himself to track down a prized skull across the middle east that made it a zany quest to just shake my head and go with to see where it took me next, and also for my friend Matt and I to jam out to its hip-hop flavored soundtrack to throughout. Bringing on J-RPGs and Doubling Down on Western RPGs In the console space, before this generation, role-playing games were dominant on the first two Nintendo and Sony platforms. That surprisingly changed this generation. Microsoft made pitches to Japanese developers in the early years of the 360 to release their games exclusively, or at least timed exclusively on the system. This lead to Square-Enix releasing exclusives like Infinite Undiscovery and Last Remnant on the 360, and porting its MMO, Final Fantasy XI onto the 360 in 2006 and making it cross-platform-online compatible with the PS2 and PC versions which meant it was the first game to share online user bases between consoles from different manufacturers. It took a little over a decade for this to happen again, so this was kind of a big deal. I still recall Square stunning gaming fans with their E3 announcement that Final Fantasy XIII would release day and date with the PS3 version (along with XIII’s two sequels later on), so it was surprising during this time to see Square open up its publishing portfolio on other platforms.
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As twisted as its plot may be, I still got a lot out of Eternal Sonata with its highly entertaining battles. Blue Dragon was another early J-RPG that drew a lot of attention that Microsoft was serious about RPGs this gen. Other Japanese developers also released RPGs in the early 360 years with Blue Dragon, Enchanted Arms, Resonance of Fate, Eternal Sonata and Lost Odyssey all appearing. I purchased nearly all these games, but only one I played through of these was the bizarre Eternal Sonata, which is a traditional J-RPG set in the mind of dying legendary composer Federic Chopin. Its plot is as out there as its premise, and I will never forget its equally bizarre post-credits stinger, but I loved its engaging battle system that kept me glued in all the way through. I was also taking a music history class in college at the time, so the brief Chopin historical fact interludes between acts also did a lot for me. While Japanese RPGs took off on the 360, so did…. …. “Western RPGs” from companies on this side of the global hemisphere. Bethesda and BioWare are the two most prominent developers responsible for this slate of RPGs this generation after lighting the fire on the original Xbox. I already discussed my love for Oblivion, and Bethesda capitalized on that success with another blockbuster in the form of Fallout 3. Take the medieval fantasy world of Elder Scrolls and apply a retro-50s post-apocalypse skin to it and you have the formula for another Bethesda best-seller I once again put in over 100 hours in completing the main campaign and all of its DLC expansions. After that I needed a break from Bethesda’s games and have yet to play New Vegas. I did start up the Oblivion sequel, Skyrim and briefly made some headway into that, but got sidetracked by other holiday tent pole releases at that time and it regrettably succumbed to becoming lost in my backlog. I eventually picked up the remaster on Xbox One, and one day I will restart and finish that game!
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Giant Bomb’s videos of their complete play-throughs of the Mass Effect trilogy is some of their best work that should not be missed! A series that did not get lost in my backlog was BioWare’s Mass Effect trilogy. The first game I initially got into as an awesome modern-day take on Star Trek, with an engrossing cast of crew mates on the Normandy. The first Mass Effect was a little rough around the edges, so I eventually fell off halfway through, but picked it up a couple years later and plowed right through it. The same thing happened with Mass Effect 2, but the advantage to finishing it in 2014 was that all the bonus story DLC add-ons were released and combined for a gratifying experience all together. ME2 delivered on hyping up being careful with pivotal story decisions that would have consequences in the infamous final “suicide mission” in the game. My initial run through of it saw three of my crew members not survive it through, and it gutted me so much I restarted that final mission and had to compromise with only two crew members passing away. Immediately after finishing ME2 I jumped right into ME3 and this time saw it all the way through within a couple months, luckily by this point the extended ending and all the story DLCs also just finished releasing and I was stunned with what Bioware held out of the core game and I can feel for players who initially played it and missed out on having a central character like Javic locked away behind DLC and missing out on essential storyline DLCs that dealt heavily with the origins of the Protheans and Reapers. The way I played it felt like a complete experience with all the DLC, but without it I sympathize for the critics who stated it felt unfinished upon first release.
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There is also the fantastic “Citadel” DLC I want to give props to which is its own standalone swashbuckling adventure full of lighthearted campy jokes, and concludes with throwing a the party of all parties for all your friends! For people who have not played the initial Mass Effect trilogy, at least give a couple episodes of Giant Bomb’s Mass Alex play-through videos of all three games in their entirety a shot. I am almost wrapped up with them as of this writing, and it has been wonderful experiencing that trilogy all over again this way. Like Gears, I became so absorbed into the Mass Effect lore, that I have bought and read all of the novels, and almost all of them are good, even the Andromeda-based ones! I know the first Fable has been on the receiving end of a lot of criticism over the years for not delivering on all of its promises, but that does not take away from the final product on original Xbox still being a astounding action-RPG! I treasured my time with it, and the “Lost Chapters” expansion, and late in the 360’s life in 2014 it got the remastered treatment to bring the entire trilogy (and the spin-off Kinect game, The Journey) all on 360. Fable II from what I gathered has been the highpoint of the series from everyone I have talked to. I have only played through the prologue, and failed at getting back to it while covering other games in the gaming press at the time amidst another busy holiday release season. Fable III sounds like it did not win everyone over with its major storyline hook it marketed of overthrowing a corrupt sibling at the throne, and sadly the Kinect game, The Journey was the last major single player installment of the series as of this writing. Becoming a Pinball Wizard I have played various videogame pinball titles over the years, but for whatever reason the 360/PS3 gen is when it got ahold of me and never let go. It started with Crave’s Pinball Hall of Fame: The Williams Collection. Each real life table replica had their own set of goals to accomplish in order to unlock an achievement for each table, so I kept plugging away, and little-by-little I found hooked into addicting tables like Gorgar, Medieval Madness and No Good Gophers especially being my favorite. Later on Crave released an XBLA pay-per-table platform with tables from multiple companies called The Pinball Arcade. Every several months a new batch of tables were released and I found myself immediately downloading them and studying the in-game instructions for each table to thoroughly learn all of its intricacies and the addicting nature of filtered online Friends-list leaderboards had me plugged in to top the scoreboard for each table.
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Well over 100 hours I invested into Pinball Arcade and Pinball FX on the 360. Two of my favorite tables are pictured above with No Good Gophers on the left, and Mars on the right. The same exact thing happened with Zen Studio’s XBLA title, Pinball FX. Their tables were not based on real tables, and as they gradually released more tables for download, they embraced their interactive nature and featured more computer animated toys that flew off of and around the table, and more dynamic special effects on the playfield that simply are not possible on real life tables. Despite them being not lifelike, and featuring more exaggerated pinball physics, I still embraced them when I was in the mood to switch up from the real tables in Pinball Arcade. Zen released a sequel a few years later in Pinball FX2 that had more dynamic community and hub-based features and integrated online friends leaderboards into actual gameplay with in-game pop-ups when your score was approaching a friend’s high-score which only intensified every attempt and kept me coming back more frequently. Some of my favorite tables from the first two PBFX games are the spooky mystery pin Paranormal, the Monty Python-influenced Epic Quest (with RPG stats and leveling that carries over in each attempt!) and the outer space themed Mars. Pinball FX3 on Xbox One/PS4 added even more community based features that keep me playing it weekly to this day, but that is a story for another time! Racing Away to One of the Best Eras for the Genre I believe Microsoft somehow found a way to publish one marquee AAA racing game each year for almost the entire 360 lifespan. They originally rotated between Bizarre Creation’s Project Gotham games, and Turn 10’s Forza Motorsport series each year. I never got into either of those series that much. Forza is the more serious sim, and I have tried out a couple installments over the years, but the intense sim mechanics are just not for me. If I would have put more time into PGR I feel I would have really got into that series, and I have some fleeting memories of getting into the second game for a brief moment on the original Xbox.
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While I did not get reeled into Forza Motorsport, I fell hook, line and sinker into PGR’s replacement, Forza Horizon from the developer, Playground. It lightened up the sim-based controls and offered up enough assist options to procure that comfortable blend of sim and arcade racing. I also wound up in favor of its open world hub nature to either drive around to new races and take in the country side, or hang around the game’s central music festival. The first Horizon had such a fitting licensed soundtrack of rock and electronica-based songs that I sought out the entire soundtrack and it is its own separate running playlist for me. Since I did not upgrade into the Xbox One/PS4 gen until 2016, that meant I picked up Forza Horizon 2 on the 360 instead, and thankfully it was not all that downgraded from its Xbox One version. Both games I wound up completing all the races, challenges and finding all the hidden barnyard cars. Yes, I even played through all of the Fast and Furious licensed expansion for Forza Horizon 2 where Ludacris himself as Tej provided voiceovers to set up each race. Before Forza Horizon, another game attempted the same thing a couple years earlier with Test Drive Unlimited. It featured a sorta-GPS replication of the entirety of Oahu as its open world hub and I absolutely ate it up and was white-knuckling the final race which was a one-on-one endurance race against the top ranked AI around the entire outer highway of the island. The sequel was fun too and added another island, but I think one Alex Navarro’s reaction to the opening cutscene in his Quick Look video will be my main takeaway of it. I have mentioned in previous console flashbacks how I love demo-derby racing games, and on 360 Flatout: Ultimate Carnage was king! It is a fantastic follow-up to the PS2/Xbox games, and my brother and I played it online regularly for years, I can go on about it forever, but instead I will embed below a special three-part video where my brother and I raved about why it was one of our favorites….
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Many years ago my brother and I made this three-part YouTube series on our fandom for Flatout: Ultimate Carnage The summer of 2010 saw two new arcade racing games debut that both should have been successful new IPs with sequels to this day, but since the two released within a month of each other they presumably took up each other’s player base and both Activision and THQ did not pick them up for sequels. Activision invested in Bizarre for an all new racing IP in Blur, which is essentially conflating the power-ups of Mario Kart with underground street racing, and it was indeed as awesome as that pitch sounds. I played hours of it in the main career mode and online as well. On the other end THQ invested in Black Rock Studios with their innovative racer, Split/Second, a reality show-based driving game where studio directors would triggers obstacles and destructible environments to activate and provided an all-new gripping racing experience. It too was also a riot to endure and 100% finish, but it sadly never received a sequel either.
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I loved the Burnout series the previous gen, and EA delivered with an upgraded port of Burnout Revenge that remains my favorite entry in the series to this day. I got into its open world follow-up, Burnout Paradise and developer Criterion were aces with their long-term support of free updates that kept me coming back to it. EA’s other flagship racing series, Need for Speed had a few entries I put serious time into. The 360 launch title, Most Wanted had an intriguing concept of working your way up the “Blacklist” of the most wanted street racers to compete against. When Criterion did an all new reboot of Most Wanted several years later, it combined that concept with the blazing fast gameplay from the Burnout series to my approval. Finally, I will give head-nods of recommendation to both of Sega’s Sonic kart-racers on the 360. They are the top Mario Kart-clones out there, and ooze with Sega fan service. The second game, Sonic & All-Stars Racing Transformed successfully innovated with evolving stages that switched up from racing in karts, then into mini-bi-planes and then onto water-based hovercraft. I completed the careers for both games and put in a fair amount of online play with both entries too. The Fad that was the Plastic Instruments My gut told me the original PS2 Guitar Hero was going to be big within minutes of trying out the original demo in the fabled Kentia Hall at E3 2005. Adored the first game, but the second game was when it went mainstream, and was thrilled with the second game’s HD 360 release in 2007. 2005-2009 was the apex of the genre for my friends and me. There were countless nights of my friends and family passing the guitar around trying to best each other’s scores, and when 360 introduced online leaderboards for each song it upped the competition level even higher. Local city clubs and bars did Guitar Hero tournament nights and my favorite memory from these was on a Guitar Hero III tourney night when it was my turn to go up on stage to pick a random song out of a hat I was the lucky soul to draw one of the hardest songs in the game in the form of Slayer’s “Raining Blood.” I suffered on stage, and barely managed to finish, yet it remains a memory I shall cherish! In fall of 2007, Harmonix splintered away from Red Octane and teamed up with MTV Games to unleash the revolutionary Rock Band that brought in drums and karaoke to the fold for four player co-op play!
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I will forever love the countless Rock Band nights I had in the first two Rock Band games that hit in 2007 & 2008, especially the nights I played with my old podcast co-hosts Chris and Scott. I downloaded well over a hundred extra DLC songs over a few years for it, and we would routinely meet up one or two nights a month for Rock Band nights for two years. Almost always, our last song to finish off a session was the final song in the first Rock Band’s career mode that was filled with many wrist-suffering solos, yes I am talking about Outlaws’ “Green Grass and High Tides”. Our Rock Band addiction culminated with the “Bladder of Steel” achievement which we procured when playing every song straight without a fail over the course of several hours! I was almost always the drummer on Rock Band nights. At first no one else wanted to do them, but eventually I got into them and kind of became somewhat decent at it on medium difficulty. One night at an Alice Cooper concert I became entranced at watching the drummer wail away all night that I convinced myself after the show to lay down a $200 pre-order for the premium ION Drum Set for Rock Band….though after a few months something about that bulky set did not gel with me and I did not prefer the way the drumsticks clanked off the pads and I never developed a rhythm for them and eventually gave them away to free up space.
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The forgotten gem Rock Band title no one talks about, LEGO Rock Band! Behold one of its awesome boss stages with the Ghostbusters theme song! The plastic instrument genre quickly became oversaturated with numerous entries a year from Activision and EA. At first it was kind of interesting to dive into some of the band focused entries of the series like how Harmonix did a wonderful tribute to The Beatles with reliving their career and its groovy “Dreamscape” stages in The Beatles: Rock Band. The Metallica nut in me feasted on forcing carpal tunnel upon myself with the painfully intricate, yet entrancing solos from almost every track in Guitar Hero: Metallica. By the time Green Day: Rock Band and Guitar Hero: Van Halen rolled around though and other offshoots that I completely skipped like Band Hero and Guitar Hero: Greatest Hits, it was clear the writing was on the wall for the genre. I did manage to sneak in some last doses of fun with a couple other off-the-beaten-path entries though before this genre faded away from its zenith.
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The head-bopping mash-ups of DJ Hero with its uniquely intuitive turntable controller and feeding my karaoke addiction with Lips were breaths of fresh air for the genre late in the 360’s life.
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Microsoft’s karaoke series on 360, Lips, supplied a fair amount of fun with its unique glow-in-the-dark microphones and four volumes of songs released before Microsoft eventually morphed it into a karaoke pay-per-song app late in the 360’s lifecycle. My buddy Matt introduced me to LEGO Rock Band, which Matt got for free with any Black Friday purchase one year at Kohl’s and we were both nearly burnt out on the genre by this point, but thought we would at least give this graphically unique version a shot. The adorably twee nature of the LEGO visuals with its complementing soundtrack were irresistible, and it instantly won us over. We stuck with it all the way through, and were fans of its music video-esque “boss” levels, with the Ghostbusters theme song stage being one we replayed far too frequently. Another refreshing take on the genre was through DJ Hero and its sequel, DJ Hero II. I loved that turntable controller, and it flawlessly placed me into the DJ world with its mash-up stylings soundtrack and fitting club visuals. Both games were unsung heroes of the genre when they released because they both came out a year or two removed from the apex of the genre’s success, but the DJ & LEGO games brought in some much needed fresh air in that scene. Non-Kinect Casual/Family Game Hits and the Failure that was NXE Now while I almost entirely avoided the Kinect, there still remained deluge of non-Kinect casual party games that were a hit with the family on holidays and friends on game nights. The two Microsoft published Scene It games that came bundled with their user-friendly big button wireless controllers were family favorites for a few years and successful adaptations of the hit movie trivia DVD-board game. A guilty pleasure of mine is legacy licensed trivia/board games/game shows on consoles, and the 360 had plenty of them with solid editions of Wheel of Fortune, Jeopardy, Apples to Apples, Risk and Family Feud 2012. Doritos Crash Course seemed initially like a forgettable promotional game that was free on XBLA that only offered avatars racing each other on a variety of obstacle courses, but somehow its simple gameplay was addicting and far more entertaining than it had any right to be at family and friend gatherings.
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You Don’t Know Jack was a fun revival of the hit PC irreverent trivia series that was dormant for nearly a decade before THQ brought it back on consoles in 2011. Friends and I played through every episode on the disc and its DLC packs, and I revisited it for several years because of one dumb habit where the adorably jerk-of-a-host, Cookie Masterson, would have a unique greeting to open the game if you played on a holiday. The success from this You Don’t Know Jack revival got the developers at then-Jellyvision to revitalize the brand and include a bunch of other party games in the popular yearly Jackbox games that are still going strong as of this writing. I also wanted to squeeze into this chapter of the flashback Microsoft’s polarizing decision to appeal the UI of the 360 to a more family/casual audience and changed the fan favorite “blades” UI into the detested “New Xbox Experience” (NXE) in 2008. Microsoft was trying to synergize with the equally detested UI of its latest PC operating system, Vista. Tablets were starting to become trendy at this point, and Microsoft was resilient on forcing a tablet-esque UI across all its devices and the results were a total system failure. I was among the many who made their outcry heard over how ugly the many rows of diagonally aligned boxes filled with ads were a visual nightmare on the eyes. I was use to some minor ad implementation in the Blades UI before promoting other 360 games available, but the NXE mixed in all sorts of commercials, movie trailers and other assorted promotions that hit the same wrong nerves as those eye-blasting web browser ads.
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Microsoft eventually updated and tweaked the NXE into a much more aesthetically pleasing and user-friendly UI that remains on the 360 boot-up today. With the 360 user base understandably a modicum from what it was in its prime today, it is refreshing to see Microsoft lay off as of this writing with a complete absence of ads on the UI. I will also use this space to shout out the premium theme backgrounds that I have used for many years being the pumpkin patch and winter wonder land themes that are always a delight to see when I boot up the 360. Yes, the Xbox Live 360 servers are surprisingly still online in 2020, 15 years after the 360 launch. Most 360 online multiplayer supported games support peer-to-peer multiplayer so as long as Microsoft keeps the lights on, you will still be able to play 360 games online. Microsoft only kept the original Xbox Live servers up for seven and a half years, so to see them more than double that for 360’s servers as of today is…astonishing. Worth noting is some games like Chromehounds, Final Fantasy XI and all EA-published games utilized their own private servers which the publishers have shutdown long ago, so those games are unplayable online, but a vast majority still support the option. Wanna Wrassle? For several years on the 360, one of my yearly holiday season traditions was to buy the latest WWE Smackdown vs. RAW game and complete the career/season story mode and unlock all of the hidden wrestlers and features over the course of a few months. I did this from WWE Smackdown vs. RAW 2007 through 2011. For one of the yearly installments I was so close to unlocking all the achievements to get 1000 gamerscore, but the last one I needed required a grind to complete the main single player career mode five times. I decided at the time this was a perfect opportunity to catch up on past seasons of 24 and brought a second, smaller TV next to my living room TV and absentmindedly button mashed my way through those extra career mode playthroughs, and it took almost the entirety of the second season of 24 to accomplish that feat and earn that final achievement. No regrets!
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WWE's yearly Smackdown vs. RAW games featured zombies in their storylines, while All-Stars shifted the gameplay to more arcadey fun for all! The story modes in those yearly WWE games were worth playing through because the writers in some cases got creative and did things that were not possible on TV like having the Undertaker cast mind control spells for example. They added and experimented with a plethora of new modes and options, with the WWE Universe mode being a prime example of going all out creating dream cards and custom storylines. The creation options became incredibly in-depth each year too, in the later installments the developers added a Create-a-Storyline feature that had a surprising level of customization full of custom text entries for dialogue and branching cutscenes. One infamous online community, Video Game Championship Wrestling, became famous for its machinima they created with this system that contained intricate storylines with created wrestlers in its league consisting of video game character icons, developers, comic book & anime characters, fabled movie legends and yes even sprinkling in a few wrestlers. I dabbled in creating a couple simple storylines, but it was too much for me to invest into, but thankfully users could upload and download storylines from the community which added seemingly infinite replay value.
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You have not lived until you witnessed an episode of the acclaimed wrestling videogame machinima that is Video Game Championship Wrestling. Will it be Gabe Newell or Dr. Wily who will emerge here as VGCW champion? WWE released a couple spinoff games that were not as feature-dense, and contained more accessible, arcade-like controls. They were on the right path with Legends of Wrestlemania, which highlighted the 80s success of the then-WWF, but absolutely nailed it with WWE All-Stars which featured a hybrid of past legends and current stars, and all of them were intentionally designed to look like roided-out action figures capable of larger-than-life moves like hurling opponents 30 feet into the air in addition to juggling, fighting game-like air combos. This all combined for fun multiplayer sessions with friends and family members who usually are not fans of wrestling games, but genuinely got into the gameplay to my surprise. I rampaged through everything All-Stars had to offer within a couple months after the latest Smackdown vs. RAW game, and was kind of burnt out on wrestling games after this for a while and skipped all future WWE games for several years starting when they changed the branding with WWE ‘12.
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TNA iMpact! was from the same people who made All-Stars and had super-fun Ultimate X match as seen above! FirePro Wrestling on the other hand features only controllable Avatars and none of the trademark legacy 2D gameplay the brand is usually known for. There were a few other non-WWE games I tried out before I took a 360 wrestling game sabbatical. Rumble Roses XX was the first 360 wrestling game and the second all-women wrestler game in America after its PS2 predecessor. Never put as much time into it as I meant to, so I cannot leave any lasting impressions on it other than it gave Dead or Alive a lot of competition with its variety of costumes. I did put a lot of time into TNA iMpact! however, which was the game the All-Stars developers worked on before. At the time it hit, I was into the TNA promotion, and the game was a pretty good representation of that product with a fun Ultimate X mode, and a story mode circled around a fictional costumed wrestler named Suicide who went on to become an actual wrestler in the promotion in 2008, and the character has remained there off-and-on to this day. Lucha Libre AAA Heroes del Ring introduced the high-flying luchadores from Mexico with their own exclusive game and featured some familiar past WCW/WWE/TNA stars, but had problematic controls to prevent it from having any lasting appeal. I never played the Kinect motion-based wrestling game, Hulk Hogan’s Main Event, but I have seen clips online to witness it in its near-broken state that lives up to one of my favorite reviews on Game Informer where it became one of their worst rated games ever. There are a couple of low budget Avatar Wrestling games on the Indie Games channel on 360 that are basic affairs, but there is one Avatar-based grappler that somehow got a full fledge XBLA release with the much-respected, best-in-class FirePro Wrestling branding. Those games have been a decades-long line of some of the best 2D wrestling games of all time, and somehow Microsoft was able to secure that branding for an admittedly decent and accessible Avatar wrestling game, but a game that should in no way be worthy of that elite branding. That would be like Phillips securing the Zelda and Mario licenses for their own low-rent made games on their CDi system….oh wait. Sports-ball Forever! Time to highlight some of my favorite go-to sports games on the system. Starting off with football, there I got use to buying Madden every two or three years. I only rented the 360 launch title, Madden NFL 06, which wounded up being one of the worst debut Madden titles on a console ever. This is because of EA’s overblown “Target Gameplay” video they debuted at a previous E3 where the final game, while still graphically a leap above Xbox/PS2, was far from what they teased. To make it worse, that was the same year they debuted the doomed “vision cone” gameplay feature in the earlier PS2/Xbox versions that went over so poorly that they had to disable it as a default option for the 360 version and hide it in the options. This was also the first lead Madden game to remove John Madden himself (and co-commentator Al Michaels) from commentary in favor of a nameless afterthought of a radio-style announcer. Madden NFL ‘06 is easily the all-time worst lead-platform version of Madden!
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This video encapsulates why Madden 06 was an atrocity of a debut on the platform…at least it had easy achievements.
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EA stepped it up with later entries, with Madden ‘10 remaining a favorite of mine for the brand this gen. I still recall that edition was when EA initially introduced their cash cow microtransaction-focused “Ultimate Team” feature as a free DLC a few months after its release. How foolish I seem now for at first dismissing it as an interesting curiosity I could not bother to invest a dime into ever, but only to see it blow up in DLC sales for EA and become integrated across all of EA’s sports titles and other publisher’s sports games within a few years. I only picked up one college EA effort this gen via NCAA Football ‘12 which was technically free with a six-month subscription to Sports Illustrated, but I got the most out of that game, and was huge into its “Road to Glory” mode. Road to Glory had my created player play out his final year of high school, and then go through a full college season. EA were absolute pros at this point with their college game, perfectly capturing the college game pageantry by jam-packing the it full of college anthems, cheerleaders, mascots and first-class commentary from the old College Gameday crew of Kirk Herbstreit and Brad Nessler. EA was also surprisingly generous with a community create-a-school option where users could create and upload teams and stadiums, and sure enough someone created my middle-of-nowhere Midwest FCS school and high school teams. It remains a heartbreaker (for good reason though) that EA pulled out of college sports games after the NCAA student athlete class action lawsuit, with NCAA Football ‘14 being their final installment. I do not feel that much love for EA though because of how they squashed 2K’s attempt at returning to football videogames with All-Pro Football 2K8. 2K signed on a couple hundred retired legends for their game, and players could pick a handful of legends to be the standout stars on their otherwise auto-generated teams. It was a fun, different approach, which EA quickly put the kibosh on by signing many of those legends away to appear in throwaway historical features in future Madden games. As I mentioned earlier though, EA did win back some favor with me by resurrecting the Blitz franchise with their excellent XBLA version of NFL Blitz.
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There were a few other non-NFL games on the 360 I gave an honest try to, with Midway releasing an unlicensed, M-rated version of Blitz before they went bankrupt with Blitz: The League II. It showcases M-rated behind-the-scenes drama storylines, and more brutal and violent hits that bestow it the M-rating, and if you can handle that, then it is worth checking out. Finally, Backbreaker was an ahead-of-its-time pigskin game that debuted an all new physics engine that EA would eventually incorporate into Madden games. While the tech was not quite all the way there, the thing I associate most with that game is it playing P.O.D.’s “Here Comes the Boom” on every…single…kickoff. It was a huge detraction in my review, and I was surprised to see a few weeks later an email from my editor at the time passing along a note from the developers to revisit the game after an update addressing reviewer feedback, which did address a multitude of things, but at the top of the list was reducing the amount of times P.O.D.’s jam played to only twice a game, thank god! On the basketball side of things, I remained a huge fan of the NBA 2K series. The 360 carried over the awesome 24/7 mode I adored from PS2/Xbox era, which was an in-depth career mode for a single created baller, doing a global tour of the street hoops circuit. The 2K games struck gold in NBA 2K11 when Michael Jordan graced the cover and the game added a new historical Jordan mode where he relived his most monumental games with historically accurate rosters, and vintage 90s telecast presentation and commentary. The Jordan mode was a success, and integration of NBA legends became a big selling point on the 2K games going forward with future installments having a theme around the Jordan/Magic/Bird NBA breakout success of the 80s and the iconic ’92 Olympic Dream Team.
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EA had a downward spiral with their sim hoops games, and I only tried out a couple demos of the earlier NBA Live titles this gen that did not win me over, including the attempted re-branding of the series with NBA Elite ‘11. That doomed demo was so glitch-laden that it got EA to cancel and recall the game from retailers mere days before its street date, and took them three years to launch another proper console NBA sim. I did love EA’s re-launch of NBA Jam however, along with the XBLA sequel, On Fire Edition. They hit all the right notes on re-introducing the classic arcade gameplay to a new generation. No idea why they have not done another NBA Jam since however, but at least On Fire Edition is back-compat on Xbox One and Series S|X. The PS3 consumed the bulk of my baseball playing time with their awesome MLB: The Show games of that era. However, I do have one chuckle-worthy memory of staying up late playing a lot of 2K’s arcade take on baseball, The Bigs, at a friend’s place one night. We played several games and I recall being impressed at how fast each game breezed by. I skipped all hockey sims this generation too, with the only time I digitally hit the ice this gen being EA’s killer NHL game on XBLA, 3-on-3 NHL Arcade, which delivered the hat trick of arcade fun gameplay, creative power-ups and intuitive controls.
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For alternative and single player sports games, I already raved about Top Spin 2 during the 360 launch window. I could never get into EA’s thumb-stick controls for its Fight Night games, but I did enjoy 2K’s Don King’s Prize Fighter, which came from the same team that made the Rocky games on the previous gen I preferred more. Of all the MMA games, I briefly got into THQ’s UFC 2010, but the game always became a chore when gameplay transitioned into ground submissions. I enjoyed Tony Hawk’s Project 8 when it launched, but that series also had a fall from grace with several failed experimental games once EA stepped up the competition with Skate. One of the greatest mysteries in gaming history to me will always be Skate 3’s staying power in sales seeing it on sale for so many years that eventually EA repackaged the game in an Xbox One case with a sticker on it saying it is playable on both the 360 and through back-compat on Xbox One because there were no longer any other 360 retail games on store shelves. I tried a few times to get into Skate, but like the Fight Night games, the thumb-stick focused controls never gelled with me and I could never adapt. No Russian, No Cauldron
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For several years straight, from the 360 launch in 2005 through 2012 I played every yearly installment from Activision’s flagship brand, Call of Duty. The first couple of years it was not that much though. Call of Duty 2 I only played several times in local couch multiplayer battles when friends brought over a copy. I always regretted never renting or buying it cheap to play through the single player campaign which I heard is excellent. Ditto that for the original CoD which eventually got a re-release on XBLA as Call of Duty Classic. However, I played through the entire campaigns for the next six games. CoD3 I rented from GameFly and breezed through in a weekend in split-screen co-op with my brother and did not think much of it at the time, but came to learn later that when playing in co-op it removes a few levels that proved to be too daunting to be handled in split screen. Then in 2007 Call of Duty 4: Modern Warfare released and first person shooters as we knew it changed. 13 years later it still has two of the most powerful moments in a FPS campaign in the form of the nuclear blast and its immediate fallout in the failed helicopter escape, and THE sniping level of all sniping levels in the flashback mission which immerses the player so well into the sniper role at its apex moment, that few other games since have managed to achieve. It overall was an incredibly gratifying campaign, which was equaled with a revolutionary online multiplayer experience that popularized persistent online multiplayer unlocks with a seemingly endless barrage of weapon and character customization unlocks to keep players reeled in. I was never “hooked” into the multiplayer on a regular basis, but starting with CoD4 and for the next few games I would occasionally pop on and play with colleagues who did play all the time, and had a blast catching up while apologizing for not carrying my own with my less-than-ideal kill/death/ratio.
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World at War was an interesting revisit back to World War II and I enjoyed Keifer Sutherland’s voiceover talents as a superior barking orders at me throughout. It also debuted its survival variant in Zombies mode that was a hit that year and frequently played with co-workers on game nights. While that mode would become a bigger focus and more expanded with each successive CoD game, for whatever reason it never became as popular or played as much then as in World at War. 2009’s Modern Warfare 2 somehow met the high bar for the quality of campaign that the first game set, and its “No Russian” level I will never forget and I was bug-eyed throughout it as I never experienced anything like it before or since while my character attempted to keep his cover. As good as Infinity Ward’s Modern Warfare titles were, Treyarch stepped it up with 2010’s Black Ops and its Vietnam War setting. It remains my favorite single player campaign from this stretch of CoD games. The meaning of the “numbers” touched on throughout the campaign had a meaningful payoff, and I loved how Treyarch sprinkled in their own unique gameplay intricacies like “diving to prone” and my love for the RC Car killstreak bonus in multiplayer. No matter how much of a weak link I was for my coworkers in online multiplayer, as long as I got just one set of three kills straight to get that fun RC Car perk, then I considered that a successful multiplayer session! Infinity Ward had a satisfying conclusion to the Modern Warfare trilogy with MW3 in 2011, but 2012’s Black Ops II was surprisingly underwhelming to me. It felt like they tried to do too much with the campaign, and sprinkled in optional bonus missions I felt obligated to do, but broke up the narrative for me. Of course, it could have been CoD burnout by this point, and I have never played another CoD game since. If I were to play the campaign of just one CoD game after this from 2013 on, what would you recommend?
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For five years I anticipated the low budget FPS efforts from Cauldron that had me reliving past historical battles and as a DC Secret Service agent seen above. Interestingly, while Treyarch and Infinity Ward took turns each year this gen delivering Activision’s big holiday FPS hit, quietly another studio, Cauldron, yearly released five budget-tiered FPS titles under the Activision Value banner. These little publicized releases always caught my eye, and I had no idea if it was the case, but Cauldron’s games felt like where Activision would send freshly recruited developers to get their feet wet before getting promoted to the CoD teams. Three of Cauldron’s five games were History Channel licensed games themed around recreating and reliving both sides of war in two installments based around the Civil War, and another in the Japanese theater of World War II. The history nut in me appreciated the History Channel-produced intro video for each level, and it was a budget-friendly alternative come down FPS game to breeze through in a weekend after the latest blockbuster CoD game. Cauldron also did a DC-terrorist themed FPS in Secret Service, and Jurassic Park-inspired FPS titled, Jurassic: The Hunted. I imagine all of these play horribly outdated now, but I still will appreciate them for what they brought to the plate. Dubious Honors
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Hulk Hogan’s Main Event and NBA Elite 11 top the dubious honors list for reasons I already ranted on above, but wanted to make sure to at least notate here. Moving on to other bad games, here are a handful that I was not a fan of: Rogue Warrior was a super-short and barebones functioning FPS published from Bethesda, but bizarrely got AAA buzz and marketing. It did have a catchy closing credits song though. Turning Point was an FPS from Codemasters with an interesting concept of a post-WWII shooter if the Nazis won the war, but poorly executed and reason why Codemasters has primarily stuck with racing games since (although they did attempt one more FPS with Bodycount which I did not play, but understand is just as atrocious). One game that went on to have a misrepresented history I reviewed at the time was Bullet Witch. It was a middle-tier single player action game published by Atari, and while it had some problems I made sure to point out in my six out of ten review, I received serious flak from a few friends for overrating the game. While I addressed the game’s issues and marked it down appropriately so, I did have a fair amount of fun with the boss battles and messing around with some of the more powerful spells. Over the years I have seen many bill this game with the label that it is among the worst on the 360 with the same kind of tone and vitriol as ET received on the 2600. Even Mr. Microsoft Larry Hyrb poked fun at the game in an online video long ago. Again it is not a great game by any means, but it is far better than what a lot of people make it out to be.
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An XBLA game that got one of their marketed themed event releases (‘Summer of Arcade’, ‘Fall Feast,’ etc.) was TMNT: Out of the Shadows. It looked to be a cannot-miss 3D brawler TMNT game, and with that level of hype how could it go wrong? Very much so in fact, and with some of the worst camera controls in gaming I could not put it down fast enough. Another painfully disappointing TMNT game was the aforementioned XBLA remake of Turtles in Time. It played well enough like the original, but the redone visuals did not capture the spirit of the affable 80s/90s cartoon like the original did, and it stripped out the SNES bonus levels and had poorly substituted voiceovers. Stay away! There were a couple of semi-decent 360/PS3 era Turtles games. Nickelodeon TMNT was a perfectly serviceable brawler that did a better job of bringing back the good memories of the arcade classics than Re-Shelled did. Ubisoft released a single player platformer/action game to coincide with the 2007 CG film, TMNT. It too was pretty straightforward, and not earth-shattering, but at least hit some TMNT fan service marks good enough to be a worthwhile entry. Danger of the Ooze is one that slipped through the cracks that I rarely hear talked about likely because it released late in the 360/PS3 lifecycle in 2014. This should be played by any Turtles fan because this is the standout Turtles game this gen from the platforming masters at Wayforward with their take on a pretty fun MetroidVania-style game the TMNT license seemed destined for all this time. Lightning Round Quick Hits
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Microsoft did not release 360’s successor, the Xbox One until 2013, so with eight years between the 360 and Xbox One, a boatload of games hit that system and I played far too many of them which is why this is going on far longer than it should have. There remains a hearty amount of AAA, mid-tier, XBLA and other noteworthy games that I want to give their due, so bear with me as I attempt to rapid fire through these… -I got wrapped in too many open world games this gen, and I want to first give props to RockStar Games for managing to finish two of their behemoths in the form of Grand Theft Auto IV and Red Dead Redemption. GTAIV is the only GTA I finished the storyline for, and Niko Belic will be one of my favorite protagonists. The cell phone activities were initially a chore to retain friendship ratings, but eventually I came around to bowling, cab rides, comedy clubs and rounds of pool. RDR was the ultimate Wild West open world game. Neversoft’s 360 launch title, Gun, was in my backlog still and I blitzed through that in the weeks leading up to RDR’s launch because I just knew it would blow it away. Gun was a decent effort from Neverseft, but quickly became obsolete when starting up RDR, which did not disappoint, and delivered a remarkably atmospheric experience for its time in 2010. I loved getting lost on adventures out in the wild, and that original score is masterful and could not be have been better crafted. That final several hours of gameplay based around the family ranch is an incredibly bold choice of gameplay that will always have a special place with me. Kudos to RockStar with their spooky-themed story expansion, Undead Nightmare, which is a hell of a side story to RDR that is well worth your time all these years later!
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GTA IV put a lot of attention on its mini-games that were entertaining shoulder content, and Red Dead Redemption introduced a drop-dead gorgeous wild-west open world I would crave getting lost in and exploring for adventures. -Another one of my top 10 favorites on the 360 released on the same day as RDR, and I am talking about sci-fi third person thriller that is Alan Wake. I got completely absorbed into Alan’s quest to find his wife, and Remedy had a five star presentation to keep me on my seat. Some people criticized its style of combat, but it worked for me, and I believe it will go down as the only game where its deadliest weapon in its arsenal is a flare gun! Easily the spookiest T-rated game I have played. Do not skip out on the DLC episodes that put a nice bow on the story, and the XBLA sort-of time loop sequel, American Nightmare
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-Two open world games that I shamefully have resting in my backlog to this day are GTAV and Bully. I picked up both on 360, and eventually picked up the Xbox One version of GTAV. You know what open world games I did play through though? The first two Just Cause titles. This satirical take on the James Bond-super agent was right up my alley, and Rico’s unique gadgetry like hookshots, parachutes, and wide variety of instant vehicle drops innovated in new ways to traverse its gigantic open world. The chaos and destruction those games both were capable of raised the bar with how creative one could be to lay waste to their surroundings. -I already commented above how the first Saints Row lived up to its potential from its E3 demonstration I saw a year before its release. The sequels surprisingly kept getting better and better. The first two games were essentially damn good GTA-clones, but with both games having more zany activities and side missions than in GTA. Saints Row the Third upped the outrageous quotient for its plot and side missions, and was groundbreaking for how far it pushed the boundaries with its whacked out style of storytelling.
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-It did not feel right to include it with the racing games above, but another recommended open world title from this era is Driver: San Francisco. Ubisoft and Reflections nailed making an open world driving game without races being the focal point. The spirit-car-swapping feature against all odds is cleverly explained, and actually works! -Despite its popularity I could never get into the Assassin’s Creed games which debuted in this generation. A friend borrowed me the first game and at first I was into its setting and gameplay, but that first game was notoriously rough around the edges and I believe I got hung up on a glitch that prevented me from making progress roughly halfway through, and I have inadvertently been done with the series since. I picked up a few other entries over the years and have been wanting to at least try them, especially hearing how the latest ones keep getting better and better. One day! -I finished my first Resident Evil game on the 360 with Resident Evil 5. That game also featured online co-op, but I ventured fourth and played it solo and still had an impeccable time with it. It put more of an emphasis on action to the dismay of critics, but having not played too much of prior entries that did not bother me, and there were still plenty of intense thrills had throughout.
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This is easily my favorite arcade stick ever, and the exquisite 2011 Mortal Kombat reboot made its tall asking price worth it! -This generation saw collector’s editions become out of control, with games packed with all kinds of statures, Master Chief helmets, night-vision cameras and other gadgets for well over $100. The only one of these I invested in was 2011’s Mortal Kombat. I originally was not too hyped for that game because I had my fill of the series at that point after the three good entries on PS2/Xbox, and felt the series had nothing else to offer. My brother however is a big MK-fan and told me how he ordered the $200 edition that came with premium arcade-replica fighter stick. I went to his place to drop something off one day when he wasn’t home, and he told me had the game and stick hooked up and to give it a try while I was there. Within minutes of starting the story mode and realizing how they were reimagining the original trilogy and how they switched up the gameplay for that generation, I became immediately entranced with it and could not think of any other way to play it without that stick and could not rush home fast enough to pluck down a $200 order. I made sure to get a lot of use out of that stick, and is was absolutely worth it!
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-Sniper: Ghost Warrior is an unorthodox FPS focused entirely on sniping, and for being a low-budget game at the time I had way more fun than I should have with it. Also loved how it did a 180 from games like CoD, where instead of one sniping mission to mix up the campaign gameplay, here there is one run ‘n gun mission for a break from all that sniping throughout the campaign! I am glad this game had a ton of success and City Interactive has released a few sequels that I hope to emerge from my backlog of doom. -I already elucidated on my Borderland 2 experience earlier. The first Borderlands was a surprise out of nowhere hit that I loved my first few days with it and could not get enough plowing through the campaign online with friends. Unfortunately I went on vacation a few days after it released for a week, and when I got back, sure enough, most of my friends were many levels higher than me and already vanquished the game, so I soldiered on the final third of the game on my own. It was a challenge and a half to beat the final gi-normous tentacle-laden boss, but I managed to squeak by it after gradually picking away from it behind a boulder for nearly an hour!
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-I had a unique experience with the Portal games. The first one I initially played for about 15 minutes, quickly became frustrated with the teleporting mechanics and had to step away from it. A couple years later, an old co-worker Rick was one of many by that point stating why those games were some of the best games out there. I told him my case, and he offered to come over and bestow his Portal wisdom upon me. Many thanks to Rick, who did not straight-up spoil and told me what to do to get past Portal’s many puzzle rooms, but instead kind of nudged me into gradually easing into a feel for the core mechanics of the game and it helped greatly! I would not have been able to get into it without him. He had a surprise for me when he left, and left me his copy of Portal 2 to borrow and told me not to give it back to him until I finished it. I knew he was moving in a couple months at that point, and that compelled me to put all my attention into the Portal games. I am glad I did because both games are spectacular, especially the sequel which had a noticeably bigger budget to go all out with a AAA experience and narrative that came together to be one of my favorite games of that generation. -Bulletstorm was another innovative FPS with its implementation of a whip, and combining it with melee strikes and gunplay for a refreshing take on FPSs. It kind of came and went though, and I rarely hear people talk about it anymore, except for briefly last year when it got a re-release on Xbox One/PS4, with an extra DLC to have Duke Nukem replace the original protagonist’s voiceovers for the game. I will also associate the original Bulletstorm release for having one of the worst box arts of all time. It is just a no-frills footprint. If you played Bulletstorm before, sure, it will kind of make sense since kicking is a core melee attack, but if you were a potential consumer browsing games and had no clue about Bulletstorm then I would not blame you for not giving that cover more than half a second’s worth of thought.
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-The trilogy of BioShock titles were all high ranking in my top 10 game of the year lists for their appropriate years. The first game immersed me into its aquatic utopia gone haywire, and it stood out from standard FPSs of the time with its heavy emphasis on its narrative and hunting down those audio tapes to get every nook and cranny of the story. Its “twist” was something else for its time, and remains one of my favorites to this day. The sequel had a lot of polarization because it was from a different studio, but I felt they mixed it up by playing as a Big Daddy for the whole game and I could not get enough of freezing Splicers and then doing a drill rush attack that shattered them into pieces. BioShock Infinite was an astounding way to wrap the trilogy with its mesmerizing city-in-the-sky setting, and one of my favorite storylines from this gen. Its two storyline DLC episodes that released around a year later are worth checking out if you missed out, especially the second episode that changed the gameplay into more stealth-based by playing as Elizabeth. It felt like a whole new game, and developer Irrational absolutely perfected the change-up! -Spec Ops: The Line will not light the world on fire for its stick-to-fundamentals third person action gameplay, but what appears to start off as just another rah-rah military shooter, eventually morphs into a far deeper and complex plot than what I thought it was going to be. A book eventually came out thoroughly breaking down its exposition because it stormed up that much of a discussion around it.
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-Shmup fans had several worthy entries to play on the 360. Raiden IV and Deathsmiles were landmark new entries for the genre in their time. On XBLA, there were re-releases of a pair of renowned shmups from Treasure: Ikaruga and Radiant Silvergun. A pair of original shooters also stood out among the XBLA crop with the free of charge student developed game, Aegis Wing and also the beloved Sine Mora that captured the pilot play-by-play stylings of Star Fox and successfully merging it into a shmup. There were also a fair amount of Japan-exclusive shmups for the 360, most notably from respected shooter developer, Cave. Many of them are region-free and can be played on American 360s, so please keep that in mind! -I already told some tales above about my favorite comic book games, and embedded below is a video where I and my friend Matt painstakingly dissect a ton of comic book games that hit the 360. Highlights include the shockingly good movie licensed games, X-Men Origins: Wolverine & Captain America. Not-so-good highlights include the movie licensed Watchmen, Fantastic Four and Hellraiser games. Matt also had a lot more hands on time with the acclaimed Batman: Arkham and Spider-Man games on 360, and I have always respected his expertise in the genre so please give his takes a listen below! -The Telltale adventure/choose-your-own path story-driven games originally started off on PC, but became more and more popular with their console releases. I was 100% into the first two seasons of their Walking Dead games like everyone else. Loved the first one more, but my favorite Telltale episodic game is still Back to the Future. The Wolf Among Us was a fascinating twist on a mature dystopian fairy tale world. I was not impressed by their take on Game of Thrones, but I surprisingly enjoyed all eight episodes of Minecraft. I originally got that for my nephew who was huge into Minecraft at the time to play with, but he was not all that into this genre and I found myself getting into it instead. Telltale was pumping out so many of these episodic series that I could not keep up, and still one day want to go back and play through both Batman seasons they released, and their Borderlands series too which I hear is their best work.
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Back to the Future remains my favorite Telltale episodic game, but the event-like nature of the first season of Walking Dead was an undeniable zeitgeist while it transpired. -The LEGO co-op games we know today based off nearly every license imaginable became ubiquitous this gen. Only one I put serious time into and was able to finish was LEGO Marvel Superheroes. This one is special to me because it was the first game that I got my nephew Carter really into right when he was old enough to start grasping modern controller-based games. Had to help him out in quite a few parts, but we got threw it, and now several years later his gaming skills have greatly improved, and I will gladly give him a humble brag on his conquest of finishing the tough-as-nails Cuphead.
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-I subscribed to the Official Xbox Magazine for several years, until around 2009-ish, and I was surprised that they stuck with including demo discs for another year or two after that since downloading demos quickly made the discs obsolete. OXM did attempt a few exclusive disc goodies though, and one I always came back to was their own take on an episodic game called OXM Universe that lasted for about a couple years. The disc itself awarded up to 1000 “OXM” points based on checking out all the demos and videos on the disc. Those points could be used in the space ship station game, OXM Universe, which was entirely menu-driven to build space station tech and explore a galaxy. It did lead up to a decent conclusion if you stuck with it all the way to the demo disc that came with issue 100 and upon completing all the final tasks you are rewarded with a lengthy video filled with OXM staff past and present thanking everyone. THAT IS MIGHTY COOL OF THEM TO GO TO ALL THAT WORK FOR A DEMO DISC EXTRA!!! -I think one thing we take for granted in today’s console space is the ridiculous amount of weekly sales and specials on digital games across all platforms. It was not always that way. In the early years of the 360 digital marketplace, for a couple years all that was available was one weekly game on sale and one piece of DLC on sale each week and that was it for a couple years. Luckily, Steam was catching fire with their acclaimed Fall and Winter sales with their monster savings, and that eventually rubbed off on 360 and PS3 and by the end of those system’s lifecycles both started offering a surplus of weekly deals and flash sales. -Digital game preservation is something that is brought up more and more lately, and one thing that periodically ruminates in my mind is how the 360 handles patches/updates. For the longest time, most games had limits of 4mb patches until the later years in the system’s life where they started to change into the larger file sizes we associate with them today. However, the 360 has a nasty habit of auto-purging a game’s update on the 360 after several different games get played on the 360. So if you were to revisit an older comfort food game many years down the line long after the 360 online servers got shut down, any updates for that game were likely auto-deleted and cannot be re-downloaded. This could be huge for a lot of games whose patches likely helped patch out game breaking bugs and other issues that can no longer be downloaded whenever the 360 servers go offline. Just food for thought.
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-Final random item I want to bring up is something you saw in the header image to this special. Yes, that is a leaning gallery of 360 faceplates! Remember those? They were kind of a thing for the first couple years of the 360 when Microsoft was flexing the customization options of the 360 so anyone can snap on or off a variety of 360 faceplates to make their system stand out in their own way. I never bought a single faceplate, and only procured them if they were pre-order bonuses, or part of some promotional giveaway. The only highlight of this was how I got my Madden NFL 08 faceplate, and that was when I participated in my Gamestop’s yearly Madden tournament where no more than four people showed up for the few years I participated. The year I won, was when I got the Madden NFL 08 faceplate, which sure as hell beats my Madden NFL 07 plastic beverage cup from the previous tourney! It will forever remain in my drawer with my faceplates for Full Auto, Eternal Sonata and Deathsmiles. It is not like there is some uber-popular YouTuber who has a unique fandom for that particular version of Madden who could benefit from it in any certain way. To the drawer the faceplate remains! ”It’s an Ocean” (THE END!!!) OMG, this took me a whole month to gradually pick away at. I did not come close at all to releasing this in time for the 360’s 15th anniversary of its launch. I feel that I could have made this into a mini-eBook and charged six cents for this!!! As you can tell from my many memories I have shared thus far, the 360 is a platform I hold in high regard. I waited three years to upgrade to the Xbox One and PS4 in 2016, so from late 2005 until late 2016, the 360 was one of my primary go to consoles. Which is why I had so many memories, good and bad, to get out of my system. If you want to catch up on one of about a dozen other flashback specials I have crafted like this (which are thankfully significantly shorter) over the years check out the links below. In the meantime, I will close this off with two embedded videos of episodes of my old podcast I recently un-vaulted circled around the 360. They are the final installments of our history of comic book games and RPG games series. Both episodes focus on the games that hit for those genres up until the point the episode was recorded for 360, PS3 and Wii. Many thanks once again if you have stuck with me for these near-18,000 words of garbled memories of mine, I sincerely appreciate it and I will see you all next time if I can somehow muster enough energy after this beast of an entry for yet another anniversary flashback special!
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Listen to us break down almost all the RPGs that his this gen released through 2008
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And here we dissect all the comic book games released on these platforms through April of 2011 My Other Gaming Flashbacks Dreamcast 20th Anniversary GameBoy 30th Anniversary Genesis 30th Anniversary NES 35th Anniversary PSone 25th Anniversary PS2 20th Anniversary PSP 15th Anniversary and Neo-Geo 30th Anniversary Saturn and Virtual Boy 25th Anniversaries TurboGrafX-16 30th Anniversary and 32-X 25th Anniversary
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If you made it this far and have yet to experience the THING that is Rogue Warrior’s end credits theme song, then I dare you to click it above and not have Mickey Rourke’s lyrical lashings remain forever stuck in your head!
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Enjoy this montage of the many creative demises of the worst sidekick in the history of videogames! You’re Still Here!? Well Then, Let Me Tell You Another Story About the Shephard….Not That Shepard
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It is not my tale to tell of “another story about the Shephard.” Hopefully, EA and BioWare will right that ship as they teased at the recent Game Awards a few weeks ago. I am talking about the other Shepard on Xbox 360, that being Lost: Via Domus’s Jack Shephard. Jack and most (not all) of the cast from the first season of Lost are in that game, but are not playable. Instead, a new offscreen Oceanic survivor is introduced as the playable character, Elliot. The game was an average licensed adventure-lite game affair (find out all about by click or pressing here for my original review), but at the time when it released Lost was in its fourth of six TV seasons, and I was eating up every bit of fan service that game offered. It did have a couple minor things never seen in the TV show like the Dharma magnet, and I loved its ending which got my mind reeling with it possibly tying into new fan theories from the latest episodes of the show at the time. One in particular being my favorite episode of the series, “The Constant.” Not a great game, but loved how it treated the license. That said, this hit a few years before Telltale hit big with its Walking Dead games, and I can only imagine if they were the ones to give their episodic adventure game treatment to Lost instead. Now that is another story about the Shepard I would be all-in for day one!
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anettrolikova · 4 years ago
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Disney’s brand new direct-to-consumer platform acquired 30MM subscribers.
Disney has many of the franchises that best lend themselves to this model. Many of those they don’t own, such as Harry Potter, have their rights fragmented.
Disney’s Parks & Attractions segment generates nearly 100% more revenue and 60% more profit than Disney’s studio division (which already generates nearly three times the revenue AND three times the gross margins as its primary competitors). By turning hit films into theme park attractions, not only does Disney generate more “upside” from a hit than its competitors do, Disney’s breakeven point for these films is also much lower.
There is nothing that can compare to the impact of a child being hugged by her heroes. The ability to enjoy your favorite IP as “you” is unique and lasts a lifetime. Consider, for example, how many families have Disneyland photos of their kids with Mickey or Woody on the fridge.
because of real estate scarcity, lengthy build times, enormous capital requirements (exacerbated by Baumol’s Cost Disease), Disney’s theme parks, resorts, and cruises are incredibly difficult to replicate by another Western media company
It is incredibly profitable and will continue to grow as new mobile technology/personalization enhance the park-going experience. The barriers to replication are incredibly high and span both fixed investment (land and infrastructure) and skillset (e.g. design and boots-on-the-ground operations).
“Disneyland is an experience involving many moving parts in harmony, like an orchestra. Everything has to be tuned, what you hear, what you smell, what you see, how you see it, the speed at which you assimilate all of that, just like a film, is choreographed. But how do you choreograph that if you don't control the camera, because the camera is you — it's you when you come to Disneyland".
Games have been on the cusp of these experiences for years, but in 2020, they’re well under way. These are “games” like Minecraft, Fortnite, Roblox, to a lesser extent GTA Online, and Pokémon Go.
These titles offer many unique advantages compared to their analogue analogues. For example, they are always “open”, “everywhere”, “full of your friends”, and impervious to COVID-19. These games also boast an even larger (i.e. infinite) number of attractions and rides, none of which need be bound by the laws of physics or the need for physical safety, and all of which can be rapidly updated and personalized.
The durability and scalability of these experiences are connected to why they’re so hard to define. To consider them a “game” is to consider iOS a phone, or Disneyland a specific Pirates of the Caribbean roller coaster.
these parks were designed to (or have since been converted to) allow for anyone to be an “Imagineer”. The developers of these titles aren’t trying to make a “game” but a “game engine” that allows everyone to create and share their own attraction.
nearly every game that could be recreated in Minecraft has been (e.g. Metroid). Corporations have built in-game cellphones capable of making live video calls to the real world using real world physics, users have built enormous explorable worlds based on existing IP (e.g. Game of Thrones' King's Landing, which is the size of Los Angeles) and new ones (one player spent 16 hours a day for a year building a 370 million block cyberpunk city).
nearly every game that could be recreated in Minecraft has been (e.g. Metroid). Corporations have built in-game cellphones capable of making live video calls to the real world using real world physics, users have built enormous explorable worlds based on existing IP (e.g. Game of Thrones' King's Landing, which is the size of Los Angeles) and new ones (one player spent 16 hours a day for a year building a 370 million block cyberpunk city).
In this sense, these “digital theme parks” are really “digital theme park platforms”. Last year, Roblox paid out $100MM to developers (i.e. 1-20 person teams) against more than $500MM in UGC-based revenue. And in September, the company launched a “Marketplace” that allows developers to monetize not just their games, but also any assets, plug-ins, vehicles, 3D models, terrains, and items they made for it. This means developers can both reduce the time/effort required to create on Roblox, and receive additional revenue from the time/effort they invest.
the billions of hours American children spent imagining and acting out the adventures of Luke Skywalker and the Jedi with the 1970s and 1980s with figurines, robes, and lightsabers. However, this expansive imagination was forever trapped in brainwaves, backyards, and basements. It was hard enough to share these imaginary stories and world with close, in-person friends, let alone to faraway and unknown ones.
Today, it’s possible for the average fan to actually translate their imagination into a real, virtual space and then share it and play in it with their friends and world at large. And not only is it cool to do so, there are many companies designed around facilitating, promoting, and financially rewarding this behavior
most people don’t need or want to “make” a website or app. Billions, however, do dream of fictional worlds and wish they could share them with their friends. Just as tens of millions spent decades wishing they could build their own Super Mario levels — and now millions do via Super Mario Maker, which is one of the ten best-selling “games” on the Nintendo Switch.
Nearly every one of the underlying drivers behind these digital theme park platforms is growing: (1) their user bases; (2) the per user engagement; (3) the number and diversity of the experiences created by the community; (4) the ease with which a “player” can discover and jump from one experience to another; (5) the ease of creating an experience; (6) the technical and experiential capabilities of these engines/tools/experiences; (7) the ease and extent to which you can monetization individual creations (from individual assets to games); and (8) the importance of virtual worlds to the overall future of the Internet.
these digital theme park platforms own the overall customer relationship, billing, and all engagement data. But the core game engines are the most defensible; like the land and physical infrastructure of a park, they are built up over decades and impossible to fully short-cut. This includes not just enormous codebases, but years of enhancements to the end-to-end platform (e.g. core tech, tutorials, UI/X, community services) based on billions of hours of developer and consumer-side usage.
It’s likely that soon we’ll see D2C consumer product companies begin building their own bespoke experiences inside digital theme park platforms; the age of growth-hacking via referral codes, native podcast ads, SEO, and social is over.
The good news is more digital theme park platforms are likely to emerge.
although a new digital theme park platform is inevitable, the odds are low, the total opportunities are few, and the timelines long. In addition, it’s unclear how many platforms for UGC world creation are needed — just as most creators and consumers rely only YouTube or Twitch. Runners-up exist but are much, much smaller.
Disney could have ended up with one of these platforms with its multi-franchise “open world” sandbox-style video game, “Disney Infinity”. The game first released in 2013, received widespread acclaim, and generated a reported $200-300MM in revenue over the first three years. Despite this topline, the game’s performance nevertheless fell short of Disney’s $1B internal target and, with that in mind, presumably well short of breakeven, too. It was cancelled in 2016.
At Disneyland, attractions don’t open until they’re both complete, “perfect”, and predictable. There’s no real test, learn, change, repeat approach — especially compared to live, public experiments such as the Fortnite blackout. Hugs must be perfectly executed.
Every IP owner will need to figure out how to participate in digital theme parks and platforms — to figure out how to execute a digital version of the physical “hug”. This is especially true for those that don’t even have physical theme parks and for which the alternative — building one — would take more than a decade and $20B+ in capital.
“Detail level one is when you are standing out in the countryside and see the church steeple sticking up above the trees. Detail level two is when you enter town and are looking down the street. You can see the street, the median, the parkway strips, sidewalks, and trees. Detail level three is when you are standing on the sidewalk looking at one of the houses. You can see the character of the house, walls, roof, windows, trim, and doors. Detail level four is when you have actually walked up to the front door, grabbed the door knocker, see its detail, finish, and feel its temperature and weight as you knock on the door… most architects are pretty good at getting to level three, but here at Disney we must always get to the detail level four so we can maintain our immersive environments that our stories create”.
It is easy to say, “we can’t do it”, “we’ve tried and failed”, or “what even is the roadmap here”. These are fair and important rejoinders. However, as the “Imagineering Story” frequently reiterates, nobody at Disney had built a theme park, or had any relevant experience (other than narrative) before Walt insisted they do it. And it was messy, and uncertain, and chaotic, with the business folks (which I say with love as I am one) who were terrified of the cost, skeptical of the demand and long-term interest, and rattled by the lack of a clear business case. Note, too, that today’s leading platforms will, themselves admit they hardly know what they’re doing — and how can they? But of course, it helps when you can grow by letting your most imaginative and obsessive fans chip in.
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latestbonuscodes-blog · 4 years ago
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