#you think this is bad wait until mods get support on console
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gonna be staring at my phone all day at work to get me through
#sobbing and crying i lOVE THEM!!!!!!#AAAHHHHHHHUURHRHFJFNF#im gonna throw up /pos#my sweet babies my little pookies uuugghhhhhhh#you think this is bad wait until mods get support on console#then it's so over
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Maybe Steamrolling Games is Bad Actually

Videogames are unique in that they are inextricably tied to corporatism and have been since birth (this is an oversimplification but roll with it). This means that to an extent most companies even since the ’80s have never really cared about proper preservation or easy access to their titles. Nintendo carts were originally manufactured to have their battery die in 3 years so you would have to buy a new one (this failed, but it’s why you still see a lot of dead carts floating around). I think there's a nostalgia issue within the gaming fandom regarding "oh x was great back then" but a lot of the time, games manufacturers have been historically shitty and anti-consumer and it’s just that they now have the tools to execute it much more effectively. Regarding obtrusive DRM, that’s an issue PC games have had since their zenith, where if you lost your original copy of a manual or a small plastic key you could never play a game again because the codes were individualized for each copy and support would refuse to give you a new one. Even back in the arcades, there were particularly batshit examples like the CPS board, which I shit you not was built to explode a battery pack filled with corrosive acid if it detected you were attempting to repair or modify it. There’s a lot to say about the current state of games but what I would likely illustrate is that 2/3 major consoles are racing to decide who will be obsolete first. Games consoles are reaching a point where they are trying to emulate PCs with more restrictions and DRM. We're already seeing interest in steam spike again and it’s likely that eventually, we will see almost a crash for consoles where no one can justify the price for games they can play on a PC rig. The only solution I see there would be a merger between the two consoles which feels inevitable.
That being said as interest in the PC space increases again so does attempts at entering the bubble. We have Epic, Origin, Microsoft, Indiegala, Itchio, and Steam all vying for attention, requiring accounts, and offering exclusives to justify the use of their storefront over others. Some people think this is a good thing because it's breaking up Steam's monopoly but it literally is not, if you ever really wanna hear me rant ask me about Leftist obsession with itch being some sort of ethical steam, which it is provably not. In the end, the real sort of saviour figures that work to preserve games are random ass people on the internet. I know people who automatically assume that at the end of the day, companies care about games preservation too, and they usually have a three-pronged argument that cites a) Steam’s ability to allow the redownloading of delisted games, b) retro companies periodically rereleasing titles for modern consoles in compilations, and c) companies doing limited reruns of a game that fans request. All three of these examples are basically an incredibly effective use of diversionary tactics, but most of the time when someone cites these I just assume it’s a misunderstanding and not outright malicious intent because a lot of the time companies will attempt to actively implant these ideas to build brand loyalty.
My main dissertation is usually that Steam is incredibly selective with what titles you can redownload, and most importantly, corporate benevolence is more-so a band-aid on a gaping wound! There’s no contingency for when Steam might migrate to a new service, go belly up, or become obsolete when a new OS is created. That means thousands, tens of thousands of dollars worth of games are just gone, permanently, along with fan mods, DLC, and content. It’s a terrifying thought that not many people bring up when discussing the problems with game storefronts that focus so much on providing a cloud and have DRM attached to every purchase. In a way, Steam preceded the trend of not allowing consumers to actually own the things they purchased, and they’ve avoided criticism by strategic use of silence and creating the illusion of a company being made by the consumers they’re attempting to serve. At the end of the day, Steam is a business, and if you ever lose access to your Steam account, or they decide to up and leave one day, you will not be able to play almost all of those games, even if you have them installed on a hard drive, because if you’re online, they connect with a server to ensure your steam account has the ability to play them. When it comes to other arguments like the limited rereleases or use of compilations to preserve arcade titles, I usually just beg people to look at community-driven options that have existed for years. The Scott Pilgrim game is a big source of contention, but I would point out that for years now, it was playable, for free, with all the DLC, on PCs. Preservationists didn’t wait for the gods of Universal and O’Malley to rerelease it for 30 bucks or save up to snatch the fucking ridiculous 200$ limited edition with shitty paper cut-outs, they straight up just did the work to make the game free and available. RCPS3 has (with a contemporary build) been able to run the game pretty flawlessly for years now, in fact, it was how I played through a majority of the game in high school on my shitty brick of a laptop. If you look further out than this one example then it gets even better, MAME and other emulation backends have been able to play obscure, unfinished, and homebrew titles with 100% accuracy, on almost any setup, for free, for decades! I found out about many of these options back in 2015 or so, certainly late to the curve, but I never really questioned as to why emulation, games preservation, and some key titles being available on PC remained some sort of arcane, unknown knowledge to most people interested in games. In the end, the answer was a highly effective propaganda campaign that combined with strategic use of DMCA takedowns has resulted in the concept of communal games-preservation and emulation becoming some sort of debate, where people will wholeheartedly side with corporations in some sort of quest for preserving things the “ethical and correct way,” which is code for preservation on the condition that it remains profitable for the IP owners.
I think the best way to illustrate this would be with the community built around the preservation of an infamous PS4 title, PT. The story of its inevitable delisting from the storefront and the messy breakup between Kojima and Konami is well known, so I won’t regurgitate it, look it up at your own leisure. What is significant here is corporate reactions to attempts at preserving the game, which can basically be boiled down to Konami acting with borderline rabid fervour to prevent redownload, redistribution, or recreation of a seven-year-old demo, released for free download. Mentions of solutions to redownload the game have been taken down, fan-made recreations for PC, and archival servers that store a copy of the game for future preservation or emulation. Usually when this is brought up a debate occurs citing that technically speaking, Konami has a right to do this whenever they want, for whatever piece of media they believe infringes on their copyright. On one hand, yes this argument is factually correct considering the current state of copyright and ownership of media, but on the other hand, what compels someone to step into the ring for a multi-million dollar company with the primary argument being “well actually, people SHOULDN’T be able to play this specific video game until it benefits the shareholders”? In my opinion, it’s some sort of corporatized symbiosis where players believe that, if you cull the bad actors and play by the rules of the company, you may be able to eventually play the game a couple of years down the line. Sure, this has happened in the past with a few isolated cases, but it can’t be stressed enough that this is a genuinely dangerous and reductive position for people to take regarding games preservation.
I have two colleagues, Mariken and Fotocopiadora, who released a short interactive title called Videopulp (playable here: https://fotocopiadora.itch.io/videopulp). It’s a dramatic reimagining of a real historical event, wherein a promotional event was held in 1994 at Lelystad to destroy bootleg carts by a figure in a Mario costume. This perhaps best encapsulates something I am pleading with younger generations to understand, as an archivist, art historian, and creator: corporations are not your friends, and they never will be. With the rise of online circles of leftism, this concept is starting to gain traction but is starting to be polluted with concepts of fandom and tribalism. This has lead to arguments that while *most* corporations are bad how could you say that about Nintendo? Or Valve? Mario is so innocent and characters like Wheatley are beloved by all! I feel some people don’t realize that they can enjoy a select title or character without enlisting in a corporate faction in the battle for “best company” or “best videogame”. It leads to a parasocial kinship with a nonexistent figure that was hand-crafted to ensure consumer loyalty to a certain brand. It’s depressing, terrifying, and should stand as a disquieting example of how the grip of capitalism on works of art has permanently distorted how we think and engage with media today. So, what’s the solution? As always I can never really provide something concrete that’ll act as a cure-all, only things that people in games need to work towards. Bring up conversations about games preservation, create archives for your own work, support archivists and boost their work whenever a new discovery is created, and try to promote optimism and solidarity in your hobbyist communities. I’ve noticed a lot of futility being intertwined with the future of AAA gaming, use of online storefronts, and the inability to own pieces of media anymore, and I feel this should be pushed back against, even in a minute way. Open-source programmes still exist that allow you to hold on to what you have purchased, offline and ad-free options exist for games launchers, e-readers, and media players. The future isn’t bright, but it is not a place without hope, and as long as people continue to enter communities with passion and ingenuity, I think we have a chance at stopping the events at Lelystad, 1994 from happening again.
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Snarky Recap - Thunderbirds Are Go: ‘Long Haul’
The One Where IR Show Off A Makeshift Space Shuttle That Would Make NASA TB2 Green With Envy.
The first scene sets up the stage for the victim du jour: space controller and console jockey, Conrad. (Who, might I add, looks like John’s blue eyed goth alter ego. Maybe it’s the hairdo. Sure looks suspiciously familiar *squints*)
Speaking of familiar, either Captain Taylor already got tired of terraforming Mars, or he has a secret twin brother who happens to have a boring space station shop. *more squinting*
The peaceful situation is interrupted by a cargo ship with engine issues requesting immediate docking. So far so good, until some space jockey comes barging in like your drunk uncle at a wedding. Due to the radio signal being severely interrupted, the other ship fails to divert to a different bay before clumsily slamming into the hull.
‘How bad is it?’ Well. Big fat red exclamation marks and sirens going sure don’t indicate that everything is hunky-dory.
INTERNATIONAL RESCUE, WE HAVE A SITUATION. Don’t worry, John has been monitoring your transmissions. He is always listening. Always. (So, that saucy chat you had with your earth-side girlfriend? Not enough mind bleach on TB5 to make that go away)
Rocket Boy is go.
Try and spot TB3 agains the backdrop of the moon. Where’s Waldo - IR Edition.
Meanwhile, inside the shute…
‘Dear diary, today I failed at everything. Also, I’m probably going to die soon.’ *sad music intensifies*
HARK. A laser-proof hull. Looks like the slice-and-dice approach isn’t gonna cut it today. (NO PUN INTENDED)
So the only plan B they have left is to replace the failing cooling unit with an identical one. Which happens to be the exact twin of Tracy Island’s core cooling unit. HOW CONVENIENT.
Scott: ‘GREAT. Problem solved!’ *starts to shuffle off to whatever it is he wanted to do next, like maybe revisit the stash of Playboys under his bed*
Brains: WAIT. We got 99 problems and replacing that unit is one of em.
Because not only is it a complex piece of engineering, it is also pretty damn big. And that requires a fast but powerful ship. Like Thunderbird 3, which is currently occupied.
‘You said we had one option.’
Brains: ‘I’ve been running some numbers and Thunderbird 2 could carry it.’
Scott: ‘Uh I think you’re forgetting the whole ‘in space’ part of the mission.’
THANK YOU, CAPTAIN OBVIOUS, FOR THAT ENLIGHTENING STATEMENT.
Brains: ‘Only because it doesn’t have the right rockets.’ Fortunately, Brains has some experimental mods that are ready to be tested. Yes, how very convenient.
Scott: ‘Virgil, you ok with this?’
Virgil: FUCKYEAH I’M GOING TO TAKE MY BIRD INTO SPACE BOIIIIII.
I guess he doesn’t mind the ‘experimental’ part of the modifications then.
Eat your heart out, NASA. Does TB2 have big bass boosters? He doooooo.
Gordon: ‘Hey Brains, when you’re done here can you make Thunderbird 4 into a space ship too?’
Scott: Now kids, let’s not get carried away. Besides, we need TB4 on standby as a submarine.
Gordon: ‘FAB. But could you blame a guy for asking?’
Virgil, popping up from behind a support beam while sporting the most hilariously geeky look on his face: ‘RIGHT???’
Scott: *groaning internally*
(THEIR FACES THOUGH. I AM DEAD)
Look at this precious nerd being all heroic and nerdy. Be still my poor heart.
10, 9, 8, 7, 6, 5, 4, 3, 2, 1… Liftoff of the Space Shuttle Lumberjack Geek. THUNDERBIRD TWO IS GO.. ING INTO SPAAAAAAACE.
Please, Virgil. I can’t even.
These are the voyages of the starship Lumberjack Nerd. Its mission? To boldly go where no green cargo ship has gone before.
Back outside the space hub’s escape shute, Alan is unsuccessfully trying to make small talk with Conrad.
Conrad: ‘You’re trying making conversation to try and take my mind of the meltdown, aren’t you?’
Alan: (unconvincingly) NOOOO.
After we learn that poor Conrad was just trying to live up to his family’s heroic heritage, Virgil interrupts with a trademark witty introduction.
‘Who ordered the pepperoni?’
Now there’s an idea in case IR runs out of people to save: interplanetary pizza delivery. I’d sign up for that.
Alan: SERIOUSLY? YOU BROUGHT PIZZA?
Oh Alan. You gullible pup you.
Virgil: LOL NOPE. But here’s that cooling unit you asked for.
Alan: *shrugs* Meh, almost as good.
After which Virgil flawlessly replaces the unit. Like a boss.
Check out these nerds high fiving. NERDS.
Conrad and Alan finally meet face-to-face. Ugh precious. Alan chooses to stay behind until the repair crew reaches the hub, which means Virgil gets to give Conrad a ride back down to Earth.
Conrad: ‘This way I get to ride in Thunderbird 2. I mean, it is the coolest Thunderbird.’
‘RIIIGHT?’ Virgil. VIRGIL STAHP.
Alan: WHY YOU LITTLE…
But that ride is gonna prove to be a whole let less smooth than replacing a cooling unit. Thunderbird 2′s launch put a lot of strain on its heat shield. Too much strain, as it happens. Thunderbird 2 is about to be roasted in Earth’s atmosphere.
Scott: Abandon ship, Virgil!
‘Negative, Scott. Can’t do it.’
Remember that time the Mechanic severely damaged Thunderbird 2 and Virgil refused to let her crash, divebombing the Tracy Island runway instead? You should know better than to separate Virgil and his Bird.
Scott: ‘We can build another Thunderbird 2. We can’t rebuild you!’
Ah going for the emotional approach. Still, no luck. Because remember the cooling unit? Yeah, too bad they’re carrying a toxic disaster on board. Which also happens to be their saviour.
Conrad running off to use the unit as an anti-heat shield: turning Thunderbird 2 into an icicle. Tell me again you don’t have those heroic genes, son. *applauds*
That time Thunderbird 2 imitated both Thunderbird 3 and 4 in a single episode. Yeah, epic stuff.
Conrad still continues to blame himself. Dude, take a chill pill. Also, wise choice to take a ride that’s actually designed to go into space.
Alan: ‘Aaaand which Thunderbird is the coolest?’
You little git you.
Ahhh. Just when I thought they couldn’t push the show any further they went and turned the Green Machine into a fucking Space Shuttle. This show is bae. I just… I can’t. *bounces*
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Time to reinstall it again.
So. There’s this thing about Deus Ex that’s been rattling around in my head for a while.
The original game was iconic because despite its flaws and the limitations of the engine, it existed in a sweet spot of storytelling narrative, world exploration, stealth, combat, and strategy. It wasn’t the first First Person Shooter / Role Playing Game hybrid, but it was one of the best for a long time and still holds up today.
But I think some games that tried to follow in its footsteps, including the later installments in the same franchise, missed the mark when aiming for that sweet spot. I don’t necessarily mean choices to port to consoles or not, or engine limitations, or anything that exists on the technological side of the game design process. I mean the stories that these games are trying to tell.
In the original Deus Ex, there was some optional dialog when talking to one of the members of the old guard Illuminati where he explains the whole psychological aspect of secrecy and inducting recruits into a multi-tiered conspiracy; the prospect of learning increasingly valued and restricted information is the biggest incentive for the new guys to do well by whatever standards the group uses to evaluate people. (I think it was Stanton Dowd but don’t hold me to that.)
Whether or not the writers intended to or not, they were also describing the progression of a player through the game itself. Every new objective met and mission accomplished and note found and computer hacked filled in another blank, completed more of the jigsaw puzzle, until by the time the endgame starts if the player has been playing attention, they know what’s going on and how high the stakes are.
The focal point of the original Deus Ex was secrecy and trust. You start out working for a top secret task force that holds its cards very close to its vest by design. When you find out that they’re the fox guarding the chicken coop and switch sides, you end up working with... more groups that hold their cards close. Do you trust these organized crime guys to help you and not stab you in the back? Do you believe this lady whose apartment is filled with the telltale sound of security lasers? Do you take your pilots advice? Do you listen to the voice in your head? If you’re working with organized crime now, maybe you’re the bad guy after all. Maybe your old bosses were hardcore hard-asses because the sociopolitical situation is that fucked up. Maybe society really does need an invisible hand on the steering wheel, if ordinary people are just going to panic and turn on each other. Or maybe there are no good guys in this war, just competing assholes with different outfits.
These are the questions that a first time player had to ask themselves, and it isn’t until you start screwing around in the VersaLife facility that you start to find evidence supporting what your allies are actually telling you in dialog, emails, and infolink transmissions. You find the Dragon’s Tooth blueprints and spread that around. Doing that, you find out about the Universal Constructor and its role in the creation of Grey Death and Ambrosia. You blow that up (and according to newspapers most of the VersaLife building) and you find out about the supertanker. Scuttle that and both before and after you learn more about the Illuminati and Majestic Twelve, so you head to Paris and so on and so on and so on... every step fills in more of the blanks. Honestly a conspiracy thriller is the perfect story to tell using a video game because the pacing is so compatible.
Now let’s look at what was not the focus of Deus Ex: Questions about the human condition and the socioeconomic implications of technological assistance. Mechanical augmentation is old school by the time JC Denton gets dumped out of the incubator tank with his cutting edge nanotechnology based augments. There’s two other mechs working at UNATCO, the bartender at Underworld, and maybe Jojo Fine, even if his are cosmetic. The MJ12 Commandos are, according to one email, outfitted with “off-the-shelf” hardware that turns them into walking weapons platforms with enhanced vision and hearing, and running off of standard power supplies. The questions of how this technology would change the human condition and society didn’t get directly addressed during the main plot because for the most part, they didn’t matter; the world was literally falling apart and everyone had much more important stuff to think about. Like not catching an incurable disease. Or finding enough food to live another day.
The implications of what the technology could do to or for people did get addressed in the endgame, but in service to the game’s central theme of trust and secrecy. Technology is a force multiplier and by exploiting the developments in nano augments, artificial intelligence, and the Universal Constructor, Bob Page was turning himself into God. Omniscient, able to manipulate information on a global scale through Helios and the Aquinus Protocol, immortal, and theoretically invincible through his armies of mass produced robots, engineered life forms, and loyal followers. And Bob Page would certainly not be a just and loving god, because he’s an asshole with a massive ego. So he can’t be allowed to become One With All Things. Aside from that, the game is open ended in what happens next, and it comes down to trust in the end; you can trust humanity to steer its own course with nobody in the shadows trying to pull strings, you can trust your fellow conspirators to steer humanity in the right direction behind the scenes... or. You can say “fuck this” and do it yourself by merging with the Helios AI before Page does and becoming a much more benevolent higher power than he would ever be, no matter how much of a dick you were in game.
This is the problem I have with Invisible War, Human Revolution, and to a lesser extent Mankind Divided because I haven’t played it (waiting for a Steam Sale) and I don’t know how much it takes its cues from the other two games. Basically, the dichotomy between augmented and non augmented humans is given center stage, driving the conflict between different factions even when engineered by a third faction behind the scenes. Even within the context of it being another attempt by conspirators to guide human society in a direction that they want it to go, it dominates the philosophical landscape of the plot as well. This is especially true when both sides are presented as having good points, and both sides are shown being supported by assholes who will do anything to further their ideals, and other assholes who use the ideals of their action as an excuse to be assholes. The entire narrative tension becomes a never ending circle jerk until the player picks a side and kills key members of the other one.
Not that anyone’s asked me, but I think the Deus Ex franchise needs to return to its roots of secrecy, trust, and open ended philosophical meandering. And to a limited extent, I have some ideas on how to do this.
First, focus on a plot that really emphasizes the idea of a conspiracy seizing power purely for the sake of power itself. This disconnects the main antagonist, whoever they are, from whatever philosophical arguments get made in the rest of the game.
Second, the question of “what it means to be human” needs to go back into the setting background again. Have it crop up in newspaper articles, blog posts, books and ebooks, have it be something that academics can make tenure arguing about, and (this is important) only have NPCs bring it up when it directly affects them. And have most of the NPC banter and dialog be entirely based around stuff that people today can relate to; incompetent politicians playing fast and loose with the rules, the rising costs of health care, climate change and deniers of the same, economic uncertainty in all of its many many flavors, natural disasters, and mixed in with all of that is a little bit of concern about augments and how it affects their lives specifically. Hell, include a parody news article where augment producing companies complain that post-millennial generations are “ruining” the augmentation market.
Third, bring back skills all the way. Deus Ex started you out with a flashlight in your eyes and a radio in your skull, with options for upgrades later, so you had to get by with your wits, planning, and whatever you put your skill points into during character creation. In Invisible War Alex starts with just the flashlight, but their entire genetic structure has been developed from the ground up to prototype universal genetic alteration and biomod integration. Adam Jensen kicks a reasonable amount of ass with just his tricked out gun during the opening interactive cutscene / tutorial of Human Revolution, and does real well right up until he gets bushwacked by Team Asshole, after which his boss has them put literally everything in the Serif Industries catalog into the guy’s body. No Deus Ex protagonist can ever realistically be expected to align themselves with the anti-modification side in any conflict without invoking emotional manipulation, delusion, a suicide mission, or a vendetta against whoever wired them up without their consent. So either the mods have to be completely optional, or the social dichotomy has to be completely optional. (Or a completely unimportant background detail compared to the rest of the plot.)
Fourth, if you have to keep some sort of dichotomy, make it more complicated than just two sides, for and against. Make it like real life. Make it complicated as different people go “well I agree with this part but that other thing is a deal breaker” and mix and match until the whole human augmentation position exists on a grid system just like political ideologies do, measured using two different X and Y axes. Or (I cannot believe I’m saying this) take a page out of Civilization Beyond Earth’s book with the Affinities, especially the Hybrid Affinities from Rising Tide:
Purity: No augments at all. Skills only
Harmony: Biotech and genetic engineering.
Supremacy: Mechanical augments.
Purity / Harmony: Genetic engineering, but only to wipe out disease and increase humanity’s natural abilities.
Purity / Supremacy: Cybernetics as a matter of utility and tool use, no AI research or enhancing the brain beyond what’s needed to interface with the augments.
Harmony / Supremacy: Transhumanism or bust!
This also lends itself to different abilities and how they get developed. So instead of just mech stuff added by surgery, there’s also retroviral gene therapy, and with skills that makes a trinity of abilities that all need to be balanced. Or at least, if a player goes all in with one group, it requires a certain play style to do (probably with an achievement for beating the game that way). If skills are about what you can do in the world and how well you can interact with objects in that world (five different weapons skills to choose from, hacking, picking locks, etc) then it would make sense for genetic engineering to add passive upgrades and abilities like health regen, improved strength and reflexes, resistance to toxins and knockout darts, and so on. Meanwhile mechanical augments go straight for adding functionality and integrating technology, as with the infolink and seeing through walls. Having all three of these categories be open ended, without any artificial mutual exclusion and railroading along a specific path, means that a player is limited entirely by the circumstances they find or expect to find, and the opportunity cost of making one choice at the exclusion of others. Presumably the requirements for skill progression involved going out and doing things, while mech augments need at least outpatient surgery, and gene therapy requires some convalescence and has a nasty debuff effect while the virus is playing with the PC’s DNA, so there’s that tension going on. Also, augments probably require money while skills can be improved for free, but upgrades for the equipment that skills use, ammunition, and supplies also cost money, so there’s that resource management aspect.
This also means that the players allies and enemies can be more varied as well, because no group is defined purely by adherence to one type of ability or another. The groups are defined by where they stand in relation to the conspiracy driving the main plot (part of it or not, supporting it or not, aware of it or not) and possibly a completely tangential goal or mission like money for a mercenary team. This means that allied groups have more room to have memorable characters, and so do enemy groups as well. It also means that fighting against a specific group requires a lot more planning and tactical thinking, if they have a team made of different people whose abilities compliment each other.
And that’s about all I have on this subject, at least for the moment. It’s getting late and I have to peel potatoes in the morning.
#game design#deus ex#conspiracy#artificial dichotomy#holy smokes#they're savioriffic#that was an actual billboard in Deus Ex#I am not kidding#long post is looooooong#I really need to learn how to do that Keep Reading thing
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There are some major factors to take in account and conclude GTA 6 is still far away, even as far as 2022. And it may even only release on next gen consoles PS5 and Xbox Scarlett if not just as a streaming service. What do we know and expect for Rockstars next production?
With Red Dead Redemption 2 now released into the wild, we’re hoping a GTA 6 announcement isn’t far away – but we will probably be waiting a while to play it. According to some reports, we could be waiting until 2020 for the next Grand Theft Auto, which would make sense. Rockstar has supported GTA Online, the multiplayer component of GTA 5, since the game launched back in September 2013 with regular content updates. Now, Rockstar is busy focusing on getting Red Dead Online running smoothly – with the online mode currently in beta.
According to reputable industry analyst Michael Pachter, the game could be as far away as 2022. In an interview with Gaming Bolt, Pachter said that he thinks a 2020 announcement with a 2021 release would be the best case scenario, while a 2021 announcement with a 2022 release or later would be more likely.
Basically, expecting any news of GTA 6 any time soon is optimistic. We think it would make sense if the game followed the release pattern of its predecessor, Grand Theft Auto 5, whereby it’d release at the very tail end of the current generation, comfortably release on the new generation and straddle both for the widest install base possible. And with the Xbox Project Scarlett and the PS5 right around the corner, it looks likely this could be Rocktar’s plan.
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Project Americas
The most significant Grand Theft Auto 6 rumor came from YouTube channel The Know. It stated that an inside source told it that GTA 6 is coming 2021-2022 and is being developed under the code name Project Americas. The reason for this code name is apparently because players will be able to fly between the US and South America in the game, though the majority of the action will take place in the former. This in combination with the source’s assertion that the game will largely be set in Vice City (the Rockstar version of Miami) suggests there could be a focus on drug running which would draw on the popularity of shows and movies like Narcos and Tom Cruise’s Made in America. Particularly if Rockstar holds on to that 80’s setting. With no comment from Rockstar, these rumors remain nothing more than, well, rumors.
Visually, you can benchmark the leap from GTA: San Andreas (PS2) to GTA4 (PS3), or look to the work of the PC GTA 5 modding community, and the incredible GTA Redux ‘real life’ mod. GTA 6’s real advances might be in behavioural AI, dynamic time and weather cycles, permanently deformable environments and player stat tracking.
Cash Heavy
GTA 5 is still selling well six years after it launched on consoles and four years after it finally appeared on PC. On a recent earnings call, publisher Take-Two noted that sales of GTA 5 have outperformed so far this year, while GTA Online continues to grow, with earnings exceeding expectations. Not bad for a game that came out in the last console generation. The open-world caper has nearly hit 110 million sales, which is an absurdly high number, but perhaps not all that surprising given how it never seems to leave the Steam top sellers list. Especially now with the release of GTA Online: Diamond Casino & Resort dlc.
Steadily bringing in the cash for Rockstar/ Take Two Interactive, I don’t see the need for them to rush GTA 6 into release. With new players entering the franchise, players engaging in Online and Shark cards selling for millions. So just relax and wait for the announcement to be made and then we will finally know when we can play GTA 6. But keep making up those rumors, that never gets boring 🙂 And maybe we will be show GTA 6 at GamesCom just as they did with GTA V… We will keep you posted next month!
Will we see @rockstargames GTA 6 only on PS5 and Scarlett in 2022? We may know more after @gamescom :) There are some major factors to take in account and conclude GTA 6 is still far away, even as far as 2022.
#2k#diamond casino#Gamescom#grand theft auto#gta 5#gta 6#gta online#gta v#gta vi#michael pachter#ps5#rockstar#Scarlett#take two#the know
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Step Up Your Golf Clash Hack With These Proven Methods
Like most people, you probably find playing video games to be a fun hobby. It is a great way to unwind and forget the stresses of daily lives. However, there are certain things you should know about Golf Clash Hack that will help improve your experience, some of which are discussed in this article.
If you are having trouble seeing important details in your video game, adjust the brightness. Video game designers often want to set a mood in their games, but that mood comes with the price that important puzzle pieces may be missed in the dimness. Take back the control a bit by boosting that brightness in the setting's area.
While playing a shooting game and your gun needs reloading, always hide first. Many times, you will die in your game from this action, so always be aware. Don't do this! Always seek cover, then reload.
Always look at the platform before buying a game for your computer. If you own a computer made by Apple, for example, you cannot run a PC game on your system. Particularly, if you aren't paying attention, it is easy to make this mistake. Invest an extra minute in the buying process to determine that you have the right version of the Golf Clash Hacks.
If you are purchasing a game for your child, look for one that allows several people to play together. Gaming can be a solitary activity. However, it is important to encourage your child to be social, and multiplayer games can do that. They allow siblings and friends to all sit down and laugh and compete with one another.
Save your game as much as you can. While auto-saving is a great feature, don't rely on it. Particularly, when you first start playing a game, you may have no idea when the game saves, which could lead to a loss of important data later on. Until you understand the game better, always save yourself.
Go online for help. Nearly every game has its own legion of dedicated fans, many of which spend countless hours crafting detailed maps and guides. There are also forums where you can speak one on one with other gamers. Take advantage of this gold mine and you can finally get past that level you have been stuck on for ages.
Look for cheat codes by doing a simple search on the Internet. Sometimes this is the best place to find cheats and other perks for Golf Clash Cheats without paying for a cheat book. You can find out which codes work and which ones don't by doing a little research.
Massively multiplayer online role-playing games (MMORPGs) are immensely popular. It's not hard to see why if you try a few out! Don't concentrate on heavily advertised brand-new titles, though. After a few years, popular MMORPGs often shift to a free-to-play (F2P) model. This allows you to enjoy most or even all of the game's content without paying a cent!
Before playing a new video game, read the cheat book. Most games have a book you can purchase separately. You may want to consider doing this and reading it before you play, or even while you are playing. This way, you can get the most out of your game play.
Once your child enters middle school, you may give them a little more freedom when it comes to Golf Clash Hack Gems . However, it is important to still be aware, particularly when it comes to multiplayer games. Listen to make sure the language is appropriate. If not, take off the option for online play.
Make sure to take breaks between quests, races and fights. Beware of getting overly addicted to games because there can be adverse health effects. Game playing should be fun. If you feel that video games are taking over your life, and you sense that you are becoming addicting, talk to a doctor.
Avoid buying big name games near their launch dates. Waiting means that you are more likely to buy a game after a patch or two has come out to fix glaring holes and bugs that could impact your enjoyment and game play. Also keep an eye out for titles from studios that are known for good patching and support.
If you engage in regular gaming marathons, hydration is important! Having a drink can keep you healthy, especially if you are playing for an extended period of time. More players than you think suffer from dehydration, but you can prevent this by drinking plenty of water while playing.
Make sure that you know what video games your children are playing. Some video games are packed full of violent scenes that are designed to be viewed by mature adults only. You need to ensure that your children are not being exposed to excessive graphic violence while they are playing video games.
When playing some of the longer Golf Clash Gem Hack on your console system, make sure to take a break and get away from the screen. Go outside for a few minutes and let your eyes adjust. Stretch your legs. You will start to notice how much better you play the games when you take these short breaks.
You should always give different games a chance. Many gamers tend to stick to a single game type, such as first person shooters or RPGs. Trying out different games is a smart way to make gaming even more fun.
Although the natural urge you feel when you get your hands on a new game might be to play it obsessively, this is a bad idea for a number of reasons. Not only are you minimizing the overall amount of enjoyment you get out of the game, you may also rush right past some of the most interesting and exciting parts of the experience.
As mentioned at the beginning of this article, playing Golf Clash Mod Apk is typically something many people enjoy doing. Now that you have read the above article, you are aware of what you can do to enhance your gaming experience. Use the tips from this article and remember to have fun.
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Learn from your elders!
As you’e reading this, you are probably working on your first indie game. Or maybe you’ve released a couple, but you're still waiting on your big breakthrough. No doubt you are hoping for success. We all are. But did you know that even the most successful game companies have had massive setbacks throughout their history? I know you're thinking, “what does that have to do with me?? My game is going to be a hit, and besides, I'm not in the AAA space!” I know, but there are a lot of lessons to be learned from watching the big dogs occasionally getting roughed up a bit and turning tail to go home. Except they don't! They don't give up, they fight back. And they BOUNCE back, stronger than ever. And as you're starting your long journey into the world of a game developer, you can gather a lot from their lessons along the way. Let's take a look!

World of Warcraft is one of the most popular and well known games in history. At its peak, it has seen over 12 million concurrent players exploring its mystical world, but with creeping competition in the MMO space as well as a fan base that quite possibly grew tired of the same old same old, WoW’s player base shrank down to around 5.5 million players in November 2015. But in August 2016, the release of Wow’s newest expansion, Legion, created a surge in returning players and most likely some new players as well, leading Blizzard to claim that the game was experiencing its most healthy numbers in years.
While most fans were probably not ready to bury their favorite MMO just yet, it's undeniable that in the ever-changing market, players come and go every day. The lesson we can learn here is true in any creative field. When times are looking bleak, you need to put your nose down and get to work, and don't lose hope. Every business will experience downturns, and that's okay. As long as you are playing for the long game, and planning for the upswing, you'll endure any setbacks thrown your way.

Ahhh, GTA San Andreas. Very few gamers or developers would argue its success or popularity in the game industry. It has sold over 27.5 million copies, it is still widely considered the series’ highlight to many fans, and its impact on the world of video games can still be felt today. But then came Hot Coffee. I won't go into great detail here because most readers will be well aware of the history behind the Hot Coffee mod and its impact on the launch of the popular entry in the GTA series. But after having to reissue copies of the game for the PS2 and XBOX, and the ensuing legal battle and controversy, the developer was wounded.
Rockstar president and founder Sam Houser described the period as the worst time of his life, and alluded to the impact it had on him personally. We all have to be aware that our games are an extension of ourselves, and that when we put our creations out in the world, we are putting ourselves out there as well, for all the scrutiny, praise, and everything in between. We hear all the time about the personal impact the development process has on us all, but we don't often see what it can do to us even after our games hit the market. But when Sam hit the ropes, he came back swinging. After the releases of GTA IV and V have cemented the developer’s place in history, Rockstar Games is standing taller than ever before. Hot Coffee could have burned the company to the ground, but it didn't. (Bad pun, don't care. Deal with it!)

Nintendo has been around a long LONG time, and has a storied history dating back all the way to 1889, when the company was created as a seller of playing cards in Kyoto, Japan. Despite a vocal crowd that seemingly would be happy to see the developer fall, Nintendo has earned its place in the history books as one of the biggest software and hardware manufacturers of all time, with over 670 million consoles sold and 4.2 billion games sold. Not shipped, SOLD. But even Nintendo has had its moments of failure.
After the release of the Wii console in November 2006, Nintendo wanted to follow up their success with the Wii U, in 2012. Many still argue whether it was a “failure” or not, but the console undoubtedly sold far less than its predecessor (13.5 million compared to the Wii’s 101 million).
So we almost all know this, it is one of the most talked about issues in the world of gaming. Almost everyone has an opinion of the Wii U’s success (or lack thereof), so what can be learned from it? Well, I could mention again the prevailing advice to “always come back stronger, never give up, stay in the game”, blah blah blah, but there's more to take away from the legacy of the Wii and the Wii U. The biggest reason for the success of the Wii was its unique approach to opening up the gaming market to all ages, and even to bring new players into the fold that had never played a video game in their life. This led to a lot of first time gamers becoming Nintendo fans thanks to intuitive, simple controls, and games that were easy to learn, but that offered hours of replayability.
The Wii U suffered a major identity crisis however. Many didn't understand what it even was, believing it was simply an addon to the original Wii console. The new gamepad, while a decent attempt at integrating touch screen mechanics into the games, was misunderstood and rarely used as effectively as it could have been. Then of course there is the lack of third party support, but that's a whole argument in and of itself.
Where we can learn from Nintendo however, is not just in their ability to bounce back, but in the importance of always designing with the customer/player in mind. They have historically been very good at this, and the Wii U serves as a low point in the company’s success by forgetting HOW the player approaches the game. When you make your game, never forget to look at everything you do through the eyes of the consumer.
Finally, I wanted to take a look at The Witness, the newest release from the mind of Jonathan Blow. After the release of the unique side scrolling platformer Braid in 2009, Blow could have done any number of things. He could have taken time off to explore the world. He could have cranked out a quick sequel reusing a lot of the original game’s assets for a quick cash grab. And he could have figured out ways to keep re-releasing the game with new mechanics and levels, until the world got absolutely sick of looking at the game. Instead, he took a huge gamble. He went to work on a new game, one totally unlike Braid in almost every way.
The Witness released in 2016, nearly 7 years after Blow’s original hit. He invested every dime he had into the game’s development, and at times, it almost looked as if the game might slip into development hell. But he and his small team brought it to market after years of slaving away, unsure of what people would think ounce it was out in the wild. While sales figures for the game are a bit muddy and not confirmed, Blow himself has recently acknowledged that the game has been successful enough that he can continue to develop, and he has plans to move on to yet another unique project.
I think the valuable lesson here is that sometimes, there is a lot to be said for taking the riskier path. Where Blow could have capitalized on the success of his first game, he chose instead to take a different route and create something entirely different. This could be seen as a setback, as he risked everything he had by taking a rather large gamble, putting his career on the line in hopes of another success. Sometimes balancing creativity and profitability is a juggling act, but it can pay off, not only monetarily. After all, we are developing first and foremost because we love to create, right? So don't be afraid to try something different. Don't feel the need to copy former successes, and be willing to go down un-traversed paths.
At the end of the day, there are a lot of lessons we can take from the devs that have already found their success. And it's okay to realize that there will be highs and lows. What really matters most is that you stay in the game and never forget your passion. Find your inspiration everywhere, in the world around you as well as in the histories of developers that have paved the way for us.
Do you have any favorite stories of devs that have had a major comeback after being dealt a blow that could have knocked them off track? If so, share them with me on Twitter, at CreatorKey Studio, @creatorkey. Thanks for reading everyone, and dev on!
#gamedev#indiedev#gaming#world of warcraft#rockstargames#gta san andreas#nintendo#wii u#jonathan blow#the witness
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