Showing posts with label Street Fighter. Show all posts
Showing posts with label Street Fighter. Show all posts

Friday, July 29, 2016

News & Views
7/23/16-7/29/16

News & Views collects the week’s best video game writing into one convenient place. Check out the links below for stories about how Pokémon GO does a terrible job teaching players how to play, why annoyance is a key part of great game design, and how VR is more about control than immersion.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Tom Francis, Eurogamer

Worth Reading
Josh Bycer, Gamasutra

Nico Deyo, Paste

Rich Stanton, The Guardian

Bhernardo Viana, Mammon Machine

Chris Kohler, Wired

Sebastian Long, Gamasutra

Michael Martin, Yahoo eSports

Rowan Kaier, Polygon

Cameron Kunzelman, VICE

Tuesday, July 26, 2016

A Musical Of Punches: Disjointed Narrative and Street Fighter V
Perspectives

Abstract: Street Fighter V’s long awaited story mode is terrible. The writing is poor and the plot is something you’ve already seen a thousand times. The narrative and gameplay poorly align, transforming the story mode into a bizarre musical where punches and shoryukens are the songs. Like many other games, Street Fighter V makes the mistake of relying too strongly on film as the model on how to shape its story. When video games lean into what makes them unique from movies, like their interactivity and perspective, their narratives can succeed.

Let’s not beat around the bush here, Street Fighter V’s story mode is bad. Almost unplayably so. It is a huge bummer. As a kid that grew up glued to the shiny Street Fighter II arcade cabinet, I spent hours creating the world of Street Fighter in my mind. From character dialogue to stages to moves, I used everything I could to create the universe. Given my past experience with Capcom fighting games my expectations for Street Fighter V’s story mode were quite low. It promised to be a step above the comic book freeze frame storytelling of Capcom’s games past games, with 3D models and dialogue and a compelling narrative. I suppose it delivers two of the three.

As of writing this, I’m a little past the story mode’s halfway point. What I’ve experienced so far is 90 minutes of stilted dialogue and haphazardly assembled vignettes that roughly come together to form a narrative. Street Fighter V’s story mode represents so much of what has been wrong with narrative in video games. The writing is god awful. The plot is something a middle-schooler could have whipped up on a lazy afternoon. The action is disjointed—characters hop around with little to no sense of geography or time, motivations shift dynamically and without purpose, and every scene is just an excuse to hobble together an eclectic group of characters to, you guessed it, fight each other. Street Fighter V’s final offense is one that’s been committed over and over again in video games: the gameplay and story are totally disconnected.

Guys, please. Street Fighter V's story isn't worth the fist bump.
Street Fighter V’s story mode is broken up into two discrete parts: non-interactive cutscenes and fights. Never do the two really meet. The narrative heft is put forward in the cutscenes. The Shadaloo bad guys explain why they want to EMP the world, the good guys talk with one another to plan how to stop the evil organization, etc. The fighting, however, exists almost totally outside of the story. In fact, most fights in the story feel forcefully injected between the plot that’s taking place. Characters will get mad at one another at the drop of a dime, or out of the blue will demand a test of a fighter’s skill. Anything to get two people to clash. Playing through the story mode is a strange experience. The shift between cutscene movie and fights is jarring. Many characters come across as trigger-happy psychopaths looking for any excuse to hadouken one another. Street Fighter V’s story mode never lets characters earn their right to fight one another, nor does it skillfully blend fighting in with the larger narrative.

I'm sure you can guess the outcome of the scene by now.
In many ways, playing Street Fighter V’s story mode is like watching a musical. The characters go about their business until BAM, they suddenly need to fight. Like a musical in which people suddenly need to sing. This isn’t the first time this particular dissonance between gameplay and story has been compared to theater. Scott Pilgrim vs. the World director Edgar Wright described how he approached blending the titular character’s fights into the film saying, “We thought it should play out like a musical in a way in terms of the fights are not dissimilar to the songs.” Scott Pilgrim leaned heavily on video games as an influence. This approach worked for Scott Pilgrim, perhaps given the strength of the writing and directing of the film. It doesn’t change the fact that the fights are jarring, dislodging the viewer (if only momentarily) from the experience. That jolt has a more profound impact when playing a video game like Street Fighter V. The player agency in the action combined with the general interactivity of video games make it so that, when gameplay is inelegantly inserted into game’s narrative, you’re thrown pretty far off from the experience.

Scott Pilgrim is a good musical of punches. Street Fighter V is not.
Street Fighter V also suffers from a problem very recently highlighted by the great Brad Bird. Bird shared his concerns about using video games as inspiration for filmmaking and storytelling in a recent interview. The director of The Iron Giant and The Incredibles cited video games’ point of view problem. He said, “I feel like video games are a bad influence for storytelling because they are not directed points of view. They are about floating around universes…a lot of times it’s just motion.” Story mode in Street Fighter V is all about universe and not about a singular, or cohesive, point of view. Perspective shifts happen every couple minutes. Huge fluctuations in characters and tones and locations happen so frequently it is easy to get lost in the fold. By giving every character equal representation in the plot, no one matters. The end result is schizophrenic and astonishingly boring. There’s nothing compelling you to get attached or to move forward.

As inflammatory as Bird’s statement can come off, he does hit on a truth that video game narrative creators need to realize. Simply adapting a film approach and applying it to video games rarely works. It is immediately obvious that Street Fighter V wants the story mode to feel like a movie. Fortunately we already know how well a Street Fighter movie works, and it’s not very pretty. Games have long thought going the Hollywood route is the way to bring great narratives into video games. Rarely is that the case. Only the true masters of the craft can get away with this approach, like Naughty Dog with The Last of Us and Uncharted 4. Nearly every other film-inspired story mode in video games comes across, at best, like a good “B” movie. It’s a point of view problem, it’s a length problem, and it’s an interactivity problem.

Unless you're Naughty Dog, your studio might want to think twice about
making your story "cinematic."
While Street Fighter V fundamentally misunderstands what makes a video game story great (hint: it’s not about making a musical of punches), other games shape narrative construction to fit the unique vehicle that is video games. In response to Brad Bird’s statement about video game narrative, creative lead at Naughty Dog Neil Druckman tweeted, “Someone needs to play Brothers [A Tale of Two Sons] or Ico or Papers Please or Portal or Inside or The Secret of Monkey Island or…” Druckman is right and Bird is wrong. There are fantastic narrative in games. Druckman’s list has something in common, though—none of these games structure their story like a movie. Video game narratives work when they lean into the interactivity inherent in games, and from the unique perspectives games can offer the player. Certain narrative devices like environmental storytelling work so well in games, even outshining their film peers. Games like Gone Home and Portal and Ico and Firewatch have fantastic narratives that would never work the same way on film. Video game narratives have the potential for greatness when they are designed from the ground up to be a video game narrative, not a movie facsimile.

The best video game stories adapt narrative structures to fit
the interactive medium they exist within.
For my love of Street Fighter and its characters I’ll fight my way to the end of Street Fighter V’s story mode. I owe it to my arcade heritage and my fondness for the fighting game community. I just wish Street Fighter V was more Shadow of the Colossus and less “action-movie the fighting game musical."

Monday, March 7, 2016

TIF Plays: Week of 2/29-3/4
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!




Monday, February 29, 2016

TIF Plays: Week of 2/22-2/26
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!








Tuesday, February 23, 2016

The Joy of Being Unbalanced
Perspectives
Abstract: Competitive multiplayer games have shaped my gaming identity from as early as I can remember. The advent of downloadable updates created a new era of multiplayer experiences, in which developers could continuously adjust for balance and fairness. A zeitgeist has arisen around weakening elements in multiplayer games that are deemed too powerful, making the dogma of balance center around ‘nerfs.’ I argue this should not be the default approach, as you often lose an intangible fun factor in the process. Some of my favorite competitive multiplayer experiences of all time had huge imbalances that added to the experience and my enjoyment. How do you think ‘balance’ should be handled in competitive gaming?

It’s fun to be unfair. It’s fun to be too powerful. If video games do one thing well, it’s making players feel, act, and look like a force to be reckoned with. And where better to be a headshot-targeting, full life bar KO-ing, make your enemy want to uninstall the game and never return kind of person? Multiplayer.

Multiplayer games were a tremendously important part of my video game upbringing. Some of my earliest and most lucid gaming memories revolve around multiplayer experiences. Whether it was playing Bandai’s Stadium Events on the Nintendo power pad, or two-player Super Mario Kart on the SNES, or the brutal vehicular destruction of Twisted Metal on the PS1, playing competitively with friends (& strangers) shaped how I thought of games. Though I was quick to move onto single player experiences, which now largely define my current gaming identity, I never stopped being on the hunt for the next great multiplayer game. Competing against friends and family made me feel powerful. It was my mastery of the controls, my knowledge of the game, which gave me all the advantage I could ever ask for. Perhaps even more satisfying was defeating the stranger or two in my limited competitive arcade play. It is hard to describe how elated I would feel when my team of Cable, Captain Commando, and Sentinel would pulverize my unsuspecting opponent on the Marvel vs. Capcom 2 arcade cabinet.
 
I was a pretty sick Thumper player in Twisted Metal 2.
For a 6 year old. I think.
Online play revolutionized competitive multiplayer gaming. For the first time you could play against people from around the world whenever you felt like it. It created cultures, and subcultures, of gamers obsessed with bettering themselves in the name of digital competition. So much so that we’ve seen the emergence of eSports as a major entertainment sports industry. You can know how you rank against a game’s global playerbase. It’s a powerful thing, and one that continues to astound me.
 
Competitive multiplayer games are big business these days.
The digital age also brought with it a new era of designing multiplayer experiences: patches. Before we had the infrastructure to facilitate online downloads, a game was what the game shipped as. That is to say, once a game ‘went gold’ and released to the public, development ceased. A feature doesn’t work correctly? An in-game system is too powerful than you meant it to be? That’s just how it was going to be. But for the past 10-15 years, developers have been able to tweak and edit their game, fixing mistakes or adding new content, through downloadable updates known as patches. To say that this dogmatic shift has been a boon for gaming would be an understatement. It’s lead to a world in which games are living, breathing, experiences that can learn from their missteps, and become more content rich and more tightly designed over time. For multiplayer games specifically, however, it has led to certain design sensibilities that I wish hadn’t become so ingrained. ‘Fixing’ multiplayer games has led to a certain collective mindset that I view as not a sum good, and the reason why I’m writing this piece today.

For any game in which one of your design foci is player versus player interactions, you want to create an even playing field. You want your experience to be ‘fair’ to all players. Jane Alabama and Joe Maine should have access to the same toolset to compete. Ignoring for a second prior experience with previous similar titles, the two should be able to achieve the same level of competency in a competitive setting. What you don’t want, according to popular thought, are for certain elements of a game to be unfair or ‘unbalanced.’ Especially following the advent and rise of digital patches, players and developers alike have advocated for maintaining a perfect balance within multiplayer games. No one character, one move, one gun, one ability, should be strictly more powerful than another. Or, at the very least, all options available from the player have balanced risk / reward, strengths / weakness. The call has been to create an ecosystem of fair play, in which players can essentially play with or as whatever or whoever they want and still be able to compete.
 
Patch, patch away.
The idea of creating and maintaining ‘balance’ in multiplayer games has become a zeitgeist, especially in the past few years or so. You can see it in any multiplayer game, be they MOBAs or fighting games or shooters. Most of the discussion about balancing a game, from my observations, generally centers around what is or isn’t too powerful. And once something is identified as being too strong (to the point that the community feels it is unfair), the typical outcry is for the thing to be “nerfed”. Nerfing is the act of making something weaker or less effective. Herein lies my biggest complaint with how fans and subsequently developers approach balance solutions. Creating fairness by lopping the tops off all trees that have grown too tall lessens the grandeur of the forest. Does it make all trees more similar in height? Sure. Do you lose something special in the process? I’d argue that you do. Let me talk more concretely and less metaphorically, though.

As a quick point of disclosure, I’m not attempting to argue that nerf-dependent balancing of multiplayer experiences doesn’t work. It does. Games like Super Smash Bros. for Wii U, Battlefield 3 and Call of Duty Black Ops have developers that chiefly focused their balancing efforts into making sure nothing is overly powerful. When Diddy Kong was running rampant in the competitive scene in Smash Wii U, Bandai Namco and Sora Ltd. responded by making the character weaker. When the M16A3 in Battlefield 3 or the FAMAS in Call of Duty Black Ops were too good at downing your foes, DICE and Treyarch respectively made the two weapons less effective. Did these changes help the competitive ecosystem? It’s debatable, but I (and many others) would say yes. Competitors felt less inclined to learn Diddy Kong or to use the M16A3/FAMAS because they were no longer clearly more powerful than other options. Cool.
 
How many viewed Diddy Kong upon Smash for Wii U's release.
He's not as scary anymore. Is that a good thing?
Street Fighter IV, and all its many iterations, is another title that focused a lot of its balancing updates on reducing the effectiveness of characters that were deemed too strong. Sagat in vanilla SFIV, Yun in SSFIV, Evil Ryu and Poison in USFIV—all nerfed. To Capcom’s credit, however, their balance updates also included character ‘buffs,’ i.e. making things more powerful. Though, for the most part, power increases were generally very moderate compared to the often heavy-hand of nerfing. The goal of this approach was to eventually reach a state in which all characters are viable in competitive play. Now 8 years later, I would say Capcom reached their goal (if Evo 2015 and Capcom Cup were any indication). But even with Ultra Street Fighter IV, which I would say is one of the most deftly balanced games I’ve ever played, something was lost every single time a character was made weaker.

You lose that feeling, that indescribable and joyous sensation, of using something that felt unfair. That felt satisfyingly powerful. The same is true for Battlefield 3 and Black Ops and any multiplayer game. Once nerfed, you can never get back the feeling of power you felt in an un-nerfed world. Using the FAMAS in Black Ops was so deeply gratifying. It fired fast and with remarkable accuracy. It could down players on the enemy team in a split second. It led me to some of the best kill streaks I’ve ever had in a competitive first-person shooter. Even when I was facing off against players using the same over-powered gun, I felt powerful. But then it was changed, weakened, and I never used it again. It felt off. It felt bad and made me feel bad when I used it. The new FAMAS almost felt like an insult to my cherished memories of its predecessor. While perhaps the game overall was more balanced with more players using more kinds of guns, Black Ops lost some of its fun. I’ve had this feeling with increasing frequency with modern multiplayer games. I loved Sagat in vanilla SFIV then hardly used him again. It felt great to pull off Rogue’s infamous Gadgetzan Auctioneer “miracle” combo in Hearthstone, but then that was nerfed. And the nerfs keep coming, especially as more and more players complain about how powerful certain things are online. Well, I’m here to say that being unbalanced (in the right way) can be fun too. In fact, in my experience, it’s often more.
 
LEEEEROYYY JENKINSSS! Time's up let's do thi- Oh wait.
We can't do it anymore. Because it got nerfed.
One of my favorite online multiplayer games ever is Call of Duty: Modern Warfare 2 (MW2) by Infinity Ward. MW2 is not a well-balanced game, far from it. Certain guns and certain strategies quickly became recognzed as powerful, bordering on cheap or unfair. Underslung grenade launchers on assault rifles could be paired with player-selected abilities to refill ammo and increase your blast radius, giving players the ability to be a one-man demolition crew (explosions, explosions everywhere). Another potent combination allowed players to run around the map at extreme speeds with enhanced melee speed & range, which turned players into warping one-hit-kill knifing machines. Another still made it so just tapping on your aim down sights button with a sniper rifle gave you pinpoint accuracy at the intersection of the crosshairs, transforming players into ‘quick-scoping’ fiends who were effective at all ranges in battle. MW2 matches were a frantic flurry of explosions and snipers and death. And they were so much fun. So many different strategies were rewarded in MW2 because so many things were blatantly overpowered. Even if you didn’t choose to specialize in the tactics I just described, some of the game’s guns were so good you could easily annihilate your competition (UMP-45, FAMAS). I ended up playing MW2’s multiplayer upwards of 350 hours, or 14+ full days. I think a large part of that was because playing made me feel powerful. The developers never took away the fun tools they gave to me.

I came in like a wrecking ball! I never hit so hard (with my "noob tube.")
Marvel vs. Capcom 2 (MvC2), and even moreso Marvel vs. Capcom 3 and its update Ultimate MvC3 (UMvC3), gave me that same powerful feeling. I suspect MvC2 will go down in history as one of the most imbalanced competitive games of all time. Only roughly 8 of the cast of 56 characters are good enough to be played competitively. Sentinel, Storm, Cable and Magneto were head and shoulders better than the other members of the cast. Even UMvC3, released in the digital age, stayed true to its roots and ended up as an unbalanced game. The top 5 characters in UMvC3 are head and shoulders better than the rest of the cast, though more members of the roster can be made viable competitively than its predecessor. That being said, MvC2 and UMvC3 are exceptionally fun games and my favorite competitive fighters of all time. Powerful, even unfair, strategies can be used by either player. You can dominate or be dominated. Landing your cheap combo or frame trap or projectile spam is so deeply satisfying. You feel good. You feel like you’re almost too good, or at the very least better than that game intended you to be. Nothing about your attacks or combos felt lackluster. UMvC3 revels in having an uneven roster and the game is better for it.
 
You lost the second you chose Iceman, player 2. But MvC2 remains
incredibly fun, and interesting, to this day.
Tentatively, feeling powerful is one of many aspects I’m loving about Street Fighter V. You can take my opinion with the asterisk that I’ve only been playing for a week, but Street Fighter V has a remarkable balance to it. Every single character feels unfair, feels a little too good. It’s awesome. I’ve tried my hand at all 16 characters and each one has some combos and moves and spacing that feel cheap. In my book, that’s perfect. Let’s hope this can be maintained through the game’s lifetime.

As I touched on briefly in my introduction, video games are unrivaled in giving people the feeling of power. Who among us can shoot energy beams out of their hands or single-handedly stop an army of insurgents in real life? A choice few, at best. So much of what has historically worked about video games is giving the player this powerful feeling. I find that too frequent or too heavy-handed nerfs lessens the impact of playing on the player. It sucks to lose the joy you felt using something powerful because it has been removed from the game. Sure, even unbalanced games like MW2 and UMvC3 have their own kind of balance. It’s crucial that no singular element or strategy is too powerful, rather, several exist in the same ecosystem that work synergistically to build a dynamic competitive space. My point remains, however, that nerfing what’s most powerful is not necessarily the best approach to creating a fun, dynamic multiplayer ecosystem.

Whether broken or balanced, each game has its own competitive metagame and there is no one right answer. What works for balancing Heroes of the Storm might not work when balancing Street Fighter V. But be thoughtful about your balance decisions (developers) and be thoughtful of what you post online (community). Nerfing the powerful should not be the default solution. You might just lose a lot of fun in the process.

Friday, February 12, 2016

Da
News & Views
2/6/16-2/12/16

Happy weekend and happy soon-to-be Valentine’s Day to all! I know I’m ready to kick back, relax, and enjoy the extra long off time with my fiancée. And the right after the weekend is the long awaited release of Street Fighter V!

As a Valentine’s Day gift you to, News & Views is back and better than (mostly the same as) ever! This week’s News & Views has great stories about short vs. long term progression in game design, labor issues facing the gaming industry, how gaming experiences about isolated protagonists helped one writer’s depression, and much more!

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Chris Baker, Gamasutra

Worth Reading
Michelle Ehrhardt, Kill Screen

Ian Williams, Giant Bomb

Josh Bycer, Gamasutra

Olivia White, Paste

Mitch Dyer, IGN

With Comments
Mary Kish, Gamespot
I love that game difficulty has such a dynamic range in the modern marketplace. There was a period during which games, AAAs especially, were too afraid to alienate the player (& buyer) by being too hard. That’s not the case today. We have tons of brutally challenging games like Darkest Dungeon, Crypt of the Necrodancer, and Bloodborne. I’m also a big fan of games eschewing difficulty altogether, like the interactive narrative experiences we see in Oxenfree and Firewatch. It is a great time to be into video games.

Megan Condis, Unwinnable
Ugh. This annoying debate. Condis does a great job at explaining why we should not focus so strongly on the ‘games’ part of ‘video games,’ but this is honestly a piece that should never have to be written. Does That Dragon, Cancer offer interactibility while running via computer processors? Then it is a video game. There are no two sides to this debate.

Michael Martin, Playboy
I have followed the fighting game community (FGC) for quite some time and it has been great to follow Rickie Ortiz’s career. She is among the best of the best at Ultra Street Fighter IV. The FGC is often seen as insular and bigoted, but Ortiz’s story is one that gives me some hope. Playing Street Fighter well earns you respect, regardless of how you identify. Very cool stuff.

Michael Martin, RedBull
The FGC’s evolution as an eSport has been a fascinating one. So many other games were quick to adopt the boring self-seriousness of ‘real sports’ with suit-jacketed commentators that offer little fanfare to their play calling. Not the FGC. It fought against the moniker of ‘eSports’ up until it was an unwinnable battle, and to this day retains so much unique charm and personality other eSports lack. Paul “BlaqSkillz” DeCuir is a great example of said personality. This player / commentator mixes comedy and performance art together to be one of the most striking (& likeable) figures in the SoCal Street Fighter scene. Martin’s piece about BlaqSkillz is well worth your time.

Reid McCarter, Paste
My fiancée Justine and I have found our niche in consuming young adult (YA) media together. It’s been a blast to watch Degrassi and play Life is Strange with her. But YA games are not just for us and, as McCarter argues, are important to the gaming industry as a whole. I agree. And I cannot wait to play through Oxenfree with Justine. 

Friday, December 11, 2015

News & Views
12/5/15-12/11/15

Phew, a lot has happened since last News & Views! I got to attend both days of PlayStation Experience and try VR, got back a very high and likely-to-be-funded NIH grant score, and started playing some new killer games. I hope you all have had a good week too.

But let’s get right into it. The reason you’re all here: News & Views! Every Friday I compile the week’s best video game writing and most interesting stories about the wider world of gaming. This week is no different. I found great writing about what it was like to be a Nintendo ‘gameplay counselor’ back in the 90s, how video games can act as self-expression for Saudi women, why a little more corporate sponsorship might not be bad for the fighting game community, and much more! Grab a cup of something warm and read a great article or two!

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Douglas Heaven, New Scientist

Worth Reading
Annie Zaleski, A.V. Club

Sam Coster, Polygon

Deborah Amos, NPR

Julie Beck, The Atlantic

Carly Smith, Gamasutra

With Comments
Mark Hill, The Atlantic
Hill wrote an interesting piece about the detrimental power of nostalgia in entertainment culture. As any faithful TIF podcast listener will attest, I’m fully aware of how destructive nostalgia can be for both critical thought and innovation (listen here). Overly dramatic title aside, more people need to be more aware of the bad-side of nostalgia, so I’m glad Hill wrote about it here.

Michael Thomsen, Forbes
What a fascinating, bizarre, and just plain awesome way to ‘review’ a game. Thomsen gives his review of Bloodborne, one of my favorite games of the year, after watching it be played for longer than it takes most people to beat the game. I find it so hard to derive something intellectually nourishing from Twitch streams, so it’s cool to see Thomsen process his experience into something stimulating. Watch or play, Bloodborne remains fantastic.

Suriel Vasquez, Paste
I got to attend Capcom Cup! It was so cool being in the crowd, only a couple dozen feet from people like Daigo, Gamerbee, Infiltration, Momochi, Justin Wong, etc. I didn’t think about it at the time, but the event had production value I had not seen before at an FGC event. It was really nice to see live brackets, stat breakdowns, etc. The FGC has long been against corporate money. I certainly agree that major sponsorship money can be a corrupting influence on eSports (just look at almost any other eSport). But here, it worked. Finding the right balance is going to be important for all eSports in the future, Street Fighter included.

Katherine Cross, Gamasutra
Fallout games are so cool in their ability to be totally different experiences for different people. I, for example, never tried to romance anyone. I think I flirted once and got rejected. But Cross went deep into the romance system present in Bethesda’s massive new RPG, exploring how it handles polyamory in new ways. A fascinating read that gave a new perspective on a game that keeps on giving.

Jason Schrier, Kotaku
Oh Devil’s Third. I remember your god-awful E3 2014 demo on the IGN Live stage. I thought it had been cancelled until it quietly popped back up this summer. The game represents a fascinating phenomenon: Nintendo actively trying to bury one of its new releases. When has Nintendo ever quietly launched a game, without review copies without marketing without any fanfare whatsoever? Devil’s Third must be really bad.