Category Archives: Games

SimCity 2013 is just the saddest little failure

SimCity 2013, from 2013, is not the real name of this particular videogame, it is in fact simple named “SimCity”, this is a lie, SimCity was released in 1989 and is one of the classical bedrock videogames of an entire generation of poor bastards.

It was a massively successful series of video games, all about building a city, supplying it’s inhabitants with services, designing the layout of the city and generally being solid simulators.

The intial 1989 game has been released on just about everything:

  • Acorn Archimedes
  • Acorn Electron
  • Amiga
  • Amstrad CPC
  • Atari ST
  • BBC Micro
  • Browser
  • C64
  • CDTV
  • DESQview
  • DOS
  • EPOC32
  • FM Towns
  • iOS
  • Linux
  • Mac OS
  • Mobile phone
  • NeWS
  • OLPC XO-1
  • OS/2
  • PC-98
  • SNES
  • Tk
  • Unix
  • Windows
  • X11 TCL
  • X68000
  • ZX Spectrum

Not bad eh? In 1993 a sequel was released in the form of SimCity 2000, which I never played as a child, my graphics card couldn’t handle 256 colours, on 16.

Followed in 1999 by SimCity 3000, which sold a million copies in six months, which by 2000’s standard, hell even by today, it pretty fucking good for a niche simulator game. Hell, most sources report that the game end up selling around five million copies by 2007.

SimCity 4 came out in 2003, adding cool features like regions, enabling you to essentially building cities and then zooming out to an over-world, where all the cities you could see would then interact with each other, in a fairly limited way true, but cool nonetheless.

SimCity 4 would sell somewhere around two million copies fairly quickly too. But then came the Sims and basically wrecked everything, combine that with a couple of crap games from Maxis, the developer, and the result was a TEN YEAR GAP.

And then came SimCity 2013, one of the early attempts at “Games as a Service” it essentially shoehorned in a whole bunch of online elements, like cooperative multiplayer and leader-boards and then made the entire game online-only.

SO TINY! SO FUCKING TINY!

“EA wanted to make it more of a platform, an ongoing platform, that they’d sort of build and develop on,” Quigley explained. “And so that […] mandated, kind of, the server and online stuff. Which, in retrospect — I mean, obviously — was the fatal flaw in it.”

Yeah, this was a failure of infrastructure before anything else, a million people logging into the game at once drove the servers into the abyss and EA had to basically go all out fire-fighter to fix it.

The game never really recovered, and worst of all, only sold two million copies, the same as the previous game had, after ten years, EA’s moronic executives obviously expected much more.

Didn’t help that the entire Online component and always online requirement, the developers told the customers that there was server-side calculations involved in the requirement, could be disable totally by removing two lines of code.

And offline mode was introduced in a later patch, the game got a bunch of crap DLC and a moderately okay Expansion.

EA don’t learn at all, Maxis no longer really exists, the Sims is a shell of idiots buying the same expansion over and over again and SimCity?

Go buy Cities Skylines instead.

MICROSCOPIC!

Apex Legends Developers are today’s failure

Holy shit, now that’s a meltdown

Now, for those who wonder what Apex Legends is, it is a so called “Battle Royale” video game, basically just a big open map with a whole bunch of player, either solo or in teams, with the objective being delightfully simple.

Last player/team standing, everyone else must die, there’s various mechanics to ensure the whole game doesn’t end up with one player hiding in a corner, there’s a slowly decreasing play area, anyone caught outside get’s melted by video game magic or lasers or what have you.

Ever since Player Unknown’s Battleground (PUBG) released a buggy game, this has been the big thing the AAA publishers have been trying to get into, with various degrees of failure, Epic’s Fortnite is the present number one on the market, but everyone’s trying this. It’s MOBAs and MMOs all over again.

Now EA had Respawn Entertainment slam Apex Legends together to make a quick buck using existing assets from Titanfall 2, using existing assets to make games isn’t by any means a bad idea, Far Cry 3: Blood Dragon was assembled out of re-skinned assets from Far Cry 3, so if you need something fast, this was the correct way to do it.

Nobody planned for Apex Legends to make gargantuan amounts of cash, just a nice little share of the market, however, with people being fatigued from playing PUBG or unwilling to handle the art style and player-base of Fortnite, Apex Legends was a solid contender with decent enough gameplay.

Until this happened:

And the reddit didn’t behave properly, not the usual echo chamber, when we are all with amazing alacrity, shown just what the business strategy is for Apex Legends monetization: Massive Whaling.

Whales being a video game term for big spenders, the gambling equivalent of a high roller, gamers who lack the self-control and spent small and sometimes LARGE fortunes on silly digital items and such nonsense.

Well, nice to see what they think about everyone, except the whales of course

Yeah, this isn’t the best way to communicate with your audience, on the other hand, it’s honest, the fucking hate everyone who doesn’t burn though 100+ US$ for a silly video game.

Wow, what the fuck?
There’s a whole bunch of these.

So? Why is all this going on? Simple, Apex Legends made about 150 million US$ in revenue for EA in their most recent quarter, that’s about 10% of the company’s total revenue, from one source, that definitely wasn’t planned to be this massively successful.

So what happened? Well, EA now have an interest in really getting the revenue up as far as possible, squeezing every single penny and cent out of the players as the possibly can, which is what they always do.

But not only that, when Respawn was bought by EA back in 2017, EA paid 151 million US$ in cash, that isn’t the noteworthy part, the second part of the price is: ” Up to $164 million in long-term equity in the form of restricted stock units for Respawn”

Obviously, we don’t have a clue how this equity would work, we have no clue what the restrictions are, however, what I can tell you with absolutely certainty: The Leadership of Respawn Entertainment has a really big stake in the company’s profitability, for it’s a fairly safe assumption, to presume that a significant element of the restrictions are based on earnings.

So of course the developer goes nuts, why wouldn’t he/she/it/they? That person might have a lot of money at stake, a lot of stress, a lot of greed.

Not it matters, nothing will come of this, everyone will forget it within a week or two.

And that is today’s failure.

Hitman’s Elusive Targets are absolutely abhorent

So, that Hitman game that came out some time ago, it had these little special extra event things, Elusive Targets, adding a new target onto pre-existing maps, giving you another target in a map you’d already be familiar with.

Not a bad idea eh? Now here’s were the alarms should go off, there are also secondary targets on most of the maps in the game, a movie set in an ancient Italian town, murder the star, that kinda stuff, work pretty much like the normal mission on the map, just with slightly different motives.

There are also little extra targets on the maps, adding randomized utterly retarded requirements on the higher levels, like requiring you to carry a gun openly, causing panic all around, great fun.

And by fun, I dentistry school levels of horror.

So, what’s so special about the Elusive Targets? They are single-try, time-limited and one-time events.

What? One-time, time-limited events? Like what Guild Wars 2 did in the early years? The biggest complaint about that game? So big they abandoned it in the second season of the story line? Yes, that’s right dark voices in my head, that’s precisely what it was.

As for the single-try thing, I don’t know, last time I checked, the beacon of “HARDCORE GAMEPLAY” Dark Souls still let you try again and again and again and again and you get the point, but not the Elusive Target in Hitman, they are “special”.

The same way President Trumps tiny hands are “special”.

Now, some progress was made recently, IO Interactive bought the Hitman EVERYTHING back from SquareEnix, the horrible publisher who really just survive off the Final Fantasy games and mindless fans, releasing them from a fate, similar to that of every studio ever owned by EA.

And they decided to allow the Elusive Targets to come back again, so not One-Time events anymore, that’s a GOOD thing, it’s a single player game son, I expect to have the opportunity to try ALL the content, as many fucking times as I damn well please, as a citizen of a Free and Equal country!

Sadly, the two other limitations are still there:

Fuck me sideways
Hitman really is pretty stupid

Yup, I just powered up the game, started the Elusive Event, didn’t read the pop-up completely, died horribly and WAS LOCKED OUT FROM TRYING AGAIN! The hell? Why? Why are you preventing me from playing the game the way I sodding want to? You learn from failure, the only thing I learned from that, was to use a Walk through all the time. Utterly pointless.

Also, someone who failed the first time this event came around, can’t try again.

Because Elusive Targets are “special”.

What a bag of cunts.

Fix this idiocy IO Interactive, give us access to the content we have paid for, even Dark Souls 2 doesn’t prevent me from endless trying to die my way through a barrier, hell, they encourage me to do so.

Star Citizens and Feature Creep

So, a bit of a preface for this one, what is Star Citizen actually suppose to contain: All the stretch goals, by way of Roberts Space Industries.

Also, a bunch of information can be gotten outta the Kickstarter, so let’s start out with the intial promises:

Real quick, Star Citizen is:

A rich universe focused on epic space adventure, trading and dogfighting in first person.
Single Player – Offline or Online(Drop in / Drop out co-op play)
Persistent Universe (hosted by US)
Mod-able multiplayer (hosted by YOU)
No Subscriptions
No Pay to Win

That, would be what we would have gotten for the half million US$ Chris Roberts wanted intially, those six things are the very default, the base line.

Are any of these avaliable in the present “Alpha”? Well, no, not at all, there’s only one system, the ships aren’t working at all, trading isn’t in and the universe is about as persistent as a Just Cause 2 multiplayer map.

Now, the mod-able multiplayer, hosted by yourself, have been placed in the backburner until after “launch”, meaning we’ll almost certainly never see it again.

No Subscriptions? Well, you can actually subscribe to CIG, supporting the Community updates or some nonsesnse, and if you believe that my son, then I have a fair few bridges I’d like to sell you.

No Pay to Win? Considering that you can litteraly buy any giant super-ship using actual money right now? Sorry, that’s pretty much Pay to Win, is it time-limited until launch? Sure, Cloud Imperium claims that they’ll stop selling actual ships when it goes live.

But the damage is already done my sweet little redditors, now a bunch of whales will have a massive advantage, in theory.

So yeah, game sure hasn’t reached any of the starting promises, a great sign, after 104,500,000 US$ MORE then actually needed.

Now, using the Six Million US$ goal from the Kickstarter, Star Citizen would improve Privateer with 100 total start systems, full Orhestral Music and Squadron 42, the first Episode at least, 16 missions in total.

Not bad, does any of this exist yet? Two years after it was suppose to? Nope, not even a single one of these items are actually implemented yet.

Now, one does wonder why this is. Until you look at the Stretch Goal at CIG own website, and they conflict with the goal in the Kickstarter. Oh boy.

The Kickstarter required more than six million to get Squardron 42 to 16 missions, CIG’s own website, requires three million for 35 missions.

At 12 million, the HANGARD module get’s Occulus Rift support, the hell? Also a bunch of nonsense about Motion Capture facilities and Sound studioes, which is odd.

Most Game Studioes just rent those, not even that massively expensive anymore, you’d imagine that FAMOUS HOLLYWOOD PRODUCER CHRIS ROBERTS would know that.

At 19 million US$, a monthly series about older games would be up on the RSI website, why? Fuck knows, utterly pointless. The monthly promise was broken four years ago by the way.

Most of the rest of the Goal are either useless ships that exists only as JPGs or stuff Elite:Dangerous already did or stuff no sane human being would even consider useful or sensible.

Joy of joy, eh?

While a substantive part of the promised gameplay is now available, we acknowledge that delivery of some game elements has been delayed due to expansion of Star Citizen’s scope. This expansion is a result of the community’s declared desire to have the initial release version of the game developed to a much greater depth than contemplated originally upon start of the campaign. It is inherent to the nature of crowdfunding that such an adjustment to the project may occur. Ultimately, this will benefit all backers including yourself, since every backer will be receiving a much greater value for his/her pledge, but it may – as in this case – cause an extension of the delivery dates.

Allow me to just quote that chunk of the e-mail CIG has send to all refund requests,not the “substantive” part of the promosed gameplay? Yeah, that’s not going to go anywhere in a sane courtroom.

So yeah, either feature creep killed Star Citizen years ago, or Chris Roberts is building a Hollywood production company infrastructure using crowdfunding, which he’ll then quitely rebuy from the shambles of this failure of a game.

Or just incompetence. Probably the last one.

Star Citizens and refunds.

Cloud Imperium Games (Cloud Imperium Games)

Dec 20, 14:32

Hi there,

Thank you very much for your patience with this ticket.

We have reviewed your account status and regret that we are not able to accommodate your request for a refund since it was received outside of the statutory 14 day period.

Your pledge was made as part of the crowdfunding campaign to raise funds for the development of “Star Citizen.” As such you were aware that the funds would be actively applied after receipt for this purpose, not idly maintained in a bank account, and therefore could not be subject to a refund once used. As you may know from the extensive information on our website Robertsspaceindustries.com, Cloud Imperium Games has been working diligently over the past 3 years on the development of the game, and now employs over 260 staff in four studios. 2,538 reports, updates and web shows have been made available during this time, and first modules with limited gameplay were offered as early as in fall of 2013 – by now hundreds of thousands of gameplay hours have been played on our servers. The development of the game is proceeding steadily, and a substantial part of the promised game offering dozens of gameplay hours has been made available to the backers in early release versions (see further detail below).

Pursuant to the terms of your agreement (see Sec. 4 of the Commercial Terms, and Sec. IV.A of the subsequent Terms of Service, as applicable, https://robertsspaceindustries.com/tos), your payment was a deposit to be used for the “Game Cost” (as defined therein), and such deposit has since been “earned by CIG and become non-refundable to the extent that it is used for the Game Cost…” You further agreed to “irrevocably waive any claim for refund of any deposit amount that has been used for the Game Cost and Pledge Item Cost in accordance with the above.” The only exception would be a return of unearned funds remaining in case of an abandonment of the project. If you pledged on Kickstarter, you agreed to these terms when you transferred your pledge account to robertsspaceindustries.com.

These terms are consistent with the specific nature of crowdfunding and the foreseeable use of your pledge – we hope you appreciate that we cannot ask our hard working personnel to return some of their salary nor that it would be appropriate to use current backers’ funds provided for game development as a refund for an earlier and committed pledge.

While a substantive part of the promised gameplay is now available, we acknowledge that delivery of some game elements has been delayed due to expansion of Star Citizen’s scope. This expansion is a result of the community’s declared desire to have the initial release version of the game developed to a much greater depth than contemplated originally upon start of the campaign. It is inherent to the nature of crowdfunding that such an adjustment to the project may occur. Ultimately, this will benefit all backers including yourself, since every backer will be receiving a much greater value for his/her pledge, but it may – as in this case – cause an extension of the delivery dates.

We acknowledge that some individual backers may find the additional wait undesirable. However, as per Sec. VII of the ToS, you did “acknowledge and agree that delivery as of such date is not a promise by RSI since unforeseen events may extend the development and/or production time.”

We’d like to point you to the significant gameplay which is now available; https://robertsspaceindustries.com/feature-list and if you haven’t already, we encourage you to download the installer from this url: https://robertsspaceindustries.com/download and patch up to play the latest version of the game.

Star Citizen is a project for gamers, by gamers. Delays and changes are always unfortunate, but in our case they are also one of the reasons the project is so special. By financing the project using crowd funding, our team is not beholden to a publisher who would insist we ship a game unfinished or broken to meet a particular date. Thanks to continued backing of our community, we have the needed creative freedom over the project, to create a unique game, and we feel the results, such as unparalleled immersion and fidelity, are already speaking for themselves!

We sincerely hope you enjoy the updates both current and future in the Star Citizen ‘Verse.

Thank you.
RSI Customer Service Management

I was wondering when I’d get the copy-paste e-mail, took a fair amount of time to be sure.

Star Citizen and you

Star Citizen, another result of nostalgia, together with that abomination Godus that Peter Molyneux vomited forth upon an unsuspecting world.

Now, I have no clue what the hell Wing Commander is, no earthly clue at all, I didn’t have a PC that could actually run anything as fun as video games back in those days.

The damn graphics card had at best sixteen colours, not entirely sure. It has been many a dark and horrible year since.

Now, do you remember the Ouya, that useless little shit box only the mentally deranged could love? Of course you don’t, it was shut down and its intangible assets were devoured by Razor, who wants to make a go at a mini-console themselves.

The Ouya was a kickstarter success, however, as it managed to rake in millions, promising a “revolution” and that it would “save the games”.

“Beware those who promises revolution, because in their hearts, the seek themselves your exploiter.”

Ouya was a miserable failure, it was released, but the end product was such a pile of garbage, not even Notch wanted to touch it, and that crazy Swede sure does want to touch it all.

Now, another contender is reach peak failure cascade, Star Citizen, the largest crowdfunding success in history, one hundred million US dollars, for a video game, designed and managed by a man, who had massive success with video games.

The last of those, from 1997, to bad it’s 2005, and also to bad that Origin Systems was the company who actually made the damn games, Chris Roberts was the designer, but one man does not make games like that, a company does.
Unless that one man is a complete lunatic genius, which Chris Roberts isn’t.

In between the last Wing Commander, Chris Roberts was the designed on Freelancer, which I actually own, and consider an excellent game, because I picked it up years after it was released, randomly, at some bargin bin, published for reasons unknown by Ubisoft, I think, possible Infogrames, who cares?

I dodged all the hype however, and that’s the important bit, without the hype, the promises and all that insanity, Freelancer’s a pretty good game, definitely a classic, but nothing else.

The storyline was a decent little space opera, nothing spectacular, and it was fun exploring all the cool little corners of the game.

So, what did Roberts do in between? He produced movies, as a producer. Good movies? Not really, Lord of War is pretty awesome, the rest are just ever so much meh.

But he caught the smell of the nostalgia trip we’ve seen in the last few years, ever since the success of Tim Schaefers “LET ME MAKE AN ADVENTURE GAME” campaign.

But Nostalgia is a siren song, just because nostalgia tells you something was cool, doesn’t mean it was, Command & Conquer Red Alert was cool, OpenRA isn’t that much fun to play, is it technically the same game? Yes, yes it is, the same game. Nostalgia just ain’t enough to generate a fun experience.

So, Star Citizen, 100 million US dollars, generated based on Nostalgia, with a man at the helm, who has squandered resources before, when he over-promised Freelancer.

So what is the problem with Star Citizen? Many:

1. Lack of transparency, compared to the only other meaningful point of comparison, Frontier Developments (Elite Dangerous), we know what Frontier spend their money on, who went on inside the company, the whole thing, because Frontier is a publicly traded company, and Cloud Imperium is a personal fiefdom of silence and obscurity.
2. Feature Creep, Chris Roberts recently promised the Star Citizen would contain birds.
3. Cult-like community, you know how bad League of Legends community is? Yeah, Star Citizen’s is waaay worse.
4. Sandi Gardiner.
5. General incompetence, to the point that they can’t do a live-stream properly.
6. Terms of Service fuckery, let’s change the TOS several times! That won’t backfire at all, yayz.
7. The sale of in-game assets to fund development.
8. Broken promises, a lot of broken promises.

So, join me over the next few days, as I go through each point, and mercilessly mock authority!

CHRISROBERTS

City Builders and you: Cities XXL

This is what at one point was the VERY first attempt to turn SimCity into an MMO, there is absolutely nothing left of any of the MMO elements in this game, there’s little left of the original concept.

However, there is a city builder left, and with this latest version, there’s a city builder that actually works, and works fairly well. It’s not Cities: Skylines, not even remotely, Skylines is an exceptional game, Cities XXL is a functional game, now at least.

Cities XL and whatever other names it may or may not have carried, where broken shitpiles full of crushed hopes and dreams.

Cities XL was SimCity 2013, before it was even annouced, and EA learned nothing from this miserable pile of failure.

There really isn’t anythint else to say, this game is pointless.

Citybuilders and you: Cities Skylines


So, do you remember SimCity 2013? Did you play it? Really, you paid EA any money? Did you enjoy it?

I see, you are not human, you are obviously a Repteliod from the Lesser Megelanic Cloud, nothing sane on this poluted planet made out of failture and sadness could EVER like SimCity 2013, it was a broken mess made out of Marketing and broken dreams. But it’s water under the bridge now, Maxis has died, SimCity 2013 died with it, and a new successsor has arrived from the shadows of Finland.

Cities Skylines by Colossal Order.

And it is good, and I mean it, really, really, really, sodding good.

2015-03-11_00006

It’s SimCity 2013, but it works.

It still uses those agents that SimCity was raving on about for waaaay to long, but only where it makes sense, water and eletricity? Not FUCKING agents, just the logical system of just making sure you have enough of A,B & Z. Nothing special.

Agents are the people who live and work in the city, the various service agents (Police, Fire-service, busses, trains, planes, ships, hearses and ambulances) and that’s it. And you’re little people walking around? They have a home, that’s theirs, they have a workplace, that’s also theirs and they will go to a place of amusement some random crap place.

Unlike SimCity, where the agents would go to the first avaliable house, the first avaliable workplace and not give a shit, if some uneducated yokel from the fucking sticks began working at the Nuclear Power Planet, turns out, Homer Simpson would be a disater for any Nuclear facility outside of cartoons, even in the superbly unrealistic dreamworld of video games, it’s a disaster.

Not in Cities: Skylights, it just doesn’t happen.

2015-03-13_00002

And to add a bit more joy, they developer have realeased an expansion, that added a bunch of cool stuff, plenty of free content patches, active dialogue with their customers and remain a happy little team.

All in all, the best City-Builder since SimCity 4. Well cone random little company.

You can, and you should, get it on Steam, with full workshop support, and 20000 random crap items for you to play with.

Elder Scrolls Online, a big fat cauldron of not very good.


Elder Scrolls Online, who I imagine got greenlight ages ago, when the concept of a “World of Warcraft” killer was still imaginatively relevant, unfortunately, that concept went out the windows somewhere around Star Wars the Old Republic and that useless Conan game. Sadly for Zenimax, Bethesda and people who actually like the Elder Scrolls universe (Spoiler Alert: I love the Elder Scrolls Universe, crazy dwemer lore and all), this game just isn’t that good.

It’s by no means bad, it just isn’t very good, mediocre in so many ways, outright bad in other ways, pretty good in some ways, now, allow me to explain, before you start screaming at the monitor. (Spoiler Alert: No one will actually do that).

Screenshot_20150810_232532

So, let’s start with the classes, of which there are four, Templar (Healer), Dragonknight (Fire), Nightblade (Fuck off) and Sorcerer, pay attention to the last class, which doesn’t have a fancy name at all, this will be explained later on, so don’t worry.

Now, the first three classes usually use meele weapons, so they are up close and personal with the enemies, hitting them with swords, hammers, maces and all the good stuff, but the amount of weapons skills are limited, as your weapon adds five extra active skills you can use, alongside your class skills.

Which sounds cool, until I tell you there are the following categories: Two-handed, One+Shield and Dual Wielding. Is there are tree for daggers? Hahaha, fuck off no. Can you then really sneak around and stab people? Sure, EVERYONE can, not that it matters, the stealth system doesn’t really make any sense anyway.

The other weapons are Bows, Destruction Staff and Healing staffs.

Screenshot_20150810_231249

now, meele is still fun, you’re there hitting shit in the face, no fancy stuff, just up close and personal, you can easily keep up with the “BLOCK NOW” telegrams the enemy sends you, and note here, THE enemy, I haven’t been able to really engage several mobs in any meaningful way, not even as a sorcerer.

So it’s almost always one-on-one, still, meele feels nice and punchy, so that’s always something.

The Archery is pretty good, if unremarkably, and works pretty much as a Magic staff, just much, MUCH better.

Because Magic is absolutely bollocks, and staggeringly so. In pretty much all of Elder Scrolls, I would go buy some spells, or start with a handful, and start vomiting forth fire from the palms of my hands, like some deranged psyker straight out of Warhammer 40k, hurling around fire and death with my clenched fists. Awesome fun in Morrowind with it’s utterly broken magic system, decent in Oblivion and after a bit of PC Master Race modding, awesome power in Skyrim. The one thing in common, staffs where and optional extra, used only sometimes, you where the weapon.

Does the Sorcerer do that in ESO? Nope, you have to use staffs, and they aren’t very good, don’t feel right, and really don’t work in any ranged confrontation. I’d usually just be mudered by angry arsehole running into my face. So fireballs for me.

Screenshot_20150810_232513

So, the classes aren’t very good, what about the quests? Mediocre at best my friends. Standard at worst, horrible at nightmares.

The main quest line is so relentlessly predictable it’s not even funny, excellent voice actors for the “Main” story characters, pretty eh for everyone else.

There are a handful of “dynamic” events, but they are pale shades compared to the mediocre servings from Warlords of Dreanor, and are utterly irredemable compared to Guild Wars Two’s brilliant event systems.

Screenshot_20150810_232432

Adding in a generally ugly game, without the glorious insanity of Morrowing or the vast Scandinavian style of Skyrim, it all just looks like Oblivion, which, let’s be honest, was boring as all fuck to actually look at.

Add in some insane and utterly randon loading times, and you have good times for absolutely nothing sane on this fair world, other than maniacs who like to masturbate to loading screens.

Screenshot_20150810_232336

Which brings us anything but neatly, to the final horror: PvP.

This game has been advertised aimed towards a PvP angle, with it’s massive central battleground, where the three great faction compete for domination, sounds cool doesn’t it? It probably would be, if I had even the faintest idea where the fuck I had to go, or do, and when I finally randomly stumbled upon a Keep under siege, I was murdered within seconds, WITH NO WAY TO GET BACK TO THE FIGHT.

I cannot even understand that, I respawn a full keep further back, so far away from the frontlines, that by the time I would reach the keep on foot (Horses are either expensive monsters or stuff you buy from the in-game store), the battle would be over, who the fuck things that’s a good idea?

The PvP map was enourmous anyway, way to large for the limited players present, a map that size would need to have several thousands of players, to work even just a little.

A little while after my quick demise, I found myself, randomly again because the map was goddamn useless as an indicator of action, in a keep under siege, well, I say siege, two enemy players where attacking the main gate.

Guess what? They could kill all of use so quickly it wasn’t funny, not even a little, I did notice that one of them used the “Former Empress” title, which I belive is pretty much the End Game PvP title.

So yeah, that was fun.

A small story here people, I, like many, played World of Warcraft in vanilla, and I, fool that I was, levelled a Dwarf Paladin, all the way to level 60, and guess what? I got fucking tired of being ganked TEN years ago, and fuck that shit, it’s not fun for anyone, other then deranged little fuckers with power fantasies.

Screenshot_20150810_232049

In Conclustion: Buy Guild Wars 2 instead, more content, more fun, more everything, this MMO will die at some point, and nothing will be lost.

This game should never have been, and probably will fade away at some point.

Maxis has died a disgraceful death.

Maxis is dead.

The old developer behind the SimCity franchise, Spore and the Sims, is no more. It has ceased to be. It has gone and joined Westwood and Bullfrog in Light entertainment heaven.

But, before you let the floods of tears overwhelm your own sanity, to remember just one thing.

Maxis died years ago, all that we wave goodbye to today, was a shallow sad little shell, all the talent and wonder that produced the great games of yesterday, have long gone away.

Will Wirght, creator of Simcity, Simcity 2000, Simcity 3000 and Spore, have gone of to do fuck knows what, nothing game related at least.

The last thing released by Maxis, was Simcity 4, one of the best Citybuilders EVER released, after that, all that Maxis have done is more versions of the Sims, esssentially copying itself every two years or so.

And most of the Sims’s activities was tranfered into another studio entirely years ago, as for Simcity 2013?

Wasn’t made by Maxis, it was made by EA, and their diabolical marketing and financial department. Nothing about Simcity 2013 is worth anything.

So worry not my brothers, Maxis died years ago, today, we simply dump the rotting corpse into a shallow grave, where it should have been dumped years ago.

Luck Cities Skylines looks good, eh?