"Verizon isn't being "traditional" or innovative here.  All they're serving to do is alienate current customers in an awful attempt at securing additional business from them.  When you really think about it, the approach makes absolutely zero sense.  Like many other large corporations operating today, they need to get a handle on average, middle-class reality..." - Verizon Fios and Door-to-Door Sales: A Most Unholy Matrimony

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Release Now, Patch Later: When Technology Hurts The Experience PDF Print
Written by neildittmar   
Thursday, 17 November 2011 10:55

Back in my day, before broadband Internet was for all intents and purposes ubiquitous, developers had exactly one chance to get their games right before sending them out the door to retail. Anything less than the best it can possibly be could (and often times did) lead to nothing short of negative critical reception and likewise, poor sales. Much like today, word on the street was pretty powerful back then too. In some cases it's all we had.

Fast forward to 2011 and we see a very different scenario consistently play out in the gaming industry. The number of new releases with "Day 1 patches" are quite staggering and paint the respective companies as a group that simply can't get their games right on the first try. Even after these often times mandatory updates are applied, things may still not be quite right until several months after release, if ever. Sure, games are infinitely more complex now than they were 10 or 15 years ago. However, the number of people working on them and the amount of money invested has also increased exponentially. Though I understand that it's not really possible for any release to be entirely bug-free, the resources are certainly there to insure that glaring things like memory leaks, installation problems, broken textures, and outright game-breaking issues are resolved before titles hit the shelves.

But the underlying problem is that the industry simply doesn't care for the most part. In fact, technologies like high-speed Internet and seamless content delivery systems have made it so that they don't have to.

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Concerning id software: Why all the RAGE? PDF Print
Written by neildittmar   
Monday, 10 October 2011 14:20
In past years when id software launched a new game developed in-house, it has typically been regarded as an important milestone in both critical and commercial circles. It's well known fact that their releases often fall victim to extended development schedules in which years of delay are the end result. Usually though, the final package that patient gamers receive is well worth the wait. When the company goes so far as to launch an entirely new intellectual property though, it does nothing short of magnifying the significance exponentially. To put the matter into perspective, an entirely new IP from id hasn't been seen since the original Quake debuted in the mid 1990's. That's a lull of over a decade and a half between the premiere title in id software’s last perennial franchise and RAGE, its recently released labor of love.

Given id software’s perceived position in the industry, it’s almost needless to say that expectations for RAGE ran quite high during the titles gestation period. The length of development and the amount of time between new game/ip releases is only part of the story though. id software and its technical guru John Carmack have an established track record of advancing the industry with each new release. For the original Doom, it was the introduction of a fast-moving, pseudo 3D world where violence and gore were the central focus. Quake took those concepts further, rendering both the environment and its inhabitants entirely in 3D. Quake 2 upped the ante by fully exploiting 3D hardware acceleration and making it the standard going forward. Quake 3 completely rewrote the blueprint for online multiplayer. Even despite being slightly less regarded, Doom 3 brought the concepts of fully dynamic lights and shadows into a real consumer product, creating an entirely new level of immersion and atmosphere. It's commonplace that a new release from id often doubles as a showpiece for an emerging technology that drives gaming forward in some tangible way.

Despite id's stellar resume of successes, the potential for a let down upon the release of RAGE also remained quite possible. To complicate matters, id was acquired and became a wholly owned subsidiary of Zenimax Media during the games development. Despite the promise that the company would remain an independent entity, Corporate Takeover 101 dictates that there are no so-called "mergers of equals" and to the contrary, there are always clear-cut winners and losers. For a long time id were the rock stars of game development, doing whatever they pleased and releasing whenever they felt like it to an adoring, clamoring public. Conversely, id as an owned extension of a much larger corporate entity had me severely doubting that their past spirit of independence would be left intact.
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Has Microsoft Finally Given Up On PC Gaming? PDF Print
Written by neildittmar   
Friday, 01 July 2011 09:04

With seemingly every year that goes by, those who choose the PC as their gaming platform of choice receive yet another rededication of support by Microsoft. Like clockwork, the then-current face of their PC games division rolls out quote after quote, mandate after mandate, proclaiming that the company still loves PC gamers and aims to release products and services specifically catered to them. Then another 12 months go by, another slew of non-actions and bad decisions are made, and another new figurehead for the in-name-only PC gaming division steps up to the plate, complete with another series of quotes and mandates sounding eerily reminiscent to those made in years prior.

But 2011 is finally the year when things are going to be different... the figurative and literal game changer. Age of Empires Online is Microsoft’s effort at giving a very popular RTS the free-to-play treatment. Fable 3 saw release on Windows, along with pretty much all of its associated DLC. Even the Flight Simulator franchise is being resurrected, with a new iteration scheduled for the hardcore faithful later this year. Microsoft may have been blowing smoke for the last 7 years or so but in the here and now, they're doing plenty for PC gaming. Aren't they?

Honestly, I'd really like to believe. That's not me being facetious either. Any PC gamer who wouldn't want one of the largest software manufacturers in the world on their side of the fence, advocating for the platform and releasing titles in kind is short-sighted at best and out of his mind at worst. Simply stated, over that aforementioned 7 year span, Microsoft has proved itself to be an undeniable powerhouse in the gaming realm from both a development and a publishing standpoint. Unfortunately, its track record has been centered solely on the console it also manufacturers. That single, yet indomitable fact is why Microsoft will provide nothing more than a peasants offering to PC gamers... at least while Xbox represents anything resembling a profitable brand.

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F3AR (PC) PDF Print
Written by Quebus   
Friday, 15 July 2011 10:54

I have to be honest. After the second instalment of the FEAR series, I wasn’t even following the development of this game let alone planning to play it. In my review of FEAR 2, I documented my disdain for what I saw as the “genericization” of the intellectual property and the “console-ization” of a PC shooter. The distinctive “pure bred” style of FEAR became a cross bred “mutt” through the heavy influence of games like Crysis and other tactical shooters. The resulting mix was not a success in my view. Yet a friend with similar leanings and opinions started playing FEAR 3... and continued playing it. As with “Mikey” from the Life cereal ads, he seemed to like it. My curiosity was piqued.

In terms of technical data, there’s almost no point in mentioning it these days unless there are glaring issues (cough *Duke Nukem* cough). These games are made “cross platform” from the ground up and for the most part, the XBOX and PS3 priorities have basically caused PC hardware requirements to flatten out considerably. That said, FEAR 3 runs just fine on my Q6600 Core 2 Quad and ATI 6870.

Beyond the irksome “console first” menus and controls, despite the near mandatory (shudder) cover system, the constant hover help and “click me” glow on every object and beyond the “you can never go back” realities of what’s hip and happening, the fact is FEAR 3 is a pretty solid and entertaining game.

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When (Duke Nukem) Forever Finally Arrived PDF Print
Written by neildittmar   
Wednesday, 15 June 2011 14:15

Duke. Nukem. Forever.

Over the last 14 years these three little words have become, without exaggeration, the biggest joke the gaming industry has ever known. Bigger than the Infinium Labs Phantom game console, even bigger than Daikatana. The sheer number of delays and restarts that happened during the time DNF spent from initial announcement to finished product are bona fide legendary. Folks certainly complained about games like Doom 3 and Half-life 2 taking too long to release, but DNF will forever remain the measuring stick for protracted development schedules. To its credit though, developer 3D Realms never gave up on DNF, never officially delaying the game indefinitely or cancelling it outright. Even in 2009 when his company essentially folded and laid off the DNF development staff, George Broussard took to his Twitter account and quickly denounced Dukes supposed death. Much like he had done over the last decade plus, Broussard continued to claim that DNF was still in development, was still progressing despite not having a programming team, and would still be released when it was done. Particularly at that time, you would've been hard pressed to find someone who actually still believed him.

Now in 2011, thanks in part to Gearbox Software, Duke Nukem Forever is finally, finally finished. Despite all of the cute title portmanteaus and magazine vaporware awards, the game is a reality that's currently sitting on store shelves and on offer within digital distribution channels everywhere. This is a monumental moment to be sure, as for a long time the idea of DNF being a finished product was just that... an idea, a concept meaning more to the punch lines of jokes rather than as something that would actually occur in our lifetimes. So for all of the do-overs, all the development time spent (or wasted depending on perspective), and all the fan desire to see the game finally come out, what can be said now that the journey has ended and Duke Nukem Forever is readily available for purchase?

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