PlayBook Video Game Lounge and Bookshop's Latest Tournament Got Me Excited for the Fighting Game Community

11289874_10153073402082732_2034875233_n On May 30, 2015, PlayBook Video Game Lounge and Bookshop held their Ultra Street Fighter 4 tournament called "Cross Up". Players all around the Philippines joined the competition, displaying a great variety of  matchups and different skill levels. The competition was fierce, the turn out was more than what I was expecting, and it's safe to say we finally have a place for the Philippines' Fighting Game community down south.

I kept my distance at first. I knew PlayBook existed at Pergola Mall in BF Homes Paranaque, but didn't have a clear picture on their direction as a video game and book rental store. Since it opened, tournament events started popping up for different kinds of fighting game titles - Guilty Gear Xrd, Super Smash Bros Wii U, Mortal Kombat X, just to name a few. At this point, it's clear that they're reaching out to the communities of each game. So it got me curious. Their latest tournament, Cross Up for the Street Fighter community, is my first event to participate in PlayBook, and it made me realize, this is the place many have been wanting for years to show up down south...well for me at least, and it came at no better time.

Street Fighter Down South

I have not competed in Ultra Street Fighter 4 in years. I deeply miss it - The pressure of two loses and your out during tournaments, the intimidation of skilled players, the atmosphere of players cheering/shouting for the ones playing, the little tricks and matchups you learn from playing different players, and the interesting people you meet. It's an environment I wonder to this day why I abruptly stopped attending.

When I joined last Saturday, I had no real game plan - No practice. I just want to join in and experience PlayBook's event as a newcomer. To my surprise, I got all that I mentioned above and realized the Philippines' Street Fighter community has grown. It never died down apparently. Players that I recognized from before, and that I have so much respect for, got even better at the game. And the new faces I met during the casual matches before and after the tournament were all formidable players adding variety to the game. It was amazing to be around it all again, and all I wanted after I left was to get better at my game. With me getting that kind of mindset after leaving the tournament, it's a clear indication that PlayBook is doing things right with their events, at the same time giving the kind of support the fighting game community needs in order to grow.

The event had players from all over the Philippines. They had players from Davao, Cebu, Pampanga, Cavite, players from Megamall, Fairview, all with amazing skill and knowledge. They invited players from what felt like the best the Philippines has to offer, and it was a pleasure watching them compete. I went up against some of them and feeling the level of skill first hand got me excited. This is definitely another venue where players need to go in order to get better. We need these kinds of places.

When I was finally removed from the tournament, I stayed and watched the top 8 players duke it out. It was intense match after intense match, making it worthwile to stick around and see who comes out on top. PlayBook had a good setup with a TV, speakers, and a few chairs for those willing to watch the matches outside. That same match shown on the TV display outside was also being live-streamed via Twitch.tv, giving anybody around the world a chance to watch the event. What's surprising was their smooth connection for the live feed. This was not expected since the Philippine ISPs are notorious for bringing horrible online connections, especially when it comes to live streaming a video game. So kudos for the PlayBook team for making it work, giving the impression that they tend to provide the best coverage of their events.

If you've been following Ultra Street Fighter 4, then you'll have a treat with the last matches of Cross Up. Again, intense. The Winners Finals, Losers Finals, and even the Grand Finals got me glued to the screen. Also being there as it unfolds made it extra special. Have a peek for yourself below.

Winners Finals

Losers Finals

Grand Finals

This is yet another good sign that the fighting game scene is growing in the Philippines. If their future tournaments for other games is somewhat similar to Cross Up, I look forward to their next set of events. PlayBook Video Game Lounge and Bookshop is turning out to be another place in the metro for current and upcoming players planning to hone their skills in the fighting game scene.

Imperium e-Sports bar and Video Game Lounge opened more than a year ago and we got excited on its role for e-sports in the Philippines, especially for the fighting game community. Now, we have another venue that aims to provide the same kind of support, but this time down south.

PlayBook Video Game Lounge and Bookshop can be found at the second floor of Pergola Mall in BF Homes, Paranaque.

Witcher 3 Downgrade, Why Are People Surprised?

The-Witcher-3-Wild-Hunt-Geralt-sword I'm enjoying every minute of the Witcher 3. The game looks amazing, the combat has been improved for the better, and the stories you come across as you explore the world of Temeria keeps me glued for hours. But as I take a break after a long session as Geralt of Rivia, I noticed a lot of public outcry regarding CD Projekt Red's latest game - the final product looks nothing like the footage shown in 2013, the graphics have been downgraded. Many are disappointed, many thought that CD Projekt Red were the honest developers in the industry. I say - it's as expected. it's footage years ago.

Before anything, have a look at the footage comparing the old 2013-2014 footage material to the final product below.

See the difference? Claims about the downgrade seems pretty valid at this point and it raises a lot of issues this industry is facing. Did CD Projekt Red ripped off their loyal fans? Not really, it's more like we raised our expectations way too high, thus having fans pushing that 'pre-order now' button the moment the 2013 footage ended.

The developers could simply place a notice in the footage stating this is not a representative of the final product, end of story, but they didn't. The team wanted to reach that level of detail, but when it was time to actually make the project into a playable product, they had to be honest with what's possible for the given time and hardware provided. Having Witcher 3 released on multiple platforms could be the main reason to why the level of quality shown a few years ago was cut, but console systems are a big chunk of what will make this title a success financially. Releasing this as a PC exclusive isn't going to work for everybody involved.

We are mostly to blame.

Pre-ordering a game that's considered to be released after a year is mostly never a good idea, but the option will always be there once a developer officially announces a product. Games will be shown in trade shows or events, marketing teams will do their thing, and during all of that the developers will continue to develop the game and do a few changes along the way. If someone does get sold on what they've seen so far? Well, you'll have to expect the fact that the team might not release that level of quality or cut a specific feature, because changes happen during development.

I consider this a repeat in history. When Watch Dogs was first released, people were excited. Myself included. Come release day, we were welcomed with a very noticeable downgrade that people reacted the same way they are reacting now on the Witcher 3. So what's the difference with these two issues? One of them is actually a really good game, a potential Game of the Year even. No, we are not talking about Watch Dogs of course. Watch Dogs had so many elements going against it that it turned out as a complete disappointment in all fields. From repetitive gameplay, dull activities, to a story that can easily be forgotten right after the credits start rolling. Witcher 3 is the complete opposite of Watch Dogs, and it's quite sad some gamers might consider taking a pass thanks to this downgrade issue, missing out on a game that I consider a must have for any RPG fan.

CD projekt Red is considered as an open developer to their fan base, showing a lot of footage through the course of development. The negative reaction of how it looks compared to the 2013 footage took the developers off-guard. But with all the footage you show the public, and as much information you throw at them regarding the state of the game, there will always be that small few sold by it the moment they saw footage two years ago. You can't disregard some players that did make their purchase decision with that level of quality in mind. In an interview with Eurogamer, the developer confronted the downgrading claims:

“We don’t agree there is a downgrade but it’s our opinion, and gamers’ feeling can be different. If they made their purchasing decision based on the 2013 materials, I’m deeply sorry for that, and we are discussing how we can make it up to them because that’s not fair,” explains studio co-founder Marcin Iwinski.

“In a way, because of us not seeing it as a problem, and working hard on the game until the very end, that’s where we are today and that’s why we have to explain. I hope it shows our intentions, because we are not hiding anything. Considering our values, hiding is the last thing we ever want to do.

“And for those who are still not 100 per cent decided, I definitely encourage them to wait and see what we will be releasing in patches, updates and whatnot.”

Moral of the story? Expect games to change through the course of development. Do yourself a favor - Don't make a purchase decision like placing a pre-order thanks to a build released two years ago.

Patch 1.03 has already hit PC, PS4, and will soon on Xbox One, fixing a series of bugs and improving the current frame drops present in the game.

Review: Bloodborne

Bloodborne Review Cover The moment we saw the first trailer, we already knew Bloodborne was going to be something special.  Bloodborne is the latest action role-playing creation from Hidetaka Miyazaki. Miyazaki made a name for himself beginning with Demon Souls on the Playstation 3 – a dark, foreboding fantasy RPG which grew in infamy for being unforgivingly difficult, a game where death was a regular occurrence, to be made part of the overall gameplay experience. Add to this a return to old school gaming mechanic, an amazing atmosphere, merciless boss battles, and a unique multiplayer system, and you had the making of a classic.

It’s no secret – we are BIG fans of Miyazaki’s work here at TMG, and Bloodborne carries on his vision to the Playstation 4 in style; It’s a brutal, terrifying, and absolutely seductive offering, with enough differences to set itself apart as a truly next generation version of its predecessors while maintaining just enough familiarity to pull back in those already well versed in his works.

That said, the game isn’t perfect, and while we have to objectively point out its flaws, none of them really detracted from the overall experience. So let’s jump into it shall we?

Bloodborne-featured

Bloodborne takes place, for the most part, in a Victorian-era dystopia known as Yarnham. This is a city steeped in religious imagery and gothic architecture, whose residents fearfully lock themselves inside their homes at night as werewolves, rabid dogs, mad cultists and other dreadful creatures of the night come out to stalk the streets.

It is into this that you are thrust as a newly inducted Hunter – one of the chosen few who hunts the evils of the night. It’s a setting that combines the best of Bram Stoker, Mary Shelley and HP Lovecraft all rolled into one, and it is lovingly realized. Imagine every creepy church, cemetery, house, and building you’ve ever seen all within a single city. This is a city of constant dread and horror, yet also one of incredible beauty.

Graphically, Bloodborne is absolutely gorgeous. Environments are well detailed and interesting, every brick and tombstone lovingly rendered; indeed, moving the camera up close lets you fully appreciate the work that has gone into making Yarnham feel like the nightmare that it is, with small details seamlessly popping into view as you close in to examine the environment. Even details on character clothes and weapons are all fully realized, all of it wonderfully lit by a giant moon in the sky that gradually turns red and foreboding as you progress through the game.

Monsters and creatures are equally lovingly crafted and animated, oozing personality even with little to no dialogue attached. Almost every denizen of Yarnham you encounter is hostile, and all are equally deadly. Even the lowliest cultist can quickly cut you down if you aren’t careful. Combat in the game doesn’t stray too much from the set formula of previous Soul’s games and adds a few interesting elements to the mix, so those familiar with the previous titles should feel right at home, with one exception – there are no shields in the game anymore (actually there is one shield, but it’s so pathetically weak that it was certainly only put into the game as some sort of cruel joke.) The lack of a shield means you now need to be quick on your toes to react appropriately to your opponent’s moves, dodging and weaving in and out of range while taking shots of your own when the opportunity allows. The result is combat that is much more reaction heavy; you’ll need to be paying attention here if you want to survive.

The game rewards you for taking risks however – retaliating against your opponent within a short time frame after being hit can regenerate the health you lost, leading to an interesting dynamic where you need to temper your patience with bravery. It’s an excellent dynamic that, coupled with the lack of a shield, leads to some exciting combat encounters.

boss2

We cannot discuss combat further without tackling the issue of death. And let’s be honest here: No matter how good you think a player you are, you will die, several times, as you play through Bloodborne. Dying is obviously something you want to avoid, but thankfully because of Bloodborne’s excellent combat and design, it almost never feels unfair – more often than not, you die because of something you did or failed to do, and the game forces you to learn from your mistakes. It can get frustrating at times, but there was never a point where I felt like I just wanted to give up – rather I was spurred on forward more to keep trying until I got it right.

The most common area of death always tends to be with the boss encounters, and Bloodborne has some of the most memorable boss encounters to date in any video game. Some bosses are huge monstrosities several stories high, slow and lumbering but with incredible power behind each swing. Some are humanoid sized, quick, agile and deadly – you’ll need to be patient, watching for patterns and openings in order to succeed. Defeating a boss in Bloodborne always feels like an achievement, and it’s once again a testament to just how tight the combat design really is. The leveling system is also quite robust, despite being very simple, and allows for a lot of experimentation – a clear sign that this game was meant to be experienced multiple time over.

With so much good in this game, it’s so easy to overlook Bloodborne’ shortcomings, but the truth is it isn't a perfect game. Interpreting your character statistics can be quite a chore without an external reference, and the story of the game is not always communicated very well throughout. Yes these are relatively minor in the overall scheme of things. While it may not have the flash or pizazz of your traditional AAA title, the quality and care put into crafting it is clear – and many companies could only ever hope to come close.  The bottom line is, if you own a Playstation 4, you need to play Bloodborne. It is easily the best Playstation 4 exclusive to date, and so far one of the best contenders for Game of the Year.

Willem went through the game completely offline in order to have a blind playthrough experience.

Online Features

Carlos' Note: The online aspect of Bloodborne is greatly similar to previous Souls games. Messages are left on the ground for players to warn them of incoming dangers or an item they could possibly miss. There are also pools of blood which shows another players last moments before death. Player vs Player is present in Bloodborne but is taken a few notches down compared to previous Souls games. Using the item the Beckoning Bell (co-op play) or the Sinister Bell (Invading players) will trigger online play. Player vs Player seems to take a backseat this time around since you can only invade in certain areas that have the bell bearer and if a player used the Beckoning Bell.

Chalice Dungeons are considered the end-game in Bloodborne and gives players the ability to craft dungeons through items found in the game. The difficulty of each dungeons don't scale with the player's level but the difficulty and length of the level can be increased

depending on the items used to create the dungeon. It's a great addition to the Souls formula and added extra hours of gameplay since there are bosses and items exclusive to chalice dungeons.

Reviewed by: Willem Den Toom Developer: From Software Release Date: March 24, 2015 Platform: PlayStation 4 Final Game Time: 53 Hours

9 ScorePro Con Bloodborne

Ubisoft Officially Reveals Assassin's Creed Syndicate, Coming to PS4, Xbox One, and PC this October

Assassins_Creed_Syndicate_Gang_Leader1 We got the first bit of details the day we were recording this week's podcast, but now Ubisoft blew the lid wide open regarding Assassin's Creed Syndicate. Here's what we know.

Ubisoft is going all out with regards to Syndicate. For one, we know Ubisoft Quebec is in charge of this project, with nine other Ubisoft studios helping out (Montreal, Singapore, Annecy, Montpellier, Reflections, Sofia, Shanghai, Kiev, Bucharest). Syndicate has been in development for two years.

The game is set in 1868 London, during the Industrial Revolution. You play as Jacob Frye, an assassin taking back the city controlled by the templars. Oh, and he has a top hat.

Here's the full description of Syndicate via Ubisoft's Blog:

London during the Industrial Revolution. It’s a time of great technological and philosophical advancement, but it’s also a time of great hardship. The Church and the monarchy are losing power and money is rapidly becoming one of the chief dictators of human behavior. And when money is king, those who have it are the ones in control while those without it are tossed aside and forgotten. Desperation grows among the lower class, leading many of them to lives of crime in order to survive. It is here that we see the birth of organized crime, and the birth of a new era.

The Assassin Brotherhood has been all but eradicated, long kept away by the Templars controlling the city. But now – in the year 1868 – two young Assassins have arrived in London to reclaim the city by force, with street gangs as their armies and the oppressed masses as their eyes and ears. This is Assassin’s Creed Syndicate. Welcome to the Family.

Official Reveal Trailer

https://www.youtube.com/watch?v=ifhdLJFIHQ8

In terms of gameplay, there are new additions to best suit the given setting. For one, you have a grappling hook to easily climb tall buildings, and vehicles like a stagecoache to quickly travel around the city. Fighting seems more fast paced thanks to Frye's brawler style with brass knuckles equipped, which is a good change from the dull swordplay that didn't have much change as the series progressed.

It is also confirmed that Syndicate will not have multiplayer. Ubisoft is considering this a single player experience, going back to the series' roots.

Gameplay Walkthrough

https://www.youtube.com/watch?v=psUgnkQ7mMs

The setting is really what's winning our hearts at the moment. A perfect time in history to explore for the series. How will the game perform? Too soon to tell since it was just revealed, but consider us curious of this year's Assassin's Creed.

What do you think about Syndicate so far?

Paid mods pulled from Steam Workshop, full refund to those that purchased

Screen_Shot_2015-04-25_at_12.22.32_PM.0.0 Thanks to overwhelming feedback regarding the new paid mods in the Steam Workshop, Valve is pulling the plug on the new feature.

We didn't like the idea when it was announced last week, and it looks like those affected share the same feeling on having to pay for game mods.  Valve announced the removal of the new payment feature in a Steam Community post.

"We're going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we'll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We've done this because it's clear we didn't understand exactly what we were doing. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. It's obvious now that this case is different.

To help you understand why we thought this was a good idea, our main goals were to allow mod makers the opportunity to work on their mods full time if they wanted to, and to encourage developers to provide better support to their mod communities. We thought this would result in better mods for everyone, both free & paid. We wanted more great mods becoming great products, like Dota, Counter-strike, DayZ, and Killing Floor, and we wanted that to happen organically for any mod maker who wanted to take a shot at it."

Bethesda also updated their blog post and released a statement on the matter.

After discussion with Valve, and listening to our community, paid mods are being removed from Steam Workshop. Even though we had the best intentions, the feedback has been clear – this is not a feature you want. Your support means everything to us, and we hear you.

Last week, Valved introduced a payment method for creators to charge players for the content they create for their game. Elder Scrolls V: Skyrim was the first game to implement the new feature. The charge was made optional, giving the creators the choice to charge players any amount or give it for free.The feedback was mostly negative.

 

What we think: We see the  reason to why they introduced this feature, but how it was implemented shows ways to abuse the feature and overall affect the modding community in a negative way. Valve tested the waters  with Bethesda and it looks like they will have to go back to the drawing board if they want to try anything like this again.

If they really want to support modders to earn from all their hard work, a simple donate button would be enough to do just that. Or they could just leave the modding community alone and let them do what they do best.

What are your thoughts on paid mods? Is it a good idea and needs to be looked at in the future? Or let game mods stay free?