Showing posts with label Microsoft. Show all posts
Showing posts with label Microsoft. Show all posts

Monday, December 7, 2020

Halo 2 - Fall, to Rise - A Blind Playthrough - Finale

That's right, everyone. We've reached the legendary cliffhanger that took 3 years and an entire console generation to resolve. Even people like me, who didn't play the Halo campaigns growing up, knew about "finishing this fight".

But of course, the journey is more important than the destination. So join us as we try to stop the Covenant from making a terrible mistake.

Monday, November 30, 2020

Halo 2 - Fall, to Rise - A Blind Playthrough - Part 3

The race for the Index/Icon has officially begun, as Humanity and the Covenant compete over the fate of the next Halo ring. Both factions understand that the fate of what is likely the entire universe is at stake, but only one of them has full knowledge of the situation.

Let's find out what happens when their champions meet for the first time, real life sickness be damned.

Monday, November 23, 2020

Halo 2 - Fall, to Rise - A Blind Playthrough - Part 2

Our fight continues, as the Master Chief and the Arbiter both continue their respective campaigns, each doing what they believe to be best from their perspective. The war between Humanity and the Covenant rages around them.

With a new Halo ring in play, how will both champions of their people react to the efforts of the other.

Monday, November 16, 2020

Halo 2 - Fall, to Rise - A Blind Playthrough - Part 1

After a hard fought campaign against the forces of the Covenant, the Flood that our conflict had unwittingly unleashed, and the mechanical guardians created to genocide all organic life, we managed to escape alongside the Master Chief.

Now, our brief reprieve in the small, scenic town of Little Hope has come to end, and it's time we returned to the frontlines of battle. Earth, and humanity, are once again under attack, and once again the Master Chief stands as a bulwark again the incoming threat.

Welcome to Halo 2.

Monday, October 26, 2020

Halo: Combat Evolved - First Drop - A Blind Playthrough - Finale

It is difficult to describe how irrationally excited I was to stream this, not just because it was time for me to finish up my first playthrough of Halo: Combat Evolved. As many of you may know, my job requires me to spend about a week every month acting as the on-call support, meaning that I can't stream on those weeks since I may have to end the stream at any moment.

Recently, we got some hires that log in at around 8-8:30 PM EST, which means that I now have these Sunday nights to myself. And though I can't stream at the usual time, I can start an hour late and still do the thing I love doing on my Sunday nights.

I cannot express how happy I am to no longer have to cancel streams on weeks I'm on-call, but I can absolutely give the Covenant, the Flood, and that evil little robot a thrashing they won't soon forget.

Thumbnail, as always, is from Sam Callahan.

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Sunday, October 25, 2020

Halo: Combat Evolved - First Drop - A Blind Playthrough - Part 3

We continue our fight against the Covenant alongside the Master Chief. As it turns out, Halo isn't a superweapon that we can use to wipe them out. Rather, it appears to be the prison for a race of parasitic monsters known as The Flood.

Military Commanders... Always leaping before they look.

Now we've got to clean up their mess.

Thumbnail, as always, provided by Sam Callahan.

Sunday, October 18, 2020

Halo: Combat Evolved - First Drop - A Blind Playthrough - Part 2

The plot thickens on our first mission with the Master Chief. Where we saw a simple weapon with the potential to terrify and/or eliminate the Covenant, the truth was so much more sinister. Our military leaders, such is their wont in their endless hubris, unleashed and awakened sinister forces that threaten all life.

Thankfully, we're here to see if we can clean up the mess and stop The Flood from spiraling out of control.

And as always, thanks go to Sam Callahan for the thumbnail.

Sunday, October 11, 2020

Halo: Combat Evolved - First Drop - A Blind Playthrough - Part 1

With the closure of one series, it's time to start another. And just like before, this one harkens back to a by-gone age in video game history. Though I have no experience with the Halo campaigns, I've obviously played my fair share of their multiplayer modes at the houses of various friends from my childhood. Additionally, I've played many console shooters, all of whom trace their DNA, in some way, back to Halo.

This is a series that's been on my list for a long-time now, and I can think of no better way to run these games than on stream for everyone to watch. Naturally, since I'm running this campaign for the first time, I'm going so blind.

Join me on the new adventure with the Master Chef.

Thumbnail by Sam Callahan.

Saturday, June 20, 2015

The Texture Pop: Episode 45: Everyone's Exhausted Expo.

This week, we take a break from our usual fare to give you a breakdown of our thoughts on the E3 press conferences.

Also, this is the first podcast that I have personally edited. Let me know how I did in the comments.



To make it easier, we went through each conference one at a time in chronological order.

0:00:00 Bethesda

  • Doom
  • Dishonored 2
  • Elder Scrolls Online Expanion
  • Elder Scrolls Card Game
  • Fallout 4
  • Fallout Shelter


0:17:40 Microsoft

  • Backwards Compatibility with 360 games
  • Halo 5
  • Recore
  • Xbox Elite Controller
  • Fallout 4 Mods 
  • EA Access
  • Garden Warfare 2
  • Forza
  • Dark Souls 3
  • The Division
  • Rainbow Six: Siege
  • Gigantic
  • Indie Games
    • Tacoma
    • Cuphead
    • Ashen
    • Beyond Eyes
  • Microsoft Game Preview
  • Ion
  • Rise of the Tomb Raider
  • Rare Replay
  • Sea of Thieves
  • Fable: Legends
  • Minecraft and Hololens
  • Gears of War 1 remake
  • Gears of War 4


1:08:20 EA

  • Mass Effect: Andromeda
  • Need For Speed
  • The Old Republic Expansion
  • Unravel
  • Garden Warfare 2
  • EA Sports
  • Star Wars Card Game
  • Minions' Mobile Game
  • Mirror's Edge: Catalyst
  • Star Wars: Battlefront


1:32:30 Ubisoft

  • South Park: The Fractured But Whole
  • Aisha Tyler's hosting
  • For Honor
  • The Crew Expansion
  • The Division
  • Anno 2205
  • Just Dance 4
  • Rainbow Six: Siege
  • Trackmania
  • Assassin's Creed: Syndicate
  • Ghost Recon: Wildlands

2:00:20 Sony

  • The Last Guardian
  • Horizon: Zero Dawn
  • Hitman
  • Street Fighter V
  • No Man's Sky
  • Media Molecule's Dreams
  • Firewatch
  • Destiny Expansion
  • Assassin's Creed: Syndicate
  • World of Final Fantasy
  • Final Fantasy VII Remake
  • Shenmue 3 Kickstarter
  • Batman: Arkham Knight
  • Playstation Vue
  • Call of Duty
  • Disney Infinity + Star Wars
  • Uncharted 4

2:28:00 Nintendo

  • Star Fox: Zero
  • Amiibo/Skylander Crossover
  • Zelda: Tri-Force Heroes
  • Hyrule Warriors 3DS
  • Metroid Prime: Federation Force
  • Fire Emblem: Fates
  • Shin Megami Tensei X Fire Emblem
  • Xenoblade Chronicles X
  • Animal Crossing: Amiibo Festival
  • Yoshi's Wooly World
  • Yokai World
  • Mario and Luigi: Paper Jam
  • Mario Tennis Game
  • Super Mario Maker

2:36:50 Square-Enix

  • Just Cause 3
  • NIER 2
  • Rise of the Tomb Raider
  • Lara Croft GO!
  • Final Fantasy VII Remake
  • Kingdom Hearts: Unchained X
  • Kingdom Hearts 3
  • World of Final Fantasy
  • Hitman
  • Star Ocean 5
  • Deus Ex: Mankind Divided
  • Final Fantasy Portal App
  • New RPG Project by Tokyo RPG Factory

Wednesday, July 3, 2013

#62: The Mythical Cloud: Don't Believe the Hype

A while back, as of the time of writing, Game Trailers released a news story about a game named Darkspore, published by Electronic Arts and developed by Maxis, makers of The Sims and SimCity. The game was newsworthy because after many months of problems with it, rendering it nigh unplayable, Steam has officially delisted it, making it unavailable for purchase. This is interesting because the issues have nothing to do with the game itself. In fact, the real issue is that the EA servers are not operational. That is correct: In order to play Darkspore, even in single player, customers had to connect to EA servers. You see, EA had cited that the servers were needed for the betterment of the experience, and not as a form of DRM. It is this particular issue that I wish to talk about: the cloud.
Lately, especially with the dawn of the next generation of gaming consoles, cloud gaming has become a serious talking point for both Sony and Microsoft. Quite a few next-gen games, most notably Titanfall from Respawn Entertainment and Ubisoft's upcoming games The Crew and The Division, also made it perfectly clear that they will require the use of cloud-processing in order to function. I have heard a lot of people in the industry praise the advent of cloud-processing. After thinking about it, I am not convinced that such an innovation is healthy for the industry. However, I cannot just say that I think it is bad. My task is to argue the point to those who do not share my view, which I intend to do.

The biggest point someone prosecuting cloud-processing in a video game can make is that utilizing it is another way to mandate that players of the game are constantly connected to the internet at all times. In other words, regardless of any potential benefits, it is another form of always-online DRM. In order to actually use cloud-processing services, it is necessary to connect to the servers where the calculations being remotely handled for the purpose of streaming inputs and receiving outputs. Since the odds of any given person playing the game in the same room those servers are located in are <1%, this can only be reliably done via the internet. Going further, this connection must be maintained in order to continue to make use of the cloud for offloading calculations, because otherwise there is no way to transmit data. The unfortunate reality of this necessity means that cloud-processing will always demand that users get online and stay online, giving publishers and developers a very convenient excuse to implement always-online policies. We have seen this is the past with 1 very infamous case study.
Of course, I am talking about SimCity (2013). Also released by Maxis, SimCity (2013) was actually the fifth installment of the series with the same name. Unlike previous installments of the city-building simulator, this game featured an ability to communicate with other players' cities and share resources between them. Sadly, this otherwise interesting feature came with a cost. EA decided that to facilitate the sharing of resources, all saves had to be uploaded to their cloud servers, with no copies on a given user's computer. In order for this to work, EA mandated the players be constantly connected to these servers. When people cried foul at this, Maxis claimed that due to the way the game was programmed, it was literally impossible to add this new feature without also including always-online. This was later proven false by a simple modder who allowed the game to function perfectly fine without any sort of online connection. Though EA and Maxis deny that the system implemented was for DRM to this day, most of the people who saw it unfold would be hard-pressed to accept that for truth. The notion of utilizing the cloud was quite obviously another way of sneaking DRM into a game that does not need it.

Another issue with cloud-processing in video games is the sheer impracticality of its use. Though I spoke of this last week when talking about the Xbox One, the issue with maintaining servers applies equally to cloud-processing. Needless to say, without servers to offload calculations onto, it is impossible to actually do any offloading. Creating and maintaining said servers cost money, which is already a dwindling and precious resource in the industry. Since many people in the industry lament a lack of profits due to a variety of reasons, it seems foolish to knowingly forge an unwritten and unspoken contract with consumers to keep and maintain servers so that a given product remains playable. Though not living up to their side of the contract is certainly still legal in this case, it has a way of tarnishing a publisher's reputation, and lowering consumer confidence in future products.
Another key practicality issue is that there are only so many calculations that can be offloaded to the cloud. Ignoring the issue wherein many people do not have reliable internet connections, there is only so much data that can be transferred through wires and even the air itself. Bandwidth is very much a finite resource, so it is necessary to limit the amount of data that needs to be transferred between cloud servers and the machine playing a given game. As a result of this limit, things like high-definition graphical data are pretty much completely out of the question. While I do not consider my own internet to be particularly terrible 70-80% of the time, there is absolutely no way I would ever be able to stream HD graphics through my connection. I can barely play YouTube videos at 480p. Other types of calculations exist on a spectrum of practicality, so at best cloud processing can really only be used as a supplement and/or for games that are not very system intensive. With this in mind, claims from Sony regarding Gaikai, which is their reported “solution” to backwards compatibility, and Microsoft having “infinite power with the cloud” seem dubious at best. To best utilize cloud processing would require an intelligent, and nuanced, approach that minimizes the amount of data streamed through the internet. That notion contradicts claims made by both major console manufactures.

The last, and maybe most significant, issue that cloud-processing presents is that over the long term it will result in a lack of longevity for video games that use it. Like I said in my previous point, utilizing this new computation technique requires servers that must be maintained. Although it will probably take a very long time for most games, eventually the time will come when a business decision gets made. It will be decided that the costs to keep servers up and running outweigh any benefits of keeping them, so they will shut down. Like in the aforementioned case of Darkspore which started this article, cloud-based games that suffer this fate will be permanently shut down unless publishers are generous enough to put the tools out there for consumers to make servers for the game. This results in making games that, unlike every other entertainment product out there, have a finite, if unknown, shelf life.
To be fair, this is a very hard case to make to publishers. After all, whether or not a game works 10 years from now does not really have a noticeable impact on profit margins. Also, making games like this enables them to charge years later for higher definition remakes and ports of those same games, giving them a financial incentive to make games that will expire in some way, shape, or form. However, in the future, it will be necessary to have these products available as a way to study and learn from them in many the same way people learn from old books or movies. If the servers no longer exist for these games to be played, then they will forever be lost to history. This is a problem that has yet to truly be solved, and even services like Steam will need to eventually face it. Although the thought sounds laughably absurd, there will eventually become a time for each of these companies to forever close their doors or be merged into another. This new technology is ripe for abuse in this regard, and that is something that can be frightening to many.

On that note, I want to make very clear that this article was not intended to be an alarmist piece on cloud-processing in video games. All I wish to do is inform you, the reader, that there are still many concerns that must be addressed before it becomes a more viable model. There are positives uses for it, too. After all, Steam, Playstation Plus, and Xbox Live users have already become accustomed to the benefits of storing backup save files on the cloud. For games like the aforementioned Titanfall and The Division, which have made it clear to consumers that they are exclusively online multiplayer games, cloud-processing is a perfectly viable tool for offloading some extraneous calculations away from the console/computer.

It only becomes concerning when we see cloud computing in areas where it does not necessarily belong, like in the case of Darkspore, as the problems then outweigh the benefits. There is also the opportunity for a nuanced approach, using cloud-processing only for the multiplayer components of a game, not affecting the single-player portions. It can, in fact, be a benefit to gaming. However, it needs to be done smartly, else many other problems are born as a result. It is a difficult balancing act to make, and I am honestly not sure that major console manufacturers, game developers, and publishers are able to do it. Who knows? Perhaps I will be wrong. Nonetheless, make sure that you are informed about the technology before you pass judgment one way or the other.