Control – DLC 1 The Foundation Trailer March 15, 2020
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Buckle in boys and girls, because the trailer I’ve been waiting several weeks for has finally been released. Remedy promised two major DLC expansions for the multiplatform action game Control were coming with the game’s Season Pass. Some of us are literally weeks away from that DLC getting released and until now we’ve known very little about the upcoming expansion.
Now, please enjoy this trailer for Control’s first major paid DLC, The Foundation, in glorious 4K UHD.
Can we talk about what we just saw there for a second? SPOILER WARNING. A follow up with what happened to Marshall, who disappeared before the end of the main game story who’s current location in the Oldest House is unknown? And is that Former? Didn’t we kill that boss twice? Is he back or is this a memory?
Control is out now for the PS4, Xbox One and PC (through Epic Games Store). It’s first DLC, The Foundation, is coming March 26th on PC and PS4. It’s coming June 25th for Xbox One players.
Console War VI Part 3 March 13, 2020
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It was 2016, we reached the midway point of the Console War, and we had a clear race. Sony’s PS4 was in the lead, Microsoft’s Xbox One was in second place, and Nintendo’s Wii U was in the far third. At around the same time in the PS3/Xbox 360/Wii generation, Sony and Microsoft had decided to mix things up by adding in new motion control peripherals for their consoles. After the painful launch of the Xbox One with the Kinect, that was not going to be repeated. Something else would need to take its place.
In the PC space, another revolution was making way. Virtual Reality gaming was a big deal in the mid-90s, with enormous headsets that promised to put their users “inside” the game. However, while the headsets of the time could replicate 3D head tracking, the primitive computing technology of the time was far too limited to create detailed real-time 3D environments or characters. By the early 2000s, VR gaming had been passed over as a fad and companies no longer invested in it. However, over the 2000s, PC hardware was becoming more and more powerful, and the Kinect, Playstation Move and Wiimote has proven new methods of motion control tracking were available. By the mid 2010s, PC gamers everywhere started to ask, “The time is right to do VR correctly! Why isn’t VR back?”
Before this time, only multimillionaires had the power to finance major products. But the world had just given birth to services like Kickstarter and IndieGoGo, which allowed millions of regular people to pledge financial support for potential products. A company called Oculus decided to test the waters and asked for financial backing for an all-new VR headset designed to take full advantage of HD gaming on high-end PCs. To say the campaign was a success would be an epic understatement and Oculus would go on to be purchased by Facebook. Even after the successful backing campaign, it would take a while before Oculus would end up on store shelves, but in that time many major companies including Sony and Samsung, stood up and took notice.
There was some disagreement over what kind of hardware would work best with the VR headset. Oculus argued the PC should be the best VR component. Sony, however, argued the PS4 would be the best option for VR, and revealed they were working on a VR headset specifically designed for the PS4, Project Morpheus. Even though the PS4 wasn’t as powerful as a top of the line PC at the time, Morpheus would be able to run most of the same software as Oculus, and get its own exclusives. Soon, Morpheus would get an official name, Playstation VR, and it would be compatible with all PS4s at a price of $399US. Besides the headset, gamers would still need to buy a Playstation Camera and Move controllers to play VR games, but that would be included in the headset’s bundle pack. Plenty of games were announced for it, including a VR sequel to Psychonauts and a VR game that took place in the Batman: Arkham universe. Also some standard PS4 games could ship with VR modes.
In 2016, few had high hopes for Nintendo. The Wii U was floundering at retail despite a lineup of great exclusive first party games and Nintendo had seemed to completely give up on the Wii U. At the time Sony and Microsoft started revealing their PS4 and Xbox One hardware revisions, Nintendo was musing about their next console, dubbed the “NX”. Only one Wii U game was shown at E3 2016, The Legend of Zelda: Breath of the Wild, with the caveat that it would also come to the NX when it launched. The game impressed everyone who demoed it, but it did not move Wii U sales. Instead, most gamers wanted to know more about the NX, but Nintendo was not talking about it yet.
On the other technology front, 4K televisions capable of Ultra High Definition (UHD) resolutions with High-Dynamic Range (HDR) color had hit the market months earlier (at very reasonable prices) but lacked hardware and content to natively take advantage of all the extra pixels in the television. There were no UHD channels (heck even to this day most HD networks don’t even broadcast in 1080p) and content providers did not have 4K capable cable or satellite boxes to offer customers who bought these new TVs. Most UHD TV home users would have to be satisfied with plugging a high-end PC into the TV to get native 4K content. This was not really the best option. In the last generation, the Xbox 360 and PS3 pushed the sales of HDTVs by offering customers the opportunity to take full advantage of their new televisions. The time was right for that to happen again.
Almost as if it was back to back, Sony and Microsoft announced new hardware revisions to their consoles were coming to retail and 4K would be at the forefront. Sony announced two new consoles would be coming to stores by that Holiday, a slim version of the PS4 that would be functionally identical to the original model (just smaller), and a 4K native PS4 Pro. The PS4 Pro would not only support all PS4 games, Sony promised they would allow developers to make their games run natively in 4K HDR. If a game had already been released, developers could bring 4K HDR support to their game in the form of a free patch. However, while the PS4 Pro could stream movies and video off the internet in 4K, the system would not support the new 4K Blu-Ray Disc format. To prove to their users that the base PS4 could still handle itself, Sony released a free firmware update for the PS4 to give gamers the chance to enable HDR on supported televisions. The catch was that HDR would sadly not work if the user had a PSVR connected to their PS4 although they promised PSVR games played on a PS4 Pro could look or run better.
Microsoft also announced two new console revisions were coming for the Xbox One, but admitted they would not be available at the same time. The first would be the Xbox One S, a slim Xbox One that unlike the PS4 Slim would support UHD Televisions, but only through upsampling their game. However, unlike the PS4 Slim or the PS4 Pro for that manner, The Xbox One S would ship with a 4K Blu-Ray Disc player. They also announced a Xbox One would be coming that would natively support 4K UHD games, and they were calling it Project Scorpio, but it would not be ready for a while.
The PSVR launched in October 2016 with a lineup of exclusive games and multiplaform titles ported from Oculus. Some games got positive praise including Batman: Arkham VR and Until Dawn: Rush of Blood, but Arkham VR received negative points for being a brief game. VR enthusiasts unable to afford a high-end PC bought the PSVR headset day one, but very quickly it became clear that VR-enthusiast market was smaller than Sony expected. Ultimately, it’s high price, small catalog and hardware limitations did not push the PlayStation VR out of being considered a niche accessory to the mainstream consumers, but the users who bought it were very pleased and were eager for more games to come to the platform.
The PS4 Pro launched in November 2016 and eventually sold incredibly well, but not at first. There were stories of hardware issues with the first lot of Pros, although Sony would honor their warranty and replace units when needed. However, despite the improved graphics and native 4K gaming support, the PS4 Pro still used the same CPU as the original PS4, and some games updated for the Pro (like Final Fantasy XV) had minor performance issues the standard PS4 did not have. This made some current PS4 owners decide to wait on upgrading to the Pro. These performance issues would eventually be worked out, but it took time.
The Xbox One S launched around the same time as the PS4 Pro and went on to become the first major positive step for Microsoft in this generation’s console war, due to the fact it was cheaper than the PS4 Pro and could play 4K Blu-Ray Discs. This introduced 4K UHD TV owners interested in buying an inexpensive 4K Disc player the opportunity to also play a hefty library of Xbox One and Xbox 360 games. Since the Xbox One S was merely upsampling its games, performance was pretty on par with the launch model of the Xbox One. However, the Xbox One S lacked the port for the Xbox One’s Kinect sensor, essentially killing that peripheral. Some users would be lucky enough to ask Microsoft to send them an adapter to make the Xbox One’s Kinect work on the new hardware, but Microsoft made VERY few and they disappeared from shelves quickly. This made current Xbox One owners hesitant to upgrade to the S, and many (including myself) decided to wait for Project Scorpio.
The PS4 Pro, PSVR and Xbox One S would all be out by Christmas 2016. The lines were drawn, and consumers were preparing to trade in their consoles for new systems. After 2017 began, Nintendo finally struck. It was going to be a VERY busy year, and that will be a story for next time.
Pokémon Go Adjusted in Light of COVID-19 March 13, 2020
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A health scare has been shutting down major events as of late, and applications that require people to go out and interact with others might not be the best idea to use in these times. Pokémon Go’s developer, Niantic, has made some major announcements in light of the recent COVID-19 outbreak. All these changes seem to be aimed at the goal of users to be able to play the game alone and at home.
First off, the scheduled Abra Community Day has been cancelled. To encourage players to play from home, a special 30-pack of incense can be purchased off the in-game shop for a single PokéCoin (USD value of a penny). Anyone with some loose coins can purchase the pack exactly once. They have also reduced the amount of distance eggs require to hatch (however you need to have started incubating the egg after this announcement was made). Even if you don’t have incense, Pokémon will also randomly generate in more places. Finally, PokéStops will generate more Gift items, encouraging users to trade items more frequently.
Stay safe, Trainers.
Pokémon Go is out now for Android and iOS Tablets and Smartphones.
DOOM Eternal Launch Trailer March 12, 2020
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We are days away from the release of the next game in the DOOM franchise, DOOM Eternal. To celebrate the game’s imminent multiplaform release publisher Bethesda has released this launch trailer. Are you ready to rip and tear…again?
DOOM Eternal is coming March 20, 2020 to PC, Xbox One, PS4 and Stadia.
E3 2020 Cancelled March 11, 2020
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Late last night the news broke on website Arstechnica that E3 2020, the staple trade show of gaming (referred to by many as “Gaming’s Super Bowl” or the Super Bowl as “Football’s E3”), has been cancelled for this year. This afternoon, E3’s organizers have indeed confirmed this news, which is why we are posting about it now.
The E3 organizers have confirmed that the cancellation was due to concerns surrounding the COVID-19 outbreak. E3, on a good day, hosted as many as forty-five to sixty-five THOUSAND attendees over the course of its three-day event. The risk of exposure and transmission on an event like that is just far too great. To say nothing of the fact it is being hosted in the Los Angeles Convention Center, where a state of emergency is currently in place due to the current transmission of the virus.
To cancel E3 in this matter, on the eve of a Christmas that could see as many as two new major console releases, is unheard of. Microsoft has announced they will be providing an alternative digital-only reveal of what was going to be their E3 lineup of games and announcements. They were expected to reveal the next Xbox and the first games for it at E3. I’ve talked with some insiders who have told me this outbreak will not effect Microsoft’s Xbox release plans for the year. Sony, who many are expecting to release the next PlayStation (currently dubbed the “PS5”) this Christmas, were not planning to attend this year’s E3 and the state of the PS5’s release schedule is currently unknown.
As you know, we have attended E3 in an official capacity many times over the years. Maniac personally has fond memories of the previous events. He wishes everyone in the gaming industry well as they continue to work.
UPDATE: UbiSoft and Square Enix have confirmed they will be hosting digital only online events due to the cancellation of E3 2020. That matches up with Microsoft’s earlier official statement.
Video Game Handheld War Part 12 March 9, 2020
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I know I promised in the last part that I would talk about the great resurgence of Pokémania in 2013, but I felt that since this whole series is focused on video game handhelds, up until this point I had been ignoring a major elephant in the room, smartphones and tablets. Because of that, I wanted to devote this part to talk about personal computing devices and their place in the video game handheld war at the time of the PS Vita and 3DS generation.
In 2007, Apple Co-Founder Steve Jobs (Ed Note – RIP) went on stage to announce new products that Apple would be releasing over the next year. Since he had returned to Apple in the early 2000s, the company had seen a tremendous wave of success thanks to the release of the iPod and OS X Mac computers. As he concluded his speech he announced a series of features Apple intended to sell to the public that year, all in a product Apple had never provided before. A personal music device that could allow its user to read emails, browse the Internet, and make phone calls! It had a twelve hour battery life, a camera, and could function from a cellular connection! It would be called, the iPhone.
The first generation iPhone was revolutionary but it suffered numerous setbacks. It had a $500US price tag, which was quite expensive for a phone at the time. While it was more capable, its interface was not as user intuitive as other phones on the market. It also had many of the same limitations of the iPod. It could only work with Apple’s proprietary iTunes program, it had no replaceable battery, but the biggest issue was there was no third-party software support, which meant the phone was reliant on Apple to provide its users all its features. Tech geeks and Apple enthusiasts purchased the iPhone on day one, but the mainstream was not impressed with it yet. That would change, and quickly.
Nearly a year after the iPhone’s release, Steve Jobs took the stage again to reveal new features that would be coming to the iPhone. Apple was improving the iPhone’s interface, allowing for easier access to things like its camera. They were also adding in support for third-party applications, both free and paid. This meant that GAMES could be written specifically for the iPhone, and many major developers looked forward to the challenge of designing a game entirely around a touch screen interface. At the very least, ports of old PC games looked inevitable. Apple assured users they would be testing EVERY application that would be sold on their phone, making the chance of programs leaking personal data much slimmer. While they intended to ship these new features in an all-new improved iPhone, Jobs revealed most of the software features he demoed would work on the original iPhone. Oh, and the price was being slashed by several hundred dollars thanks to subsidies by the cellular providers.
Now, the public took notice and major companies including Blackberry, Microsoft, Palm and Google prepared to release their own phones to compete against Apple. This started what has been dubbed as the smartphone revolution. Palm, having been one of the first companies in the personal data assistant space, was heavily favorited to release a phone that could compete against Apple. Eventually, Palm released the Pre. While it could do multitasking in a way iPhone could not, it was clearly rushed to market and was paired up with a poorly designed phone. If there was going to be competition against Apple, it would not be from Palm. Eventually, Apple would get some real competition once phone makers began to ship phones loaded with the Android operating system. Android was developed by Google using Linux code and while its interface was nowhere near as elegant as Apple’s, Google allowed their users to run their own third-party programs, including ones Apple would never sign off on. For non-Apple smartphones and tablets, Android was the go-to operating system. By the end of the smartphone wars, only Apple and Google survived.
Apple would eventually fall into a pattern of releasing yearly hardware updates for the iPhone line, bringing some of the new software features to older devices when they could. Despite the massive success of the iPhone line, Steve Jobs was not merely satisfied with total domination of the phone market, his company’s next major product was going to be something that had only been seen in Star Trek: The Next Generation, a fully interactive portable touch screen computer. Basically Apple was making a BIG iPhone, and it would be called the iPad. The iPad launched in 2010 and was slow to be adopted by the mainstream. However, the iPad was cheaper and lasted longer on battery than a laptop of the time, and could handle simpler tasks like web surfing and email on the go just as well as the iPhone could. It also supported a line of third-party games from major publishers like EA. Apple’s continual support of new features including the video chat program FaceTime, slowly made the iPad a must-own device. Once it was clear the iPad was also going to dominate the market, competitors like Samsung, Microsoft and LG released their own similar products which became known as the newly minted tablet line of computers. While Microsoft’s own products shipped with their own tablet versions of Windows, most third-party iPad clones used Google’s Android operating system.
So if these smartphones and tablets were as revolutionary as I’ve described them up until this point, and their hardware specs have made them perfectly suitable for gaming, why haven’t they been included in this list up until this point? The answer is complicated but we can try to simplify it here. The modern smartphone or tablet can be classified more as a PC than it could be a gaming device. While today’s smartphones can certainly be capable of running unique games, like with the PC, gaming is not their mainstream purpose. Also, like the PC, Apple and Google regularly release new features and security updates to their products. While this is a great thing, these updates have had a tendency to downright break programs, even purchased ones. Once a device update breaks compatibility with a program, only the game’s developer can fix it. Sometimes, especially if the game is old, they just won’t do that. However, if the game was somehow still making its developer money, the chances it would stay supported was much higher. But how would that get determined?
I mentioned earlier in the article that when Apple launched their support for third-party applications they would offer iPhone owners both free and paid applications. As you could imagine, free applications were far more popular than paid ones. By the time the third iPhone was released, both Apple and Google allowed developers to charge users to unlock in-app content. I’m sure the mainstream believed this feature could be used to allow users to purchase full versions of a program from its demo or unlock expansion packs with new levels or content (like PC gamers would buy back in their heyday), instead developers discovered this new feature could be used far more often than anyone could have expected.
Inspired by browser-based games like FarmVille (which can barely be considered a game by most dedicated gamers) game developers discovered they could charge users money to complete simple in-game tasks quicker than they otherwise could. These purchases were eventually dubbed Microtransactions, and the games that used them, since they were free to download, became known as free-to-play. Within no time, developers discovered that releasing their games for free and charging people for essentially using in-game shortcuts were earning them more money than if they had charged them up front for the game. This gave certain games designed to take advantage of it a consistent monetary income flow. Developers quickly realized they had an excuse to keep games that supported this kind of an income flow running, and would regularly release new updates to keep free-to-play games functional even as other traditional pay programs stopped working.
This inconsistency is why we haven’t been addressing the smartphone and tablet platforms in this history to this point. As of the time this has been written, nearly all games being released on Apple or Google platforms revolve around a free-to-play design. The ones that haven’t eventually stop working, even if you initially paid for them. This, as far as I’m concerned, disqualifies them from further consideration on this list. I know major publishers have attempted to bring these income-driven game mechanics to mainstream PC and console games over the years, but a vocal subset of the gaming community have vigorously opposed it.
Thanks for joining us for this aside in the Video Game Handheld Wars. When we return, we will be going deeper into the domination of the 3DS, the disappointment of the Vita, and what might be the final chapter of this series for all time. Stay tuned.
Maniac’s Kitchen – Coca-Cola Cherry Energy Drink Review March 6, 2020
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Coca-Cola has jumped into the Energy Drink market with their brand-new beverages. While Maniac’s heart will always belong to Bawls, he was willing to try out Coke’s newest product. Since he prefers Cherry Coke over regular, (and he could draw direct comparisons to Bawls’s recent Cherry Cola release) he picked the Coca-Cola Cherry Energy Drink to review. Let’s see how he likes it.
Let’s Play Final Fantasy VII Remake Demo March 5, 2020
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We are back with a new Let’s Play and a new headset! What better way to do a let’s play then with something we’ve been looking forward to for half a decade, Final Fantasy VII Remake. We’re going to be playing the entire demo blind on our PS4 Pro.
All game footage is provided with full picture-in-picture video commentary.
If you have a PS4 you can download the demo right now for free off the Playstation Store.
Final Fantasy VII Remake is coming April 10th, 2020 to the PS4.
Butterfinger Starts Giving Away Final Fantasy VII Remake In-Game DLC Content March 3, 2020
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Candy Bar maker Butterfinger (who you might remember for their hilarious Simpsons crossover commercials back in the day) has just launched a generous promotion to tie into the upcoming release of Final Fantasy VII Remake on the PS4 next month. Starting now, anyone who buys two (2) of the three (3) following candy bars: Baby Ruth, Butterfinger, and Crunch in a single sales transaction will be eligible to submit their sales receipts to Butterfinger for some in-game Final Fantasy VII Remake goodies! That can include things like in-game items, PS4 themes, and more!
The best part of this promotion is unlike the horrible Gears 5 Rockstar promotion, you do NOT need to find specially marked Final Fantasy VII Remake candy bars! Simply visit the promotion’s official website, enter your email address, and submit a copy of your sales receipt!
Butterfinger says only one sales receipt will be allowed per day for a total of five redemptions. You can redeem a single sales receipt that shows you bought more then two participating candy bars on it (like a sales receipt that says you bought four or six bars) to earn cumulative awards but Butterfinger says they will not combine sales made from multiple receipts. Eligible candy bars MUST be purchased in PAIRS. That means submitting a receipt on one day for three bars with a receipt the second day with three more will not combine as six purchased bars, it will only count as four. Sales made before 12:00pm EST today will not be eligible. Even after a redemption has been successfully verified, codes will not be valid until the game’s release date, April 10th.
Final Fantasy VII Remake is coming April 10th, 2020 to the PS4. The Butterfinger event will end on May 14th, 2020.
Internet Legends: Duct Tape Gamer Trailer March 2, 2020
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We take for granted today’s availability of high-speed Internet. When I got my first PC, I was stuck with internet speeds that were a fraction of even the lowest speeds available today. That unfortunately would endure for many years beyond what it should have. I come from an age where multiplayer gaming required lugging your large and expensive self-built PC to your friend’s home or co-opt a local business during off hours (with their permission of course).
Why did we do this? We needed access to a high-speed local area network (LAN)…so we could play games against each other! These are called LAN Parties and before the advent of services like Xbox Live or Steam, were how gamers could get the best possible gaming experience. Latency was low, lag was non existent, and the games we played (Quake, Unreal Tournament, Counter Strike) are still talked about to this day.
However, on rare occasions, stories of LAN parties would enter internet legend status. Some would be of underdogs defeating champions. Some would be of incredible impossible computer cases. Then, there was the guy who was duct taped to a ceiling.
The documentary currently has no release date. We will keep you posted when it gets released. Here is the official website.