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Review: Shadow Gambit – The Cursed Crew (PC – Steam) ~ The Curse Of Gaming

Od: NekoJonez

Steam storeOfficial websiteWikipedia entry

Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero has unique abilities. They must get through big groups of enemies. They do this one by one to progress the group’s goals. The game I want to talk about today is called Shadow Gambit: The Cursed Crew. This was the last game by the studio Mimimi. Is this game the swansong to close down this studio, or is it a game that’s better left forgotten? Before that, I invite you to leave a comment in the comment section down below. A comment with your thoughts and/or opinions on the game and/or the content of the article.

Promises of amazing treasure

In this game, you play as the crew of a special pirate ship named the Red Marley. Each main member of the crew has a black pearl in their chest, granting them unique supernatural abilities. These unique abilities come at a cost of being cursed to a sort of undead status.

The Red Marley’s captain fell in battle, and now the Inquisition is after the biggest treasure of the ship. Now, the Red Marley’s crew doesn’t want this to happen. So they do everything in their power to avoid this from happening.

The story in this game doesn’t take itself too seriously. The story is written like it’s a Saturday morning cartoon. A story arc can be contained in one or a handful of episodes, but always has an ending. While almost everything in the story ends well for the main cast, the story and writing never looses its charm. I felt like I was transported back into the time I woke up for the weekly Pokémon episode. I knew that the main problem of that week’s episode would resolve by the end. Still, I kept rooting for the heroes.

One of the biggest reasons I kept rooting for the main characters is because of the voice actors. Their performances are extremely well done. They bring a lot of personality and life to each character. They make the characters stand out like real, actual people. This script must have been immense, since the characters sometimes react on the actions you preform with other characters. There are 8 main characters, and more if you buy the DLC packs. If you start counting how many unique voice lines that bring to the table… And that’s the tip of the iceberg. The enemies for example, when they come together also have unique dialogue between them.

It’s possible to write an article by itself about the world building, story and voice acting in this game. I can also assure you that when I write this article, I’ll keep gushing about it all. A great example is how the save & load function fits into the story. It enhances the world of this game. Yes, you read that correctly. When you save, you store a memory in the Red Marley. When you load one of your saves, the Red Marley uses its powers to restore that memory. Your characters also respond to your saving and loading action and this brings even more charm to this game.

In these types of games, the replay value is quite high. Especially since you tackle all missions in various ways and each playthrough is going to be different. In this game, it’s taken even a step further. You can choose the order to revive your crew. You can also choose the order to finish the missions of that chapter. I can assure you that your playthrough will look nothing like mine.

The main quest is quite enjoyable to play through. I actually became really immersed in the world of this game. At the moment, I’m playing through the final missions of the game and the DLC missions. I’m having a blast. Thankfully, I can easily start a new playthrough of this game. Then I can experience it all of it over again and take a totally different route. And maybe I can do the little side quests and pirate tales as well. Since, that’s content, I haven’t gone into too much yet.

Your playthrough of this game will take you somewhere between 27 to 37 hours. That is, if you want to beat the main story and DLC’s. But, if you want to fully finish this game… Oh boy, then you’ll have a game that’s close to 80 hours on your hands. I already mentioned the crew tales. But there are also mini-challenges you can go for during the missions to earn badges. Let’s not forget the achievements you can earn. Well, most of the achievements are related to the main campaign.

Now, I have one complaint about the badges in this game. Earning some of these badges is extremely tricky. Sometimes, you don’t get all the information you expect to. For example, there is a badge on each map for using all the landing spots of that map. But guess what, there is no easy way to see if you already used a landing spot or not. It’s a shame that some badges work like that. Especially since some of these badges make you go out of your way to play in an unique way. A more challenging way to spice up your normal routine.

Apart from bragging trophies, these medals don’t really add up to much. But, I honestly don’t really mind that. Since, it’s fun to gather these medals and have some bonus challanges during my playthrough. It keeps me on my toes and it’s really enjoyable.

Mindblowing abilities

I’m still quite impressed at how balanced this game is. Each character has their own unique abilities. It’s best that you always have a character with an ability that can move guards from their position. If you don’t have that, the game will actually warn you. You are going to make it extremely challenging for yourself.

Personally, I’m playing through this game on the normal difficulty setting and your decisions actually matter. Before starting each mission, study the map well. Try to remember each map as well as you can. Since you are going to revisit each map at least once or twice. It’s extremely important to choose the correct landing position.

You would think that the game will be a bit boring if you always bring the same crew into missions. But, the game rewards you using different characters for missions. You gain more vigor if you play with certain crew members during certain missions. If you earned enough vigor, you can upgrade one of the unique abilities of your characters. This upgrade will give you more and better tools in your arsenal. Now, these upgrades can make the game much easier. You can always turn off the upgrades while on the Red Marley.

In the introduction paragraph of this article, I quickly explained how this game works. So, let me tell you the gist of it. In this game, you go from mission to mission, completing various goals in each one. These goals can range for example from rescuing an informant or stealing an artifact. In each mission, there are various enemies patrolling the area. Your goal is to find the weakspots in their patrols and dispose of the enemies without getting spotted.

Now, getting spotted isn’t the end of the world in this game. Depending on where you are spotted, it’s possible to escape and hide somewhere. You just have to avoid taking damage, since your health is limited, and you can’t heal during the mission. If you aren’t careful, it’s easy to get swamped or overwhelmed with guards. Especially when a guard with a bell spots you, the traces you leave behind or sees a dead body. When this happens, you have a limited amount of time to kill that guard before the bell is rung. When the bell is rung, more guards will emerge from nearby barracks and swarm to the location.

On top of that, there are also some unique enemy types outside your regular patrol goons. The first type I want to talk are the Kindred. These annoying buggers bring something quite unique to the table in this genre. Kindred are always connected with each other. If you don’t kill these all at the same time, they will revive each other. But, this is only the start of your troubles.

You also have Prognosticar. And let me tell you, these are even more challenging. To defeat these enemies, you need to have two units ready. One unit needs to be spotted or attack the Prognosticar. Since as soon as that happens, your unit gets trapped. This trap will go on and damage your unit until the unit either dies or is rescued. When the Prognosticar is using his trap, he can be attacked and killed. But do it quick. The trap is damaging your unit. You are also stuck in place. This situation is dangerous.

It also matters if the mission is taking place during day or night. The big difference is that in the daytime, the enemies have a bigger field of view. During the nighttime, some enemies will carry a torch on their patrol. This gives more light to other units. They can spot you sneaking by if you aren’t careful. There are also various torches dotted around the map, and you can put them out. The enemies can’t stand torches that are put out and will go out of their way to light them again.

It’s also important to know if an enemy stops in their patrol to talk to another enemy. Since if you kill one of them, the other enemy will start looking for them. They will start running around and if you weren’t careful, will find your tracks and spot you.

Learning those little mechanics is essential in this game. Never forget the tools you have in this game! This ranges from the abilities of each character to how for example view cones work. There is something called view cone surfing. If you want to dash to another place past some enemies… Understand that a full color in the view cone means they will spot you right away. Stripped sections of the view cone will cause you to be unseen if you crawl by. Also, it takes a few moments of you being spotted and the alarm being raised. You can run quickly enough past an enemy. Alternatively, you can run from view cone to view cone. It’s possible to get past unseen.

If you are afraid that you will get overwhelmed by all the information of all the little mechanics, don’t worry. The difficulty curve in this game is perfect. This game also has solid character tutorials. Each character tutorial guides you through 2–3 rooms, teaching you the abilities of each ability and their unique use cases. At the end of each character tutorial, you get a puzzle room. Putting to the test if you can use that character correctly. During the game, you can always open your logbook from the pause menu, where all tutorials can be watched again.

This brings me to the abilities of your characters in this game. If you have played similar games, you’ll recognize certain abilities and others will be quite new and unique. Now, some of these abilities will have a unique spin to it. For example, your sniper only has one shot. But, when you retrieve your sniper bolt… Your sniper can shoot again.

There are also extremely unique mechanics, like your Canoness has very fun abilities. She can pick up dead bodies in her canon to launch them at enemies to knock them out. But, you can also pick up allies. You can fling them over a group of enemies. This will give them a better hiding spot. Or your Ship Doctor, she can create one hiding spot out of thin air. Or your navigator, she can stop time for one enemy, allowing you to easy sneak by. And your ship cook can throw a special doll. This doll allows him to teleport to that location. He does this as soon as you click the button. Oh, and if you place that doll on an enemy, it sticks to that enemy.

You might be annoyed that I somewhat spoiled things in the above paragraph. But I have only told the tip of the iceberg here. I have left out several characters in that little summary and they have mindblowing abilities as well. Each map is created in such a way that it doesn’t really matter which characters you take into battle. Since you can finish it using any of your characters.

The Swansong of Mimimi

When Klamath and I started streaming Commandos, I wanted to play a similar game. One I haven’t played through. Since I first started playing through Desperados III again, and that was beaten in a few days. Since, I really enjoyed Desperados III, I bought the next game from the studio.

As somebody who enjoyed Desperados III quite a lot, I was happy to see things return in this game. I can’t tell you how much I love the speed up button. While I wish you can adjust the speed of it… The slow wait can be annoying. Sometimes, you have to get an enemy right where you want them. On top of that, you also have the showdown mode. With the press of a button, you can stop time and plan out your units their next move. Once you press the enter key, either still in showdown mode or not, the actions will be executed. It still feels amazing when you execute a well timed attack to take out difficult set of enemies.

Something that’s extremely useful is how you can rotate the camera in this game. Sometimes an enemy walks behind a building or some rocks… So, if you can’t rotate the camera, you wonder from where you are taking damage. Also, the ability of outlining the enemies, ladders and hiding spots help with that as well. As you can see from my screenshots, I always play with that feature enabled.

Sadly, there are a few ladders that don’t get an outline. Most likely since the developers forgot to put a certain tag on them. I remember one in Angler’s Grave, at the top right. It’s not too far from one of the mission objectives, the informant. Thankfully, these very minor oversights rarely happen. Overall, this game is extremely solid and blast to play through.

The controls are extremely solid. I had to get used to one thing. To execute certain actions, I had to hold the left mouse button instead of just clicking. This sometimes tripped me up but a quick reload fixed that problem. I only have one minor complaint about the controls. Depending on the camera angle, there were rare moments where your character refused to go to a location. I suspect it has to do with where you click. Your unit always wants to look for the shortest way to reach where you click. Sadly, this trips something up in the pathfinding and your unti refuses to go to their destination. Thankfully, a quick camera movement can fix these moments. And also, I’m glad that these moments are quite rare.

Something that’s even more rare are some minor visual bugs that can happen sometimes. Sometimes an UI-element refuses to dissapear. I had that happen twice, when I shot an enemy holding down an exit rift with the Canoness. The stars indicated that the enemy was dizzy. They hovered above the enemy’s head after the rift opened. Even after I killed the enemy, these stars remained visible. There are sometimes minor visual bugs happening like that. Thankfully, they are extremely rare and sometimes are quite funny. One time, one of my units was standing perpendicular on a ladder when I stopped it going up the ladder. The only annoying bug was that I couldn’t retrieve two bodies. They lay in a remote part of Angler’s Grave. It was almost impossible to get rid of two bodies. Maybe, it’s possible. I don’t know, I honestly gave up and earned the badge of hiding bodies on a later revist.

In such a big game it’s to be expected that sometimes things can go wrong. But it surprises me how little goes wrong and how polished the overall game is. Scrolling through the patch notes of this game, I noticed that the developers fixed many issues. They also added a lot of new content to the game. The last update to the game was even a modding tool for this game. These mods go from chaging your character models to adding new maps. I think I’ll play around with the mods after I have fully beaten the game. I’m extremely close, since I’m in the final missions of the game.

Now, earlier I talked about the UI. The UI is quite easy and helpful. There are several unique icons to inform you where certain things are. For example, where you left the paper doll when using the ship cook. There is only one thing in the UI I dislike. And that’s the list of save games. You get a little screenshot of the location of the save and a time stamp. And that’s it. You can’t give a special name or note to them. So if you are looking for a certain save… you either need to make notes OR just go through all them until you het it.

It’s the only real complaint I can give about this game. There is just a lot that this game does right. Like how you can scroll to zoom in or out. When you scroll again at the max zoom level, you see a live map. This map shows where all the enemies are. The only minor complaint I have about the map is that ammo chests aren’t marked on there. Also, quick note on the ammo chests… Almost every character has the same visual for their gun. Now, if another visual appears above the ammo chest, it doesn’t matter. The ammo chests are never character specific.

Visually, this game looks breathtaking. The attention to detail in this world gets a big thumbs up from me. The world really feels alive and somewhat real. The little animation details for example when an enemy stops at a prison cell to talk to inmates… This is just amazing. The immersion level is even higher with that.

The soundtrack is very catchy and a joy to listen to. It made certain moments in the game even more thrilling. The music has been created by Filippo Beck Peccoz, he also created the music for Desperados III. The soundtrack really fits the game like a glove. I’m so glad I bought the soundtrack DLC,. Now I can add the music to my music library to play while I’m at my dayjob.

This brings me to the sound design of this game. The sound design of this game is amazing. I’m playing this game with a good headset and I don’t think this game is playable without sound effects. A great example is, when you get spotted. You not only get a great visual hint of a yellow line turning red of the enemy spotting you… You also get some sound effects informing you that things are about to go down. On top of that, the sound effects add so much extra impact on taking down enemies. This makes it even more rewarding when you finally take down that one pesky enemy.

One thing I haven’t talked about yet is how flexible this game is. I have touched upon that by talking about how you can only choose three out of 8 characters per mission. And you are encouraged to experiment with different combinations. Now, when you open the options menu, you’ll be blown away. You can change almost everything. The controls like the shortcuts for abilities can be tweaked to your liking. You have quite a lot of control to tweak the volumes, the controls, the visuals… Even tweak certain game mechanics to your liking. Don’t like the save reminder? You can turn that off.

There is still another thing that boggles my mind that was added in this game. You can create a custom difficulty. The only complaint I have there is that the UI fails to explain the differences. I find it challenging to understand all the settings. You get a short explaination about the setting, and then you have a slider you can set. But, what’s the difference between 1 and 2 on the slider? That’s something the UI doesn’t really tell.

When I was writing this article, I kept looking at my notes and thought: “Oh, I forgot about that.”. There are just so many things in this game. The fact that in some missions, you must kill enemies in unique ways. In one mission, you have to lure enemies to a certain location. You need to do this 4 times. You do this instead of killing them. It’s a breath of fresh air. You’d think that having only a handful of maps would make this game boring and repetitive, but no. The maps are not only large but also used in extremely interesting ways. Revisits of a map make it easier to start, but each area is used in a mission. So, there is still a lot of challenge in the revisits.

Oh, there is one more thing. The question if you should buy the DLC’s or not. Let me just tell you this, I bought the game on sale with the DLC’s included. I’m so happy I did! Since the additional content in the DLC’s adds so much more to this game. They come highly recommended.

Now, I have left out a few things for you all to find while playing this game. This article is already getting quite long. I want to leave some things as a surprise for people interested in playing this game. I think it’s high time to wrap up this review and give my conclusion and final thoughts on this game.

Conclusion of this treasure hunt

The negatives:

-Unable to add notes to quick saves.
-Some minor (visual) glitches can happen. Thankfully, they are rare and rarely/never gamebreaking.
-The UI of custom difficulty could have been executed better.

The positives:

+ A masterclass in it’s genre in terms of gameplay.
+ Extremely flexible with options.
+ A modding tool.
+ A love-able cartoony story.
+ Amazing voice over work.
+ Superb soundtrack.
+ …

Final thoughts:

When I started playing Shadow Gambit: The Cursed Crew, I had extremely high expectations. Mimimi blew me away with the amazing Desperados III. With this swansong of a game, they not only met my expectations, they blew them out of the water. This game showcases the achievements of passionate people. These individuals are dedicated to creating the game they love.

It didn’t take long before I fell in love with the cast of this game. The charm drew me into the world of this game. Apart from some minor things, it’s hard to find things to critique about this game. The only thing I can critique are small bugs that barely impact the gameplay of this game. This game really feels like a finished product and it’s a thrill ride from start to finish.

If you really want to find things this game does wrong… You’ll either need to be extremely nitpicky or just have the game not clicking with you. If you find this game too easy or too difficult, just tweak the setttings to your playstyle and voila.

If you enjoy games like Commandos or Desperados… You’d do yourself a disservice to not check out this game. Give the demo of this game a try, and see what you think. I wouldn’t be surprised that this game sinks it’s hook into you like it did with me.

It’s a shame to see that this game studio closes. Thank you to everybody who worked on this amazing title and I hope to meet your work in other games. This final game you all created together is a real piece of art. It’s a masterclass in game development and shows how well you know the community for games like this. I’m so happy that this game exists. Since it wouldn’t surprise me that I’ll play through this game several times now.

Before I ramble on and on about this game, I think it’s high time I wrap up this article. Otherwise, I’ll keep praising this game to high heavens and back. So, with that said, I have said close to everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then… Have a great rest of your day and take care!

Score: 100/100

Lucasfilm si vzpomněl, že má v zásobě nový hraný Star Wars seriál, a zveřejnil první fotky - NerdFix

Fanoušci Star Wars už na to možná zapomněli, ale nedávno ukončená Akolytka není jediný hraný seriál z předaleké galaxie určený pro tento rok. V přípravě je také vydání série s názvem Skeleton Crew, ale dosud se zdálo, že minimálně společnost Lucasfilm, která za vše spojené se Star Wars zodpovídá, zapomněla zcela určitě.

I když se nějakou dobu mluvilo o tom, že by Skeleton Crew mohla vyjít dřív než Akolytka, nakonec se po seriálovém dobrodružství, jež má připomínat filmy režiséra Stevena Spielberga typu E.T. - Mimozemšťan, slehla zem. V nedávné době jsme dostali jen fotografie nové LEGO sady, ale nyní se markeťákům z Lucasfilmu snad konečně rozsvítilo. Na sociálních sítích totiž znenadání zveřejnili první fotky ze samotného seriálu.

Boeing’s Starliner capsule poised for second try at first astronaut flight

Boeing's Starliner spacecraft sits on top of a United Launch Alliance Atlas V rocket at Cape Canaveral Space Force Station, Florida.

Enlarge / Boeing's Starliner spacecraft sits on top of a United Launch Alliance Atlas V rocket at Cape Canaveral Space Force Station, Florida. (credit: NASA/Joel Kowsky)

NASA and Boeing officials are ready for a second attempt to launch the first crew test flight on the Starliner spacecraft Saturday from Cape Canaveral Space Force Station, Florida.

Liftoff of Boeing's Starliner capsuled atop a United Launch Alliance Atlas V rocket is set for 12:25 pm EDT (16:25 UTC). NASA commander Butch Wilmore and pilot Suni Williams, both veteran astronauts, will take the Starliner spacecraft on its first trip into low-Earth orbit with a crew on board.

The first crew flight on a new spacecraft is not an everyday event. Starliner is the sixth orbital-class crew spacecraft in the history of the US space program, following Mercury, Gemini, Apollo, the space shuttle, and SpaceX's Crew Dragon. NASA signed a $4.2 billion contract with Boeing in 2014 to develop Starliner, but the project is running years behind schedule and has cost Boeing nearly $1.5 billion in cost overruns. SpaceX, meanwhile, won a contract at the same time as Boeing and started launching astronauts on the Crew Dragon four years ago this week.

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The Rally Point: Bellwright is secretly a lesson in good management

I should be further in than this. My supposed rebellion has thus far eked out a territory that could be described as "where?". My personal reputation is great only among people who love mushrooms and hate deer. It's been long enough that I should probably be a fierce warlord running a large chunk of the kingdom in opposition by now, but instead, I have the skillset of fifty peasants, and the outstanding work of fifty three. And I know why. Bellwright has taught me what I already knew in theory, but had not truly appreciated:

Good managers are rare and precious. And I'm not one of them.

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UK government responds to petition asking them to regulate publishers into keeping games "in a working state"

The UK government has responded to a petition asking for "government intervention" to force the industry to keep video games "in a reasonably working state when support ends", rather than allowing them to become unplayable such as when online servers are shut down. The petition was prompted by the closure in March of ten-year-old Ubisoft racing game The Crew.

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Progressively More Annoying Friday Bullet Points about Video Game Business

It is going to be one of those Fridays where I am going to uncork a bottle of frustration and rant a bit about various business deals and statements, each of which has managed to make me progressively more annoyed.  When I started this post I thought I might have to divert to Twitter to add in some of the more recent screw ups Elon has made.  But no, the video game industry continues to provide, and the main problem was limiting myself to a few stories and ranking them in the order of how likely they were to make my head explode.

  • EG7 Sold PlanetSide and then What Happened?

Back in the EG7 Q4 2023 financials it was stated that the PlanteSide IP had been sold.  The actual mention was:

Daybreak successfully closed on the sale of a non-core IP for USD 5.9 million. The transaction provides EG7 with further improvement to its liquidity. This transaction will not affect EG7´s business plan and performance other than the P&L effect from the asset sale.

Closed a deal!  Sold the IP!  That must mean something, right?  A publicly held company can’t just straight up lie about this sort of thing, can they?

It came out later that PlanetSide was the IP in question and that the trademarks had been transferred to Bay Tower, a private equity firm, but that there was some sort of Jason Epstein connection in that and what the hell was that even about and what did it mean to the actual game, PlanetSide 2?  Let me just repost all the links from that point in time in case you are interested.

And I guess we don’t know the answer to a lot of that, but apparently PlanetSide 2 has been moved within Enad Global 7 to fall under Toadman, the smallest of the EG7 studios, which posted a net loss of $5 million SEK in Q4 2023.

That toad looks like he works in capital management

So now they had PlanetSide 2, in contention for the worst performing title in the Daybreak stable, has been moved to the worst performing studio in EG7’s stable.

Yay?

Some coverage:

Still, I should not be too hard on Toadman as, on their site they say they have done work for hire for a range of Daybreak titles including PlanetSide 2 and might have been responsible for the console port.  Maybe them taking over PlanetSide 2 will mean a PlayStation 5 native client for the title?  Who knows?

Meanwhile, that still doesn’t answer the question about the IP being sold, who really owns it, why they bought it, what they plan to do with it, or what it means to EG7, though I suspect part of the sale must had included the right to keep using the IP for PlanetSide 2 because to do otherwise would have been insane.

  • UbiSoft Says Screw You to fans of The Crew

Back on the first of the year I made a prediction that UbiSoft would do something that would piss me off, and thus help sustain me in my beyond two decades grudge against the studio.  And, of course, they obliged almost right away by declaring their Skull & Bones title a AAAA game.

But, just in case that wasn’t enough, we have how they are handling The Crew, their 2014 racing title, which they are pulling the plug on and removing from player libraries.  If you try to find the copy of The Crew you paid $60 for, UbiSoft will suggest maybe you should buy something new rather than playing that raggedy old title.  They managed to come across so badly that the whole thing is driving a call for game preservation.  Some coverage:

Now, live service games are always going to be problematic in this arena.  At some point the game will stop earning enough money to pay to keep the servers running… and keeping the servers running costs more than you probably imagine.

On the other hand, a title that charges full price up front better have a plan for when the servers go down.  The servers to support the back end portions of Pokemon Diamond & Pearl were taken down years ago, but I can dig out my old cobalt blue Nintendo DS Lite and STILL PLAY the core portion of those titles.

Saying “Screw you, buy another game!” and yoinking purchases out of player libraries is not a plan, it is a way to bring the wrath of fans down on you.

This is UbiSoft management just being their usual shitty selves.  Business as usual.  I vowed not to give them another nickel when they made it clear they hated their customers more than 20 years ago, and they continue to keep proving it every year for me.

  • Mike Ybarra say Let Them Eat Tips!

I was vacillating between making this its own Quote of the Day post or just ignoring it completely because it was so dumb, then hit a middle ground an decided it fit into this piece.  Mike Ybarra, former head of Blizzard, thinks we should be able to tip devs if they make a good game.

That is pretty innocuous in and of itself.  A charmingly naive desire to reward somebody for making a good game would earn a pat on the head from many sources.

However, a former President of Blizzard who demonstrated no issue with paying women less than men for the same job, only giving a mild bleat when Jen Oneal resigned because she was being paid less as Co-President of Blizzard in partnership with Ybarra, and who was blatantly trying to gaslight employees by pleading poverty while cutting bonuses for those outside the executive management boys club, coming out with that sort of statement against the background of mass layoffs in the video game industry just proves he is either completely unaware of reality or a complete shitheel… though, as always, I have to add “why not both?”

People rightfully dogpiled on his since edited tweet to point out the many problems with his sentiment.  Leaving aside the whole “everybody wants tips these days” and the fact that any such mechanism would likely go to the publisher who would extract their cut before passing anything on to the people who did the actual work, the whole thing would encourage publishers and executives to keep industry salaries low by pointing out that tips were now considered part of the compensation package.

If you want to help somebody out, but another copy of an indie dev title you played the hell out of.  That will probably help somebody.  But tips… those will go into somebody elses’ pocket without a doubt.

Coverage:

Also, here’s to hoping Mike Ybarra fades into even greater irrelevance so I won’t feel the need to ever mention him again.

  • The Strains of Im-Possibility Space

We got something of a two-fer from Jeff and Annie Delisi Strain, the husband and wife duo who run/ran Prytania Media which funded several game studios.

The first up was the abrupt closure of Crop Circle Games, which was shut down in late March with little notice and no severance for employees.  A publisher treating game devs as disposable trash?  Must be a day that ends in “Y” I guess.  Crop Circle’s site was replaced by a terse statement about being able to secure funding after two years.  Normal industry stuff, callous but no surprise.

The weird bit is that on April 4th Annie Delisi Strain appended a long rambling statement making the whole situation about herself and the fact that Kotaku reporter Ethan Gach was going to bring her health issues into a story (something that never happened and Kotaku denies was ever planned) that was so strange that even an AI wouldn’t be that incoherent.

Once that bizarre addition got some attention, the site was shut down completely, but not before I went and made sure the Internet Archive had backed it up.  When gaming execs show you who they really are, don’t let them memory hole it later.

Then, a week or so later, Jeff Strain announced another sudden studio shut down (images of his statement), Possibility Space, this time because he alleges that employees were leaking information about their project to the press.  The common thread here is again Kotaku, which was implicated as the reason, with their reporter Ethan Gach being named once more.

“Somebody leaked something so let’s burn the place down!” isn’t a normal business take.

Sure, the games industry isn’t doing well right now, contracting as it is from the pandemic highs when we all stayed home and added to our Steam library in search of distraction, so there are lots of reasons studios shut down.  But when your funding publisher shuts down two studios while attempting to blame one reporter at Kotaku… well, it feels more like the Strains live in some sort of paranoid bubble where Kotaku is out to get them.

  • Pity Poor Naive Lars who Blew Up Embracer Group!  Oops!

Then we’re back to the Embracer Group, which has been struggling to survive by shutting down projects and laying of developers, all due to some extremely poor and dubious even at first glance business decisions made by CEO Lars Wingefors… who still has his job.

Embrace This

But in an interview over at IGN about Embracer Group Matthew Karch, who is CEO of Sabre Interactive, which managed to break free of the disaster that is Embracer, paints a picture of Lars merely being naive and feels that people are being unfair.  While the interview covers other topics, other sites like Game Developer immediately picked up apologist nature of Karch’s statements.  Incredulity was a common response.

The only things I can come up with for Karch’s narrative is that there is a non-disparagement aspect to his contract taking Sabre out of Embracer’s grip, that he doesn’t want to say anything that will come back to haunt him if/when he too turns out to be an incompetent boob and lays off a bunch of staff, or just solidarity among the capitalist class and feeling the need to protect themselves from all those greedy workers demanding to be paid, as they really eat into CEO bonus potential.

Anyway, back here on planet earth Lars Wingefors, whose compensation package no doubt dwarfs any of the people who actually make the things that Embracer sells, is paid based on the clearly flawed assumption that he is SO SMART AT BUSINESS.   Yet he foolishly bet on the line always going up despite obvious signs there was going to be a reduction in demand, negatively impacted the lives of thousands of people.   And in doing that, the only consequence he has suffered is being publicly called out for it… and dammit, Matthew Karch says that is going way too far!  CEO’s have feelings too man!

It is clearly too much to ask that a CEO be at all responsible for their decisions.  Accountability is for suckers.  Get a job where other people have to pay for your mistakes.

Maybe CEO should get tips.

  • Random Rant about Private Equity

Then, not really on the topic of video games, I saw a nice article over at Vox about how private equity firms… also known as equity management and other innocuous terms… have been simply destroying everything they touch in the name of milking every last cent out of companies and then casting them aside to let them fail.

They kick off with the example of Toys R Us and how it was bought stripped, and left to die as a deliberate business plan, but you can find many more examples.  The plan is to find the victim target for the same tactic, where a private equity firms buys it out, brings it private, loots it of all value, saddles it with debt, then had a final cash grab by going public with it again in the hope that a familiar name would fool people.

It happens over and over again and the firms that do it set everything up so they get the cash but bear none of the responsibility for what they have done.  Anyway, if you want to get mad, you can read that and how even Taylor Swift has had to fight the vultures of private equity.

There is the constrain refrain from the boss class in the US about “nobody wants to work anymore” that one can trace back over 100 years that is mostly a lament that people kind of expect to be able to live on their wages.

The irony in that is today it feels like nobody on Wall Street wants to run a business, they just want to get paid, either by demanding companies deliver all profits directly to them or through these private equity looting frenzies that destroy a company in the long term in order to get paid today.

We need more regulation in the market.  That’s it.  That’s the message.

Delisting The Crew Makes Sense, Preventing It From Ever Being Played Again Does Not

Deleting Ivory Tower’s debut racer from existence is another step back for game preservation.

2014’s The Crew was the first project for developer Ivory Tower, which was founded in Lyon, France, in 2007 and later acquired by Ubisoft in late 2015. While it may have been the debut game for the studio, a number of Ivory Tower’s staff formerly hailed from Lyon’s Eden Games …

The Crew 2014-2024: One Last Ride

Od: IGN India
Ubisoft's The Crew is now unplayable for all owners after the massive open-world racer was shut down permanently on March 31, 2024. With no offline functionality, even for solo play, it is no longer possible for any player to access their saves or purchased DLC. Here's one last slice of preserved gameplay from The Crew, in the form of one final trip across the map – from New York to Seattle the long way.

Progressively More Annoying Friday Bullet Points about Video Game Business

It is going to be one of those Fridays where I am going to uncork a bottle of frustration and rant a bit about various business deals and statements, each of which has managed to make me progressively more annoyed.  When I started this post I thought I might have to divert to Twitter to add in some of the more recent screw ups Elon has made.  But no, the video game industry continues to provide, and the main problem was limiting myself to a few stories and ranking them in the order of how likely they were to make my head explode.

  • EG7 Sold PlanetSide and then What Happened?

Back in the EG7 Q4 2023 financials it was stated that the PlanteSide IP had been sold.  The actual mention was:

Daybreak successfully closed on the sale of a non-core IP for USD 5.9 million. The transaction provides EG7 with further improvement to its liquidity. This transaction will not affect EG7´s business plan and performance other than the P&L effect from the asset sale.

Closed a deal!  Sold the IP!  That must mean something, right?  A publicly held company can’t just straight up lie about this sort of thing, can they?

It came out later that PlanetSide was the IP in question and that the trademarks had been transferred to Bay Tower, a private equity firm, but that there was some sort of Jason Epstein connection in that and what the hell was that even about and what did it mean to the actual game, PlanetSide 2?  Let me just repost all the links from that point in time in case you are interested.

And I guess we don’t know the answer to a lot of that, but apparently PlanetSide 2 has been moved within Enad Global 7 to fall under Toadman, the smallest of the EG7 studios, which posted a net loss of $5 million SEK in Q4 2023.

That toad looks like he works in capital management

So now they had PlanetSide 2, in contention for the worst performing title in the Daybreak stable, has been moved to the worst performing studio in EG7’s stable.

Yay?

Some coverage:

Still, I should not be too hard on Toadman as, on their site they say they have done work for hire for a range of Daybreak titles including PlanetSide 2 and might have been responsible for the console port.  Maybe them taking over PlanetSide 2 will mean a PlayStation 5 native client for the title?  Who knows?

Meanwhile, that still doesn’t answer the question about the IP being sold, who really owns it, why they bought it, what they plan to do with it, or what it means to EG7, though I suspect part of the sale must had included the right to keep using the IP for PlanetSide 2 because to do otherwise would have been insane.

  • UbiSoft Says Screw You to fans of The Crew

Back on the first of the year I made a prediction that UbiSoft would do something that would piss me off, and thus help sustain me in my beyond two decades grudge against the studio.  And, of course, they obliged almost right away by declaring their Skull & Bones title a AAAA game.

But, just in case that wasn’t enough, we have how they are handling The Crew, their 2014 racing title, which they are pulling the plug on and removing from player libraries.  If you try to find the copy of The Crew you paid $60 for, UbiSoft will suggest maybe you should buy something new rather than playing that raggedy old title.  They managed to come across so badly that the whole thing is driving a call for game preservation.  Some coverage:

Now, live service games are always going to be problematic in this arena.  At some point the game will stop earning enough money to pay to keep the servers running… and keeping the servers running costs more than you probably imagine.

On the other hand, a title that charges full price up front better have a plan for when the servers go down.  The servers to support the back end portions of Pokemon Diamond & Pearl were taken down years ago, but I can dig out my old cobalt blue Nintendo DS Lite and STILL PLAY the core portion of those titles.

Saying “Screw you, buy another game!” and yoinking purchases out of player libraries is not a plan, it is a way to bring the wrath of fans down on you.

This is UbiSoft management just being their usual shitty selves.  Business as usual.  I vowed not to give them another nickel when they made it clear they hated their customers more than 20 years ago, and they continue to keep proving it every year for me.

  • Mike Ybarra say Let Them Eat Tips!

I was vacillating between making this its own Quote of the Day post or just ignoring it completely because it was so dumb, then hit a middle ground an decided it fit into this piece.  Mike Ybarra, former head of Blizzard, thinks we should be able to tip devs if they make a good game.

That is pretty innocuous in and of itself.  A charmingly naive desire to reward somebody for making a good game would earn a pat on the head from many sources.

However, a former President of Blizzard who demonstrated no issue with paying women less than men for the same job, only giving a mild bleat when Jen Oneal resigned because she was being paid less as Co-President of Blizzard in partnership with Ybarra, and who was blatantly trying to gaslight employees by pleading poverty while cutting bonuses for those outside the executive management boys club, coming out with that sort of statement against the background of mass layoffs in the video game industry just proves he is either completely unaware of reality or a complete shitheel… though, as always, I have to add “why not both?”

People rightfully dogpiled on his since edited tweet to point out the many problems with his sentiment.  Leaving aside the whole “everybody wants tips these days” and the fact that any such mechanism would likely go to the publisher who would extract their cut before passing anything on to the people who did the actual work, the whole thing would encourage publishers and executives to keep industry salaries low by pointing out that tips were now considered part of the compensation package.

If you want to help somebody out, but another copy of an indie dev title you played the hell out of.  That will probably help somebody.  But tips… those will go into somebody elses’ pocket without a doubt.

Coverage:

Also, here’s to hoping Mike Ybarra fades into even greater irrelevance so I won’t feel the need to ever mention him again.

  • The Strains of Im-Possibility Space

We got something of a two-fer from Jeff and Annie Delisi Strain, the husband and wife duo who run/ran Prytania Media which funded several game studios.

The first up was the abrupt closure of Crop Circle Games, which was shut down in late March with little notice and no severance for employees.  A publisher treating game devs as disposable trash?  Must be a day that ends in “Y” I guess.  Crop Circle’s site was replaced by a terse statement about being able to secure funding after two years.  Normal industry stuff, callous but no surprise.

The weird bit is that on April 4th Annie Delisi Strain appended a long rambling statement making the whole situation about herself and the fact that Kotaku reporter Ethan Gach was going to bring her health issues into a story (something that never happened and Kotaku denies was ever planned) that was so strange that even an AI wouldn’t be that incoherent.

Once that bizarre addition got some attention, the site was shut down completely, but not before I went and made sure the Internet Archive had backed it up.  When gaming execs show you who they really are, don’t let them memory hole it later.

Then, a week or so later, Jeff Strain announced another sudden studio shut down (images of his statement), Possibility Space, this time because he alleges that employees were leaking information about their project to the press.  The common thread here is again Kotaku, which was implicated as the reason, with their reporter Ethan Gach being named once more.

“Somebody leaked something so let’s burn the place down!” isn’t a normal business take.

Sure, the games industry isn’t doing well right now, contracting as it is from the pandemic highs when we all stayed home and added to our Steam library in search of distraction, so there are lots of reasons studios shut down.  But when your funding publisher shuts down two studios while attempting to blame one reporter at Kotaku… well, it feels more like the Strains live in some sort of paranoid bubble where Kotaku is out to get them.

  • Pity Poor Naive Lars who Blew Up Embracer Group!  Oops!

Then we’re back to the Embracer Group, which has been struggling to survive by shutting down projects and laying of developers, all due to some extremely poor and dubious even at first glance business decisions made by CEO Lars Wingefors… who still has his job.

Embrace This

But in an interview over at IGN about Embracer Group Matthew Karch, who is CEO of Sabre Interactive, which managed to break free of the disaster that is Embracer, paints a picture of Lars merely being naive and feels that people are being unfair.  While the interview covers other topics, other sites like Game Developer immediately picked up apologist nature of Karch’s statements.  Incredulity was a common response.

The only things I can come up with for Karch’s narrative is that there is a non-disparagement aspect to his contract taking Sabre out of Embracer’s grip, that he doesn’t want to say anything that will come back to haunt him if/when he too turns out to be an incompetent boob and lays off a bunch of staff, or just solidarity among the capitalist class and feeling the need to protect themselves from all those greedy workers demanding to be paid, as they really eat into CEO bonus potential.

Anyway, back here on planet earth Lars Wingefors, whose compensation package no doubt dwarfs any of the people who actually make the things that Embracer sells, is paid based on the clearly flawed assumption that he is SO SMART AT BUSINESS.   Yet he foolishly bet on the line always going up despite obvious signs there was going to be a reduction in demand, negatively impacted the lives of thousands of people.   And in doing that, the only consequence he has suffered is being publicly called out for it… and dammit, Matthew Karch says that is going way too far!  CEO’s have feelings too man!

It is clearly too much to ask that a CEO be at all responsible for their decisions.  Accountability is for suckers.  Get a job where other people have to pay for your mistakes.

Maybe CEO should get tips.

  • Random Rant about Private Equity

Then, not really on the topic of video games, I saw a nice article over at Vox about how private equity firms… also known as equity management and other innocuous terms… have been simply destroying everything they touch in the name of milking every last cent out of companies and then casting them aside to let them fail.

They kick off with the example of Toys R Us and how it was bought stripped, and left to die as a deliberate business plan, but you can find many more examples.  The plan is to find the victim target for the same tactic, where a private equity firms buys it out, brings it private, loots it of all value, saddles it with debt, then had a final cash grab by going public with it again in the hope that a familiar name would fool people.

It happens over and over again and the firms that do it set everything up so they get the cash but bear none of the responsibility for what they have done.  Anyway, if you want to get mad, you can read that and how even Taylor Swift has had to fight the vultures of private equity.

There is the constrain refrain from the boss class in the US about “nobody wants to work anymore” that one can trace back over 100 years that is mostly a lament that people kind of expect to be able to live on their wages.

The irony in that is today it feels like nobody on Wall Street wants to run a business, they just want to get paid, either by demanding companies deliver all profits directly to them or through these private equity looting frenzies that destroy a company in the long term in order to get paid today.

We need more regulation in the market.  That’s it.  That’s the message.

RECENZE: Blue Lock – Zoufalý krok nebo revoluce na fotbalových trávnících?

Taky jste už unavení z toho, že téměř každá postava, která vznikne z per dnešních autorů, vždy oplývá nejméně jednou přepálenou superschopností, okolo které se následně točí celá premisa příběhu? Blue Lock přichází s určitou variantou, která by vás mohla zajímat. Má to ale jednu podmínku…

Musí vás zajímat fotbal. Blue Lock je totiž příběhem Yoichi Isagiho, fotbalového útočníka a snaživého týmového hráče. Jednoho dne je společně s dalšími 299 útočníky pozván na místo zvané Blue Lock. Zde si všechny chlapce vezme do parády podezřele energický Džinpači Ego. Ten se svým posluchačům představí jako fotbalový trenér a zasvětí je do jeho životního poslání.

Po roce 2018, kdy japonský národní tým nešťastně vypadl už v osmifinále, se tamní fotbalový svaz rozhodl rázně zakročit. Od té doby hledá Japonsko prvotřídního střelce, který zemi dovede k titulu. Takového střelce ale není tak lehké najít, což Džinpači dobře ví, proto se rozhodne takového fotbalistu vychovat. A přesně k tomu slouží „věznice“ Blue Lock. Cílem je vychovat perfektního egoistu, který pro vítezství udělá cokoliv. Dokáží se ale chlapci vzdát svým dosavadních úspěchů, vztahů a plánů, kvůli bláznivě působícímu trenérovi? Ten kdo tuhle hru vydrží až do konce, odejde jako nejlepší útočník na světě!

Všichni přítomní mladíci jsou rozděleni do 5 oddělení, které každé obsahuje 5 jednotlivých týmů a nějakou chvíli jim trvá, než pochopí systém, který zde funguje. Než se všichni zvládnou pořádně rozkoukat, začne první hra. Jedná se o první díl sbírky Blue Lock a tak lze knize odpustit, že právě ona první hra je jedinou akční scénou, kterou zde najdete. To nejdůležitější přichází hned po skončení této minihry, a tím je prozření hlavního hrdiny, kterému dojde co znamená ono číslo na jeho dresu a písmenu ve středu místnosti. A není to nic dobrého. Našemu hrdinovi nestojí v cestě jen množství nástrah uvnitř Blue Locku nebo 299 cílevědomých mladíků, ale také niterní souboj, který svádí již dlouhá léta. Dokáže se Yoichi prosadit a jít si za svým snem?

Blue Lock od vydavatelství Crew má na svědomí Munejuki Kaneširo. O velmi solidní art-style se postaral Júsuke Nomura. Příběh prvního dílu se rozprostírá na 212 stránkách s brožovanou vazbou a o český překlad se postarala zkušená Anna Křivánková. Mangu Blue Lock můžete aktuálně zakoupit s 10% slevou, a to přímo na stránkách Crew.cz.

Upřímně jsem nečekal, že se dokážu pro Blue Lock tak nadchnout a celý první díl jsem doslova proletěl během 4 hodin strávených ve vlaku. Kromě hlavního hrdiny mě zaujal i neortodoxní trenér Ego a už teď mi vrtá hlavou to, kam se jeho postava posune v druhém díle. 

Článek RECENZE: Blue Lock – Zoufalý krok nebo revoluce na fotbalových trávnících? se nejdříve objevil na GAME PRESS.

Ubisoft údajně ruší licence na The Crew 1 hráčům, kteří si hru zakoupili

Herní průmysl nám stále dává deprimující lekce o tom, jak vrtkavé může být digitální vlastnictví her – vše od DRM po rušení serverů a další věci neustále ohrožují vaše vlastnictví her, které jste si zakoupili za své těžce vydělané peníze. Nyní se zdá, že to potvrzuje další hra.

Ubisoft nedávno vypnul všechny servery hry The Crew z roku 2014, čímž se tato always-online hra stala fakticky nehratelnou. Ačkoli existovala určitá naděje, že díky komunitním patchům bude hra opět v nějakém rozsahu hratelná, Ubisoft tyto naděje zmařil tím, že hráčům, kteří si hru zakoupili, odebral licence, což znamená, že k ní již nemají vůbec žádný přístup.

Zpráva na stránce knihovny hry, kterou sdíleli uživatelé na Redditu, zní: „K této hře již nemáte přístup. Proč se nepodíváte do obchodu a nepokračujete ve svých dobrodružstvích?„.

Ubisoft se k tomu zatím oficiálně nevyjádřil, ale jak se dalo očekávat, komunita se proti tomu značně ohradila, což je pochopitelné. Když si koupíte hru za své peníze, očekáváte, že ji budete vlastnit navždy, i když byly servery zrušeny. Zrušením licencí Ubisoft v podstatě vytvořil precedens, že nákupy jsou dočasné, což se pravděpodobně nebude nikomu líbit.

Článek Ubisoft údajně ruší licence na The Crew 1 hráčům, kteří si hru zakoupili se nejdříve objevil na GAME PRESS.

The Crew has started disappearing from game libraries after its closure last month

The Crew, Ubisoft's 2014 racing game, closed its doors on March 31st. After that date, launching the game took you to a splash screen and then presented an error message when trying to advance, because the servers are no longer offline.

Ubisoft have now taken the extra step of revoking The Crew licenses from purchasers and removing it from their library.

Read more

This strategic space sim is a free Steam game, but not for long

This strategic space sim is a free Steam game, but not for long

From Starfield to No Man’s Sky and beyond, if you’re in the mood for an interstellar adventure, there’s no shortage of ways to do so. But while the grandiose machinations of Elite Dangerous and Star Citizen can be bold, the best space games are often those smaller-scale strategy games and roguelikes such as FTL and the upcoming Breachway. If that sounds up your alley, then Space Crew might be just what you’re after - we labeled it a “compact, confident, bite-sized roguelite” in our review, and now it’s yours as a free Steam game if you’re quick.

MORE FROM PCGAMESN: Space Crew review, The best space games on PC, The best strategy games on PC
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