Blogs
on April 21, 2026
February is kind of the post-holiday aftershock. A ton of great games are all scheduled to hit gamers where it hurts this month, and I honestly do not have much time to play them. I'll probably be playing Soul Calibur V throughout February, with a little Saints Row: The Third sprinkled in. As for new games though, I'll have one last chance to try out the PS Vita at a launch event later this month, and I'll decide then if it's something I'm willing to part with $250 for. Uncharted: Golden Abyss is looking pretty damn sexy tho
I don't think there was ever any hesitancy, but there was a realization that this is freaking terrifying. Because it's not just important to us, right? Being in the COD family it really means a lot, but dude I remember skipping school for this game. So it's one of those things that it means a whole lot to be playing that game and it means a whole lot be able to bring that to the fans and trying to figure out 'what's the most important thing to me as a gamer,' and 'what's going to resonate with the community,' because there's actually a really healthy community out there. Like 20,000 people still playing on Steam pretty regularly. It's crazy, but dude they love it. If you haven't played some of their mod severs they're friendly, it's fun to play, but they're really really engaged. The Steam forums will let you know that. It is a daunting task and it has been. I would probably say regularly it was like 'okay is going to make a fan pissed off?' I think we got out in front of that really early with that 'don't f*ck with the gameplay,' as our number one tenet, and that coincides with Raven's mantra of gameplay first. So our entire team already had that mentality of we're not going to mess with what the designers say is important. We were pushing for you keep the timing the same, you keep the feel, you keep the spacial design/the level design cannot not change, but we can add personality and we can add character to it.
Voting started on December 24th, and ended on January 21st. Each voter was asked to give ten preferences in order, with the first Fps Game Tips scoring four points, second and third scoring three, ranks from four to six scoring two points, and the rest only one. Two honorable mentions were also allowed, but scored no points.
As an open world game, some issues were expected but many players agreed that these were unacceptable. Plus, they were following on from other Unity controversies including its lack of playable female characters, a decreased framerate on consoles, and Ubisoft's decision to include microtransacti
Ever been matched for a game that you felt was unwinnable? Those that solo queue feel it worse than others, but when teams face an MRR disparity of 300-500 SR points, it can be frustrating to think you were matched to take the fall. A lot of fans' complaints allude to many levels of 'unfairness' including larger 'grouped' groups playing smaller or ungrouped teams, or that a good matchmaking system should feel like a win rate of 50%. Scott Mercer, principal designer of Overwatch tried to explain how the matchmaking algorithms work , while remaining committed to make the experience better. The situation often arises when it would take more than the ideal amount of time to make a fair match, or when players are playing in off-peak hours and there is simply not the right competitors online. This results mostly from the smaller pools of available players at either the extreme bottom or top of the ranks. The 'Stay As A Team' option has definitely helped immensely, but all players can agree the game is much more fun when you feel like you have a fighting cha
Unfortunately, players would have a hard time getting into that multiplayer, as The Master Chief Collection 's matchmaking has been notoriously terrible. Players were unable to get into matches – sometimes having to wait for hours – and although a patch was released following the game's release, it took more than a dozen patches to solve the problem once and for
But playing the game, and exploring its supernatural lands proved to be quite difficult for PS3 players. This was down to an issue in which the game's cache quickly fills up after just one hour of playtime. The longer someone plays Skyrim on PS3, the more that will fill up and the more the game will slow d
The biggest concern was probably the ADSing because you have a fair argument to say that the static image that you pop up is iconic. I think that there's something to be said about that. I think that what won out in the end was that the gameplay had not changed in any kind of significant way with any of the improvements and the new animations. So when we had done our user testing and play testing, and this is play testing across most of Activision so we had Treyarch, IW, Beenox, we had our whole crew. However many studious are in the business at this point. We had a lot of people in there and these are hardcore people. If it f*cking sucks they will tell you it sucks, and these are the people playing the game and giving us the feedback on it. Universally it was loved and appreciated so we knew after a couple play tests like that and run throughs we're not hearing the negativity that we feared, and it doesn't get more hardcore than hardcore COD makers. We're all playing this pretty regularly. So we felt really confident. That was one of those ones that we were a little worried about and given some of the social media stuff I'm not worried once they get it in their hands, I'm just hoping that they give it the chance that I think that it deserves. I think that they'll be happy with the results.
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