Following the release of Rockstar Games’ seminal Grand Theft Auto 3 in 2001, GTA clones of all kinds flooded the market, each one angling to capitalize on the sandbox game’s popularity. That era of gaming lasted well into the 2010s, giving birth to Mafia, The Getaway, and Saints Row. Even brand licenses imitated GTA’s winning formula—Scarface, The Godfather, and The Sopranos received video game adaptations in 2006 to varying degrees of success.
With 2005’s Mercenaries: Playground of Destruction, developer Pandemic Studios delivered a GTA clone that bucked the common trend, sidestepping crime-ridden urban environments to instead use a politically unstable Korea as its setting. The end result offered a revolutionary experience whose main rival made it to market in the 2008 sequel, World in Flames.
Rather than gangsters chasing the lap of luxury, Mercenaries starred guns-for-hire caught in the middle of political upheaval. As opposed to crime bosses and kingpins, characters in Mercenaries more often than not conferred with factions that represented the interests of entire countries. Critics and players considered the series a nice change of pace, nicely punctuated by Pandemic’s unapologetically over-the-top gameplay.
And though a third entry may have further expanded upon Pandemic’s militaristic answer to the open-world chaos of Grand Theft Auto, Mercenaries died with the unceremonious shuttering of the development studio. It was a death whose impact lingered as open-world games evolved beyond the parameters previously solidified by Rockstar and later adjusted by the likes of Pandemic Studios.
The Controversial History of MercenariesGVMERS2022-03-20 | Please consider supporting us on Patreon: patreon.com/GVMERS
Following the release of Rockstar Games’ seminal Grand Theft Auto 3 in 2001, GTA clones of all kinds flooded the market, each one angling to capitalize on the sandbox game’s popularity. That era of gaming lasted well into the 2010s, giving birth to Mafia, The Getaway, and Saints Row. Even brand licenses imitated GTA’s winning formula—Scarface, The Godfather, and The Sopranos received video game adaptations in 2006 to varying degrees of success.
With 2005’s Mercenaries: Playground of Destruction, developer Pandemic Studios delivered a GTA clone that bucked the common trend, sidestepping crime-ridden urban environments to instead use a politically unstable Korea as its setting. The end result offered a revolutionary experience whose main rival made it to market in the 2008 sequel, World in Flames.
Rather than gangsters chasing the lap of luxury, Mercenaries starred guns-for-hire caught in the middle of political upheaval. As opposed to crime bosses and kingpins, characters in Mercenaries more often than not conferred with factions that represented the interests of entire countries. Critics and players considered the series a nice change of pace, nicely punctuated by Pandemic’s unapologetically over-the-top gameplay.
And though a third entry may have further expanded upon Pandemic’s militaristic answer to the open-world chaos of Grand Theft Auto, Mercenaries died with the unceremonious shuttering of the development studio. It was a death whose impact lingered as open-world games evolved beyond the parameters previously solidified by Rockstar and later adjusted by the likes of Pandemic Studios.
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Regarded as the father of first-person shooters, id Software’s Doom had long set the standard for first-person action when the studio entered production on the franchise’s fourth numbered entry. Doom 3 hadn’t exactly hit the mark, though, a sentiment shared among critics and series faithful who begrudged the game for prioritizing its technical prowess at the expense of gameplay. Doom 4 ran the risk of falling into the same trap, its earliest version bearing more in common with Call of Duty than classic id-developed shooters.
Doom 4 1.0, as developers have called it, centralized a narrative with big ideas, ideas that replaced the usual Doom Slayer hero with an Average Joe surrounded by a cast of characters. A cinematic-level of spectacle rested at the heart of the would-be experience, all while a more plodding style of gameplay drove the action. Instead of the brand’s genre-defining, fast-paced combat, Doom 4 1.0 implemented cover-based mechanics and drown-out final kills that robbed the shooter of its trademark momentum.
After closely examining the work-in-progress, leadership at id Software shelved 1.0 and organized talks to reevaluate Doom’s fundamentals. A pair of reboots and the realization that id functioned best as a one-game studio emerged from various meetings with developers and parent company ZeniMax Media. The development house lost quite a bit of veteran talent during this season of change as well, though new blood would come in to help shake things up considerably.
Ultimately, this trying time in company history begat what became Doom 2016, the reboot that repositioned the father of first-person shooters as the key to rejuvenating a genre that many would say had grown stale in its absence.
Wolfenstein 3D, Duke Nukem 3D, Quake. These seminal games rest at the forefront of the first-person shooter genre. All were instrumental to the genre’s birth and subsequent growth in one way or another. Although, there does exist one title of consequence that too often goes without mention—Epic’s Unreal.
In recent years, Unreal has exclusively been associated with the game engine of the same name. As such, its roots are either forgotten or wholly unknown to younger generations of gamers. But long before Epic began showcasing demos of its graphics engines on console hardware, the studio’s original group of staffers dreamt of creating the premier PC gaming engine and FPS experience. The crew achieved this and more upon unleashing Unreal and the Unreal Engine in 1998.
Unreal began as a serviceable shooter powered by inventive technology, but held back by lackluster network offerings. A spinoff in the form of Unreal Tournament saw the series blossom into a tour de force competitive shooter, whose DNA remains scattered across modernity’s popular multiplayer adventures. And yet there were instances where it appeared Epic had lost track of Unreal’s roots, as the series lapsed into a ghost of its former self that followed the herd instead of leading as destined.
Since debuting 2003, the Infinity Ward-created Call of Duty series has immersed players in dozens of military conflicts spread across historically accurate settings and futuristic time periods. 2007’s Call of Duty 4: Modern Warfare proved especially pivotal, steering the brand away from its preceding World War 2 engagements while also redefining first-person action and online multiplayer. By this point, publisher Activision had already begun exploring spinoffs, inviting different development studios to experiment with the formula for new audiences. Several of these ancillary ventures never saw the light of day. In fact, the series has played host to more than a handful of side projects that rarely lasted beyond the conceptual phase.
Such offshoots ranged from proposed sequels for existing entries to fresh ideas that would’ve taken Call of Duty to uncharted territory. One shelved endeavor even envisioned the property as a real-time card game. But for a variety of reasons, Activision halted this particular product’s forward momentum, along with that of nearly one dozen other productions.
This is the history of canceled Call of Duty games.
PlayStation owners throughout the PS1 and PS2 eras had no shortage of arcade and simulation racers. From first-party offerings like Gran Turismo and Wipeout to third-party endeavors such as Formula 1, Ridge Racer, and Burnout, PlayStation players regularly enjoyed their fill of high-octane action. One development house—Evolution Studios—made a name for itself by producing sim racers for the Sony-owned hardware. Evolution’s World Rally Championship, or WRC, franchise received five PS2 entries, dragging fans into off-road excursions with impressive physics and audio designed to reflect the exhilaration of the life-threatening car sport.
Evolution pumped the brakes when transitioning to PS3 development, foregoing its simulation roots in favor of the arcade-driven MotorStorm. Often likened to the carnage of Burnout, MotorStorm set a new bar for off-roading by throwing away the rulebook that many racing games had long followed. The pursuit of these ends resulted in a racer that pit vehicles of disparate types against each other, with dirt bikes fighting for control of the road versus big rigs. Evolution made sure every vehicle controlled differently and every lap around a track offered new challenges, a feat it accomplished across multiple games.
But not unlike WRC before it, MotorStorm drifted to the background when a new generation of hardware skidded onto the scene. Instead of bringing the popular PS3 series to PS4, the developers hedged their bets on Driveclub, the immersive racer where teaming up with others took precedence. Driveclub’s unfortunate failure marked Evolution’s last turn at the wheel and spelled doom for the future of the beloved MotorStorm IP.
Blizzard Entertainment made a name for itself by taking big swings, developing video games whose day one offerings paled in comparison to what the experiences evolved into five to 10 years down the road. World of Warcraft set a particularly high bar, so much so that the studio spent years and an untold number of resources attempting to replicate such success on multiple occasions. One such World of Warcraft-like adventure, codenamed Project Titan, remained in production for seven years before company leads finally pulled the plug. A small crew within Blizzard wouldn’t let their extensive time and effort be for naught, however. From the remnants of the class-based FPS MMO arose Overwatch, another new IP that ultimately left an indelible mark on multiplayer gaming.
Launched to much anticipation in May 2016, the original Overwatch took the world by storm. Its rollout as a premium title surprised even the most insightful of analysts, but Blizzard’s aggressive approach with in-game purchases quickly cleared up any confusion. To the dismay of fans, divisive monetization practices marked only the start of Overwatch’s various controversies.
The forced free-to-play update that rendered Overwatch unplayable to make room for Overwatch 2 tipped the scales, and many would argue things progressively went down hill. Blizzard’s sudden cancelation of a promised PvE campaign mode, alongside disappointing Battle Passes and the esports league’s questionable outlook, poisoned the well for those who wanted better for the sequel. If and when the future will start looking brighter seems wishful thinking for a contingent of the community, especially since other Blizzard games demonstrate the studio’s habit of vacillating between the high and low ends of quality content releases.
The popularity of multiplayer experiences such as Overwatch and Fortnite awoke in the gaming industry a sudden interest in live-service endeavors capable of generating recurring revenue streams. Even publishers and developers that seldom dabbled in online titles wanted a share of the spoils. However, as with several other trends in the multibillion-dollar business, pursuing these ends often proves a gamble—this ZeniMax Media and its subsidiaries learned the hard way upon releasing Redfall.
Developed by Arkane’s Austin, Texas branch, the team behind Dishonored and Prey, Redfall promised an open-world, co-op adventure with “capitalistic vampires” as the antagonists. The game tasked players with beating back the supernatural threat by using specialized weapons, stakes, and abilities. But at launch, greedy bloodsuckers hardly seemed the primary cause for concern. Day-one adopters on PC and Xbox consoles found the experience beset by copious technical errors affecting performance, enemy AI, texture pop-ins, character animations, and multiplayer connectivity. Worst still, while it could host up to four players, the cooperative shooter lacked matchmaking functionality. The storied Arkane Austin lost years of established goodwill in a matter of days, and Redfall’s player-base rapidly dwindled alongside it.
Fans and non-fans of the Dishonored creator wasted no time blaming Redfall’s failures on the fact that an outfit best known for story-centric immersive sims had tried its hand at conquering unfamiliar territory. Meanwhile, executives at parent company Xbox Game Studios stood before the slings and arrows, ready to accept the lion’s share of fault for the disappointing launch. The truth is—nothing is ever as simple as it seems when it comes to game development.
Sandwiched between the 1998 and 2002 releases of Metal Gear Solid and Splinter Cell, respectively, was the oft-forgotten Syphon Filter that hit the original PlayStation in 1999. Each title contributed building blocks to the stealth-action genre. Metal Gear Solid with its innovative storytelling and mechanics set a perfect cadence. Splinter Cell’s masterful use of shadows and immersive gameplay laid new ground. Syphon Filter left its own mark on so-called sneak 'em ups, leaning heavily towards the genre’s action-oriented qualities while tackling then-contemporary subjects such as bioweapons and shadowy terrorist cells.
Many remember the PlayStation franchise’s first three entries as bonafide classics, yet the fourth release—The Omega Strain—ventured too far from its roots. Dismal reviews and a subpar commercial showing for The Omega Strain brought Syphon Filter’s momentum to a sudden stop. Not even the acclaimed PSP installments could restore the series' former glory.
The property, consequently, lay dormant for nearly 15 years before a ray of hope shined on future prospects for protagonist Gabe Logan and The Agency under which he conducted covert operations. That hope manifested via Days Gone, an open-world zombie game that deftly tied the former’s outbreak to the programmable virus that PlayStation players tried repressing in years past.
A questionably-managed day one release and reportedly missed sales targets shifted Days Gone to the sidelines, once more calling Syphon Filter’s future into question. Given that key creative forces have since departed developer Bend Studio, it would appear Syphon Filter’s long-standing status as little more than a PlayStation classic won’t be remedied anytime soon.
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After breaking ground with first-person shooters like Descent and redefining video game destruction with Red Faction, developer Volition, Inc. dipped its toes in a then-up-and-coming genre, the open-world adventure. Saints Row, formerly codenamed Bling Bling, served as the studio’s entry into the space, whose foundations were settled years prior by Rockstar Games’s Grand Theft Auto 3. Upon release, then, Saints Row quickly drew comparisons to the popular PlayStation 2 title; however, the so-called GTA clone introduced a few tricks not seen in other open-world games of the day. A slew of character creation options along with impressive physics significantly mixed up the gameplay possibilities, providing Saints Row a wholly unique identity.
Acclaimed sequels Saints Row 2, Saints Row the Third, and Saints Row IV further separated Volition’s “gang simulator” from the pack, with each new instalment leaning deeper into the franchise’s wackier elements. And as the accolades mounted, so, too, did the commercial success, resulting in Saints Row becoming one of publisher THQ’s most profitable properties. But not even the cash made off the backs of the Third Street Saints could keep the financially troubled THQ afloat.
The publisher’s bankruptcy in 2012 hardly impacted the series, though. Under the ownership of new parent company Deep Silver—and later Embracer Group—Volition produced three additional Saints Row experiences, including a 2022 reboot that never gained favour from hardcore fans. To some, the “GTA copycat” that eventually reinvented the genre suddenly lost its lustre, and for that, the brand suffered mightily. Within a year of the reboot’s debut, Volition closed up shop, leaving the future of the Saints in a state of uncertainty.
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Star Wars video games date back several decades, its first interactive adventure hitting arcades in 1983. Dozens of other experiences followed in subsequent years, with the space-faring IP delving into the FPS genre for the first time in 1995’s Dark Forces. Titles of this nature more or less fulfilled the fantasy of adventuring through George Lucas’s spectacular universe; however, one group of developers in the early 2000s made building the “ultimate Star Wars fan’s dream” their mission statement. The mission itself revolved around the production of Star Wars: Battlefront, a single-player and multiplayer hybrid where players could join the factions, pilot the vehicles, and battle across the stunning locales that had long impacted popular culture.
The first Battlefront developed by Pandemic Studios enjoyed great success, so, too, did its sequel. But the unfortunately cancelled Battlefront 3 from Free Radical Design put the PC and console experiences on hold for the better part of a decade, until Battlefield developer DICE revitalized the brand in 2015. For many Battlefront faithful, the revival didn’t exactly uphold the legacy established by its forefathers.
DICE and publisher Electronic Arts tried changing minds upon deploying a follow-up. However, a divisive narrative campaign and an industry-shaking controversy lost DICE’s second Star Wars outing a lot of favor. What these shortcomings entail for Battlefront’s future presently remains to be seen but it’s obvious that EA and Company missed the mark by a wide margin.
This is the rise and fall of Star Wars: Battlefront.
0:00 Intro 2:32 Sponsorship 4:03 Star Wars Battlefront 12:42 Star Wars Battlefront 2 22:07 Star Wars Battlefront 3 34:22 Star Wars Battlefront (2015) 41:44 Star Wars Battlefront 2 (2017) 50:37 Project Viking & Outro 53:17 Credits
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What began as a quirky role-playing game created in part by one of the industry’s most notable auteurs would go on to count among Xbox’s most important properties. Fable from Lionhead Studios always boasted a certain charm that meshed well with its fascinating characters and awe-inspiring fantastical world. The 2008 sequel Fable 2 arguably represented the series at its best, considering it took home a BAFTA and a slew of well-deserved Game of the Year awards. This momentum wouldn’t culminate in similar praise for Fable 3; yet no one could have anticipated the third number title marking the end of Fable as fans had known it for the better part of a decade.
A cutesy beat ‘em up in Fable Heroes and Fable: The Journey’s magic-fueled Kinect adventure trailed far from the franchise’s established status quo. But free-to-play game Fable Legends truly subverted expectations, wearing the guise of a big-budget console and PC experience while missing the mark on what made the mainline installments so appealing. In other words, players craved a proper Fable 4, and the team at Lionhead desperately wanted to deliver as much. In fact, studio leads pitched one such project right before Legends started occupying center stage.
The proposal didn’t receive so much as a passing interest at Microsoft, its gaming vertical preferring to stick the award-winning single-player studio on a multiplayer-only title just as the Games as a Service craze got underway. This decision begat a host of issues, all of which contributed to Fable Legends’s unceremonious cancellation and the untimely closure of the UK development house co-founded by game design luminary Peter Molyneux.
Intro 0:00 Lionhead 03:57 Fable 4 & Project Opal 08:16 Fable Legends 11:33 The Age of Heroes 15:05 Legends Never Die 18:31
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Initially conceived during a period of great competition in the first-person shooter space, Red Faction had its work cut out for it long before entering the spotlight. Developer Volition Inc. harbored dreams that ventured far beyond simply adding another Quake-like shooter to the pile, though. Advanced destructible environments and intense vehicular combat were positioned as the differentiating factors between Red Faction and nearly everything else available for PC and console. And despite launching in 2001 to tepid reception, the Volition-developed FPS title set quite the precedent.
Commercially, Red Faction secured its place as publisher THQ’s top-selling franchise until another Volition property, Saints Row, stole the crown. Such success begat a few sequels, spinoffs, and even a TV movie. Improved technology along with the open-world structure of Red Faction: Guerrilla introduced a new level of destruction and reinvigorated excitement for the brand. But victories of this caliber were squandered two years later when a shocking case of regression engendered a return to linearity in Armageddon that few wanted.
All in all, Red Faction sits atop a lengthy list of PS2-era franchises that never found their footing. It didn’t help that Volition’s parent company long struggled to keep itself afloat amid financial woes and industry changes, ultimately culminating in bankruptcy. Still, the road that led to Red Faction fading into obscurity may not be as straightforward as it once seemed.
This is the Rise and Fall of Red Faction.
0:00 Intro 2:30 Sponsorship 3:55 Red Faction 16:00 Red Faction 2 25:29 Red Faction B.E.A.S.T. 26:02 Red Faction Guerilla 33:47 Red Faction Armageddon 39:11 Outro
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Even when stacked against the large and looming shadow of Activision’s Call of Duty, Electronic Arts and developer DICE always positioned Battlefield as the cream of the crop for first-person military shooters. Few would disagree the franchise’s penchant for hosting massive battles and dropping players into hectic vehicle-involved encounters set a precedent hardly rivaled. However, Battlefield 5 tested such thinking, launching in November 2018 to reviews that labeled it messy, unpolished, and technically unsound. The World War 2-set experience found better footing years later, but by that time, series faithful had cast their gaze toward the next major outing—Battlefield 2042.
To a degree, the futuristic Battlefield aimed to abandon and magnify the brand’s core tenets, parting ways with the usual Class system in favor of introducing Specialists. Mainstay features such as the scoreboard also took a back seat at launch in late 2021. DICE further eschewed tradition by not developing a single-player campaign to focus its efforts on building a live service. Unfortunately, 2042 arrived in a disastrous state, plagued with issues that would result in its categorization as the worst launch in brand history.
But after eating crow for months on end, Battlefield 2042’s developers eventually managed to improved upon the base game. Some wondered whether such change came too late, given that amid all the turbulence, EA shared its intention of overhauling the property with new leadership at the helm. The maligned 2021 entry could, thus, mark the end of an era.
This is the tragedy of Battlefield 2042.
Intro 0:00 Sponsorship 2:10 The Tragedy of Battlefield 2042 3:41
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Halo 5: Guardians proved divisive amongst longtime fans who were disappointed that series protagonist Master Chief didn’t serve as the sole playable hero. Out of the backlash came a lesson for developer 343 Industries, resulting in the team establishing a new pillar for the brand going forward, which centered on paying homage to the Halo that Xbox gamers fell in love with years prior. Thus, the shooter that later bore the name Infinite returned Chief to the forefront.
The studio acted upon a few other ambitions as well, chiefly exploring a more open-ended gameplay structure and free-to-play multiplayer. It all manifested courtesy of engineers dedicating a good chunk of development to building a new set of proprietary tools, the SlipSpace Engine. However, admittedly insufficient management and a rash of technical shortcomings nearly prevented Halo Infinite from reaching its true potential, evidenced by the ill-fated Ascension demo that debuted during Xbox’s 2020 Games Showcase. As opposed to the fast-paced gameplay 343 Industries focused on showing off, poor visuals received the brunt of public attention, giving rise to internet memes and the game’s one-year-long delay out of the Xbox Series X|S launch window.
But even that delay and its subsequent improvements couldn’t ensure Halo Infinite left a positive and lasting impression on series die hards. Several post-launch woes plagued the experience, particularly on the multiplayer front, yet again inciting discussions about whether or not Halo was in good hands.
This is the Tragedy of Halo Infinite.
Chapters 0:00 Intro 2:06 Sponsorship 3:29 The Tragedy of Halo Infinite 26:14 Credits
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The release of Borderlands in 2009 marked the first step towards Gearbox Software cementing itself as a master of developing hybrid experiences, games capable of artfully blending together otherwise disparate genres. For the cel-shaded, vault-hunting romp, such a blend consisted primarily of first-person shooter mechanics and elements consistent with role-playing games. Borderlands went on to enjoy success beyond Gearbox and its publishing partner’s wildest imaginations. It made sense, then, that the studio similarly combined genres when trying to break ground in the hero shooter space with a brand-new IP, Battleborn.
A fast-paced shooter comprised of a story campaign and competitive multiplayer modes, Battleborn checked several boxes to become equal parts MOBA, first-person shooter, and action-RPG. But in striving to cover a wide gamut of experiences in one, the hero-based FPS title lacked focus. Its immediate competition, Blizzard Entertainment’s Overwatch, suffered from no such lack of discipline, an argument Gearbox President Randy Pitchford readily acknowledged when dissecting why Blizzard’s endeavor overshadowed that of his team.
Pitchford would argue that Battleborn earned the label of failure only because of misguided Overwatch comparisons. To the studio executive, Gearbox’s ambitious new property could have held its own just fine, yet unfavorable circumstances—namely its launch three weeks before Overwatch—robbed it of any real chance of doing as much. Regardless, steep discounts, a dismal player retention rate, and reports of a last-ditch effort to explore free-to-play options followed Battleborn like a plague within months of its debut. Any attempts at driving engagement were met with disinterest, resulting in an unfortunate but predictably quick demise.
This is the tragedy of Battleborn.
Chapters 0:00 Intro 2:15 Sponsorship 3:36 Battleborn's Origins 7:27 Battleborn's Development 11:40 What Went Wrong? 16:39 Battleborn's Downfall 21:20 Credits
Not too dissimilar from a B-tier action movie franchise, Avalanche Studios’ Just Cause series never rose far above its station. It earned varying degrees of success across four entries, thereby enjoying a comfortable status quo that many of its Double-A counterparts would aspire to. However, such comforts came and went liberally, especially with the launch of a fourth installment in December 2018.
The first Just Cause made an attempt at raising the stakes for the open-world genre popularized by Grand Theft Auto III. Gorgeous vistas and a ‘go anywhere and do anything’ mantra meshed perfectly with Avalanche’s goal of providing players with tools to instigate chaos as they saw fit. But Just Cause's stunning environments and freeform gameplay could only pull so much weight in a digital world that felt as unpolished as it played. Great strides were taken to improve upon the core mechanics in subsequent outings, which Avalanche realized rested squarely on the back of the havoc players could unleash with explosions, vehicles, high-powered weapons, and the constantly evolving grappling hook. Some would argue it was never enough.
Avalanche’s debut title failed to move the needle commercially, yet Just Cause 2 swung onto store shelves and sold like hotcakes in 2010. Unfortunately, sales tapered off from that point forward. Nonetheless, the development crew never wavered, pushing the envelope in terms of its technical prowess at every turn. But with Just Cause 4 performing below expectations, franchise faithful were left to ponder whether protagonist Rico Rodriguez had many more adventures ahead of him.
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Few companies have revolutionized video games in more ways than Nintendo. The practice of literally stamping cartridges with the Nintendo Seal of Quality, introduced to circumvent Atari’s failures at quality control, marked the first step towards hardware makers profiting from software developed by third-party studios. And it need not be stated how effectively the Wii appealed to multiple generations, from children enjoying their first video game to nursing home residents in need of a convenient and fun tool for bolstering their motor skills. For decades, Nintendo constituted the entry point for many a gamer and easily vacillated between catering to casual and hardcore audiences. But after the Wii prioritized the casual with motion controls, which came at the cost of third-party support, Nintendo used its successor—the Wii U—to regain a foothold in the market dominated by PlayStation and Xbox.
The Wii U should’ve proven yet another sticking point for the manufacturer, given the inventive second screen application, interoperability between it and the 3DS, and backwards compatibility with the Wii. Unlike previous Nintendo devices, the Wii successor even supported HD graphics. A wide range of factors converged to prevent the home console from gaining much traction, however, chief among them being the sheer confusion that pervaded pre-launch marketing campaigns. Misguided by unclear messaging, trusted media sources most notably wrote previews describing the Wii U as a peripheral for the Wii; the product’s bizarre naming convention only exacerbated this particular issue.
Not even the acclaimed Mario Kart 8 could boost the system’s poor sales. As such, Wii U sold a dismal 13.5 million units in its lifetime, failure Nintendo hadn’t faced since the GameCube era. And it left many wondering if the House of Mario would ever fully recover.
This is the tragedy of Wii U.
0:00 Intro 2:17 Sponsorship 4:04 The Tragedy of Wii U
Akin to the great musical artists and films of our time, certain video game releases have instituted a culture shift, establishing a clear demarcation line dividing the art created before its existence and after. Wolfenstein 3D earned its place among such a prestigious list, having fathered the modern first-person shooter in 1992. The 2001 launch of Grand Theft Auto 3 similarly shifted popular culture, birthing the open-world genre whose potential knows no limits. BioShock from Boston-based developer Irrational Games drew yet another indelible line in August 2007, its immersive gameplay, gripping atmosphere, and pioneering use of inventive storytelling devices elevating first-person shooters on countless fronts.
The original BioShock constituted Irrational’s attempt at bringing the hallmarks of the critically acclaimed yet commercially unimpressive System Shock to mainstream audiences. It accomplished as much by coloring outside the lines of market expectations. Over the course of the series, however, adapting to said expectations deeply affected the core of the brand.
Development woes affected all three entries as well, often driving a wedge between members of the creative team. That series creator Ken Levine was supposedly difficult to work with only exacerbated the tension. Internal and public-facing issues aside, many would argue BioShock never shied away from challenging the status quo, all while raising the bar. But for Irrational’s publisher, a contingent of fans, and even some developers, that bar could never quite reach high enough.
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After a long hiatus, which intersected with the canceled Patriots game, Tom Clancy’s Rainbow Six returned to market with Rainbow Six: Siege in 2015. The online tactical shooter launched to positive critical reception but little fanfare, its early days beset by game-breaking bugs and frustrating server errors. Ubisoft Montréal navigated the maelstrom of issues over time, elevating the title to a standard of quality where it could competently dominate in the oversaturated games-as-a-service space. With Siege’s PvP multiplayer on lock, Ubisoft tried its hand at PvE by building upon the alien-infested Outbreak mode that debuted in Siege. The publisher originally subtitled the endeavor Quarantine, then rebranded as Extraction because of the coronavirus pandemic. Regardless of its naming conventions, many would argue the PvE experience hardly stood a chance.
Not unlike its predecessor, Extraction hit retailers and digital storefronts with little in the way of anticipation. Ubisoft Montréal’s newest Rainbow Six entry missed the mark critically, however, its at-best average review scores painting the picture of a spinoff that couldn’t live up to that which came before. It was a technically sound shooter, sure, but very little of what made Siege successful reflected in Extraction.
Worse still, Extraction arrived amid a crisis of identity for Tom Clancy’s gaming franchises. Longtime players were begging for back-to-basics tactical shooters and stealth games, while the French publisher supplied bombastic, over-the-top experiences that ignored the grounded qualities so beloved in the likes of Rainbow Six, Ghost Recon, and Splinter Cell. In terms of optics, then, an alien invasion-centric co-op shooter couldn’t have launched at a worst time for Ubisoft’s Tom Clancy IP.
This is the tragedy of Rainbow Six: Extraction.
Intro 0:00 Sponsorship 2:41 The Tragedy of Rainbow Six Extraction 3:57
The trailblazing Left 4 Dead and its 2009 sequel redefined cooperative shooters, carving out a new path in the genre that later paved the way for countless co-op-centric experiences. Despite their best efforts, though, no development team could recapture the unique thrill of zombie killing in the Valve-owned franchise; as such, the company’s decision to cease regular support on Left 4 Dead 2 marked the end of an era. A much-coveted Left 4 Dead 3 wouldn’t reinvigorate things either, leaving other studios with the task of carrying the torch. But the likes of Killing Floor 2 and World War Z, while admirable in their own right, arguably paled in comparison to that which came before. With the industry still itching for a comparable zombie experience, Left 4 Dead’s original creators took it upon themselves to revisit the genre through the lens of a new IP—Back 4 Blood.
Billed as Left 4 Dead’s spiritual successor, Back 4 Blood followed the same basic structure—pitting up to four playable heroes against zombie hordes in campaign and competitive modes. However, developer Turtle Rock Studios switched gears in some respects, crafting more capable protagonists, introducing card-based progression, and updating the classic L4D formula with modern systems.
The anticipation ahead of Back 4 Blood’s debut suggested the beloved zombie series had truly returned via another name, yet the former’s October 2021 release left much to be desired. Content-related shortcomings and a handful of technical woes plagued Turtle Rock’s new property during its first few months on the market, resulting in a rapidly declining user base that never returned to full strength.
This is the tragedy of Back 4 Blood.
Intro 0:00 Sponsorship 2:10 The Tragedy of Back 4 Blood 3:42
The summer of 2003 abounded with talk of Ford’s supposed “Ferrari Killer,” the 2004 GT40. A faster, quicker-to-brake counterpart to the Ferrari 360 Modena, the Ford’s high-performance race car certainly dressed to impress. But a Ford was still a Ford matched against Ferrari. At the same time, another killer of a premiere brand lurked in the shadows, awaiting its chance to pounce on the competition. Sony’s Killzone played terminator in this scenario, its prey the game-changing Halo: Combat Evolved from Bungie and Microsoft.
Months of rumors about the so-called Halo killer generated enough hype to reach a fever pitch before Sony even formally unveiled its new first-person shooter. Premature reports described the game as the perfect cross between Halo and SOCOM; claims of advanced technology, spectacular graphics, and destructible environments heightened the anticipation tenfold. More importantly, PlayStation faithful were thrilled with the prospect of its purported online multiplayer capabilities.
Killzone’s official announcement amplified the anticipation, yet its eventual deployment fell short of the unrealistic expectations. This would ostensibly become the status quo for Killzone going forward—marketing cycles that promised generation-defining experiences but arguably amounted to shooters of the slightly above average variety. In this way, Sony’s flagship FPS series never competed with that of Microsoft’s in a traditional sense. It carved out its own niche, with six adventures launching across a nine-year period. But in the end, Killzone was still Killzone matched against Halo. And it hardly helped that the former battled false advertising claims on more than one occasion.
Triple-A game publishers have always chased the success of the industry’s latest trends, a phenomenon that inspired the creation of an exorbitant number of Grand Theft Auto clones throughout the sixth and seventh console generations. On occasion, such thinking has born good fruit, evidenced in PUBG’s quick claim to fame influencing everything from Fortnite Battle Royale to Call of Duty: Warzone. But on the flip side, pursuing popular trends runs the risk of stifling creativity and alienating players, a recipe for disaster that has taken many once-ambitious endeavors to an early grave. This Square Enix learned the hard way upon publishing Babylon’s Fall.
The online-only adventure from Bayonetta creator PlatinumGames marked one of Square Enix’s many attempts to broaden its reach in the live-service space, whose persistent revenue streams has significantly boosted many a company’s bottom line. While Babylon’s Fall seemed to feature the hallmarks of a quality service game with its proven development team and compelling gameplay mechanics, it launched with few redeeming qualities, resulting in catastrophic review scores and a rapidly dwindling player base.
Platinum maintained focus throughout the rough start, deploying and developing new content for what should’ve been a lengthy life cycle for Babylon’s Fall on PC and PlayStation. To cut its losses, Square Enix pulled the plug far earlier than anticipated, robbing developers of any chance to salvage the project. Thus, what began as Platinum bringing its signature style to the burgeoning games-as-a-service model concluded with what may go down as one of the studio’s least memorable outings.
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Tumultuous development cycles have long plagued video games from conception to release. In some cases, the turmoil stems from poor management. Funding-related issues stifle progress on several occasions, as well. And projects that hop from one studio to another in a precarious game of hot potato rarely arrive at the finish line in a respectable state. But what of the titles whose protracted development rested on the back of one vision, fueled by previously well-managed teams with funding from publishers boasting an excess of wealth? The critically panned Too Human from Legacy of Kain and Eternal Darkness creator Silicon Knights fit perfectly into this strange stew of circumstance.
What began in the 1990s as an ambitious, five-disc adventure for the original PlayStation morphed into a GameCube exclusive after the turn of the century. Leading production on two Nintendo exclusives kept Silicon Knights away from what co-founder and President Denis Dyack described as the studio’s dream project, which resurfaced in 2005 as an Xbox 360 game. Too Human’s creation, thus, spanned three different platforms across three console generations. Unsurprisingly, the Norse mythology-inspired product that Microsoft published in 2008 bore little in common with the Blade Runner-esque build that ran on PS1 during E3 1999.
The specifics about what went wrong remain shrouded in mystery. But reports concerning Silicon Knights’ management style post-Nintendo paint a pretty clear picture of the rocky road that may have paved the way for Too Human’s disastrous last stand.
This is the tragedy of Too Human.
Intro 0:00 Sponsorship 2:00 The Tragedy of Too Human 3:10
In four decades, gaming has evolved from a niche hobby to a multibillion dollar industry. Sony and Microsoft gained ground 20-plus years ago, cementing themselves as integral parts of the business. Recent years have seen other non-gaming enterprises enter the race, too, hoping to cut themselves a slice of the very lucrative pie. But unfamiliarity with game development’s myriad idiosyncrasies placed the likes of Amazon in a difficult position, thus resulting in canceled projects and layoffs.
When Google threw its hat into the ring with Stadia, the expectation was that the conglomerate had learned from its competitor’s mistakes. However, Google’s penchant for abandoning risky ventures left many to believe Stadia would constitute a yet another short-lived experiment. The company wasted no time proving the skeptics right.
Stadia launched as a cloud-based gaming solution designed to lower the barrier of entry to Triple-A experiences. On top of investing on a technological level, Google also positioned game creation at the forefront of its vision. Ambitions of producing multimillion-dollar IP informed its lofty goals, engendering the establishment of the Stadia Games and Entertainment division that oversaw first-party studios.
Unfortunately, pre- and post-launch missteps later revealed that Google put the cart before the horse, building advanced technology before partnering with developers who knew how best to leverage it. And when a team of industry veterans did finally come on board, senior leadership expected near-immediate results without the necessary resources in play. As a result, Stadia’s quick demise is far from the only victim of Google’s mismanagement.
This is the tragedy of Google Stadia.
0:00 Intro 2:00 Sponsorship 2:38 The Tragedy of Google Stadia
The representation of horror in gaming wore many faces by the advent of the seventh console generation. Developers equipped with a knack for guiding players through terror-laden adventures had covered everything from zombie narratives and psychological horror to tales of suspense and the supernatural. For its Xbox 360 launch title, Monolith Productions endeavored to explore interactive horror from a different angle, a more brutal, in-your-face point of view teeming with themes about violence and the nuances of human nature. It accomplished as much with 2005’s Condemned: Criminal Origins, then pushed the envelope further upon delivering Condemned 2: Bloodshot in 2008.
Condemned’s claustrophobic setting and discomforting atmosphere were complimented by then-unparalleled hand-to-hand combat mechanics. And the decision to centralize an FBI agent following the trail of a serial murderer turned what could’ve been a typical first-person experience into a memorable psychological thriller. Thus, the first Condemned has long enjoyed the status of a revolutionary cult classic, yet many would argue its sequel faded into obscurity not long after hitting the market.
Why the second outing failed to garner the adoration afforded to its predecessor has puzzled series faithful for years. But there were some aspects of Condemned 2 that didn’t exactly gel with the path that some assumed the franchise would take. The tone changed, the protagonist—Ethan Thomas—evolved to a polarizing extent, and the mystery that had engulfed the original reached an equally polarizing resolution. While hopes of its potential return linger, Condemned constitutes one horror classic that may not get the opportunity to claw its way through the genre’s latest renaissance.
This is the history of Condemned.
Intro 0:00 Sponsorship 2:04 The History of Condemned 2:43
Subscribe to the GVMERS subreddit: reddit.com/r/GVMERSThe History of Dragon Age | DocumentaryGVMERS2023-01-01 | Please consider supporting us on Patreon: patreon.com/GVMERS
NOTE: This is a compilation of our three-part video documentary series about Dragon Age: Origins, Dragon Age 2 and Dragon Age: Inquisition that aired in 2019.
When it comes to Western role-playing games, few video game developers are as renowned as Bioware. The Edmonton-based studio’s catalogue is as celebrated as it is influential, with almost all of its titles representing the peaks of their genres in the eras they debuted. Baldur’s Gate brought computer RPGs back in vogue with its sublime, high-fantasy gameplay. Neverwinter NightsKnights masterfully adapted its tenets into a multiplayer-centric experience. Star Wars: Knights of the Old Republic saw the former games’ narrative finesse melded with the adventurism of the galaxy far, far away. And Mass Effect made all of this Bioware’s own – while taking it to the next level.
But being this renowned comes with a high heavy price. Today, gamers are well aware of the struggles the studio dealt with recently during the development of games like Mass Effect: Andromeda and Anthem. Yet the reality is that struggles like these have persisted throughout its entire history, with nearly every major production that Bioware has successfully completed representing a triumph in the face of massive adversity.
Dragon Age, Bioware’s much-beloved high-fantasy series, is perhaps most emblematic of this. While each of its mainline entries were made under vastly different circumstances from one another, they all suffered in their own, unique ways. Its third one’s design failed to fully come together until late in its production, and needed to be made in an incredibly unruly engine. Its second one’s development period was one of the most cramped its staff had ever experienced. And its first operated without a consistent team or set of tools for an immensely long – so much so, that many wondered if it was ever going to come out at all.
The 2007 release of Call of Duty 4: Modern Warfare significantly altered the trajectory of the first-person shooter genre, revolutionizing multiplayer games by introducing now irrevocable standards such as perk and progression systems. In unleashing the groundbreaking experience, developer Infinity Ward turned Call of Duty into a household name, effectively setting the stage for its transition into one of entertainment’s most lucrative brands. But while publisher Activision’s golden goose reached for the stratosphere, a behind-the-scenes falling-out slowly begat a very public legal dispute. Infinity Ward’s ousted co-founders Jason West and Vince Zampella refused to sit idly by after their split from Activision, however, instead striking out on their own with dozens of Call of Duty veterans tagging along.
Respawn Entertainment came as the result of this exodus. And strategic deals with Electronic Arts and Microsoft allowed the studio of industry veterans to venture beyond their wheelhouse, specifically to a distant future ravaged by war, wars fought with wall-running pilots and battle tanks. Frenetic movement ruled the day in Titanfall, alongside the exoskeletons that players could summon mid-battle. Critics and players lauded the first game’s ingenious design, though its online-only accessibility left much to be desired for those who wanted more out of the futuristic world. A second entry righted the wrongs of its predecessor on multiple counts, yet an ill-timed launch window and issues with hackers stunted its potential.
The series more or less lives on in Respawn’s uber popular Apex Legends, but the battle royale lacks many of its forefather’s more enduring charms. Much to the chagrin of Titanfall faithful, any hope for the brand’s proper return never lingers for very long.
Capcom veterans Atsushi Inaba, Hideki Kamiya, and Shinji Mikami joined forces in 2007 to found PlatinumGames. The company developed an impressive stable of IP within a matter of years, operating out of Capcom’s backyard in Osaka, Japan, while producing critically acclaimed games such as Bayonetta and Vanquish for Sega. These titles and several others set a cadence for Platinum, mixing combo-based action with over-the-top visuals for incomparable interactive experiences. All the while, however, Hideki Kamiya had another idea brewing in the back of his mind, a concept that would finally give respect to the larger-than-life creatures he’d long adored.
Scalebound was to star a young man stranded in a fantastical world whose companion, the fire-breathing dragon named Thuban, constituted the last of its kind. Instead of an antagonistic or purely functional relationship, the two unlikely allies forged a bond that united them across storytelling and gameplay mechanics. Publisher Microsoft Studios fell head over heels for Platinum’s pitch, signing a deal that would make the sprawling adventure exclusive to Xbox One.
The public similarly grew attached to Scalebound, fawning over every screenshot and morsel of gameplay footage shown during its fleeting life cycle. But it never actually saw the light of day, not outside of well-crafted vertical slices and glowing press previews. Announced during the nadir of the Xbox One’s early days, Scalebound seemed a beacon of hope for the beleaguered console. Thus, all were surprised when Microsoft abruptly ceased development on the project, pulling the plug the year it was to hit store shelves. And the fact that Microsoft owns the intellectual property rights means the keys to Kamiya’s unique vision remain outside of PlatinumGames’ reach for an indeterminate length of time.
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The never-ending violence in video games discussion has revolved around a select few experiences. Mortal Kombat, Carmeggedon, and Grand Theft Auto count among the most infamous. So, too, does the murder-filled Rockstar Games staple, Manhunt.
Released in 2003 on the PlayStation 2, and then on PC and Xbox in 2004, the first Manhunt captivated players with its premise of a former death row inmate who’s coerced into killing at the behest of a mystifying figure. Obscene violence steeped in dizzying levels of gore made for what some consider a murder simulator. Yet, others, especially in retrospect, perceive a semblance of depth that’s long gone unappreciated.
Everything that intrigued gamers and countless critics about it didn’t go over well in other circles, however. Controversy enveloped Manhunt soon after its arrival, manifested in the outcries of parent-led organizations, the violent video game-banning efforts of many politicians, and the discourse surrounding the psychological effects of such games.
Arguably, the contempt that plagued Manhunt harkened back to that which was leveled at horror films throughout the 1980s. It even became embroiled in rumors and conjecture regarding a murder investigation. Despite the tumultuous drama, which inevitably led to Manhunt being banned in a number of countries, Rockstar managed to secure approval for a sequel. Unsurprisingly, the mere announcement of Manhunt 2 spawned a fair helping of controversy. And, still, both adventures went on to become beloved cult classics.
The use of computer-run industrial control systems has grown exponentially over the last decade and change. Such infrastructures help cities and nations around the world manage power plants, surveillance, and countless other integral functions. But as sci-fi media has long predicted, interconnected supercomputers can facilitate just as many problems as they solve. In 2010, 100,000 Supervisory Control and Data Acquisition, or SCADA, networks were discovered to have been targeted with the sophisticated Stuxnet virus, a digital weapon allegedly co-engineered by U.S. and Israeli intelligence agencies to debilitate the Iranian nuclear program. Developer Ubisoft Montréal studied such headline news when formulating its cautionary tale about the horrors of an interconnected world in Watch Dogs.
Announced with an awe-inspiring trailer during E3 2012, Watch Dogs counted among first games shown for the eighth console generation. While its final form failed to fulfill the promise of the original teaser, many would argue the title’s gameplay mechanics still showcased the power of next-gen technology. These talking points undoubtedly boosted Watch Dogs’s sales numbers early on and helped it sustain long legs with over 10 million copies sold.
But this incredible momentum waxed and waned over the course of the series’s life cycle. Watch Dogs 2 released to better reception, though it came and went with little fanfare. And the third installment found itself beset by game-breaking performance issues at launch. Watch Dogs has, thus far, managed to claw its way back from multiple downturns, raising questions as to how Ubisoft will reinvent the hacking-focused series next.
Capcom published the Shinji Mikami and Tokuro Fujiwara-created Resident Evil for the original PlayStation in 1996, lighting the way for survival horror as a genre and reinvigorating interest in zombies across popular culture. Several sequels and spinoffs followed in the wake of its meteoric success, and though Mikami produced each one, his hands-on involvement in the franchise’s day-to-day development significantly reduced after the release of Resident Evil 2 in 1998. Such a pivot gave the visionary room to lead production on Dino Crisis, another tension-filled adventure that shook survival horror to its core.
Mikami set his sights on a sub level of the horror spectrum, however, conceptualizing the “panic horror” sub-genre to differentiate Resident Evil’s fear factor from that of Dino Crisis. Like its undead enemies, the zombie series induced terror slowly, evoking tension at a plodding pace which allowed players time to escape, hide, and gather their thoughts. Dino Crisis permitted no such reprieve, its prehistoric antagonists proving faster, stronger, and smarter than the average Resident Evil foe. This change in tempo, along with the introduction of a 3D engine, begat a winning recipe, one that turned Dino Crisis into Capcom’s next big franchise.
Naturally, sequels were pursued and developed. Many would contend Dino Crisis 2 stood head and shoulders above its predecessor. Others were unconvinced. Reverence for the Dino Crisis follow-up entries effectively stopped there, with most fans harboring no love for titles such as Dino Crisis 3. Worst still, the brand’s dormancy following the third mainline outing suggested Capcom struggled with how best to bring its digital dinosaurs back from extinction.
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Rockstar Games had only explored relatively rudimentary modes of multiplayer in its games before the advent of Red Dead Redemption in 2010. The American West-set adventure, with its cooperative and competitive offerings, engendered the development studio’s first step into the wild west of expansive online gameplay. It made sense, then, that Grand Theft Auto 5’s multiplayer suite, GTA Online, allowed the team to unfurl its wings and do so in a way that generated multimillion-dollar earnings via in-game purchasing. But GTA Online didn’t achieve incredible success overnight. Several years and various post-launch updates would land before the experience hit its stride with 2015’s Heists update. The hope was that Rockstar would afford Red Dead Redemption 2’s online component the same room to grow.
Red Dead Online entered beta weeks after the prequel’s story campaign arrived in stores. It almost instantly became mired in controversy, too, mostly because of balancing issues with the in-game economy. Rockstar addressed the community’s concerns with haste, leading many to believe the move marked the start of a cadence that would always see the developer quickly respond to player feedback. This rapport between the production team and its Red Dead Online user base lasted for only so long, however.
A frustrated community felt the need to beg for meaningful content updates within two years of the multiplayer mode’s release. And after about three years, pleas for Rockstar to “Save Red Dead Online” had turned into a trending hashtag that even caught the attention of executives at Red Dead publisher Take-Two Interactive. Unfortunately, these noble efforts proved for naught, since, once again, the future of the western-themed franchise found itself playing second fiddle to the creation of new Grand Theft Auto content.
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Approximately three years ahead of The Witcher 3: Wild Hunt’s May 2015 release, Polish game developer CD Projekt RED announced plans to develop a Triple-A project based on Mike Pondsmith’s Cyberpunk pen-and-paper RPG. Studio Co-Founder Marcin Iwiński promised the then-unnamed game would boast all the “hallmarks” of The Witcher series, its design molded with “mature and demanding players” in mind. The development team and Pondsmith expressed their confidence in the title’s ability to set a “new standard” for futuristic role-playing games, with “high production values” serving as the most significant goal. No one could have anticipated how short the resulting product would fall from expectations.
After a lengthy period of silence, the marketing blitz for Cyberpunk 2077 got off to an incredible start in June 2018, courtesy of an E3 presentation that would fuel years of hype and millions of pre-order purchases. Not even multiple delays and an eventually admitted lack of transparency could curtail interest, not when the neon-drenched streets of Night City and a Keanu Reeves-starring narrative seemed so enticing.
Upon launch, however, the glitz and glamor faded, obscured by missing textures, game-breaking performance issues, and a litany of other glitches that ruined the experience for players on consoles and high-end PCs. Those who spent eight years awaiting Cyberpunk 2077 were gifted a skeleton of CD Projekt RED’s vision, one so marred by mismanagement that the company’s hard-fought reputation seemingly plummeted overnight. Should the team find a way to right its myriad wrongs, many will still remember this once ambitious endeavor for having one of the most disastrous launches in video game history.
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The genre that encompasses games such as Dota and League of Legends sprouted from Defense of the Ancients, a fan-developed mod designed within the framework of Warcraft 3. It seemed fitting, then, that Warcraft creator Blizzard Entertainment would announce a multiplayer online battle arena, or MOBA, of its own during BlizzCon 2010.
A fully-fledged MOBA, the project bore many names and assumed multiple forms throughout its relatively brief lifecycle. It first appeared manifested as Blizzard DOTA, then adopted the title of Blizzard All-Stars due to a legal dispute, before the developer settled on Heroes of the Storm. But the name arguably mattered little overall, especially since players had made their preferences known by the time Blizzard tried cutting itself a piece of the battle arena pie.
A couple delays and a production overhaul meant Heroes of the Storm wouldn’t arrive until roughly five years after stealing the spotlight at BlizzCon in 2010. When its servers finally came online, Valve and Riot Games had cornered the market with Dota and League of Legends, respectively, leaving barely any room for another property to muscle its way inside. Still, Blizzard made an attempt, and succeeded to some degree.
Heroes of the Storm challenged the familiar design paradigms of battle arenas, which allowed the Warcraft studio to carve out a unique space. Professional and collegiate-level Esports leagues even spawned from the endeavor, yet Heroes never quite reached the heights of its competitors. As a result, the game’s few successes did nothing to stave off its early trip to the graveyard of discontinued online services.
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Hardware manufacturers typically position racing games as the premier showpiece of a new console’s graphical and performance capabilities. The original PlayStation had Ridge Racer; the first Xbox hit the scene several years later with Project Gotham Racing in tow. While Microsoft managed to ship Xbox One with a first-party racer—Forza Motorsport 5—the PlayStation 4 had to rely on third-party fare such as Need for Speed: Rivals. Notably, Driveclub from Evolution Studios initially constituted the must-have racing experience on PS4, but issues with the game's core conceit postponed it well beyond the console launch window.
Having long developed top-tier racing titles for PlayStation consoles, the team at Evolution dreamt of ushering the genre into a new era, wherein community-building and team-based racing occupied center stage. The studio arguably accomplished as much with Driveclub but not without more than a fair few growing pains. Throughout its stunted life cycle, the arcade racer accelerated from a disastrous launch to a redemption arc that hit its stride too late.
Many a PS4 owner still remembers the thrill of speeding through real-world-inspired locales, though, racing or tackling challenges to boost the dominance of their community-made club. Evolution’s injection of motorcycle races a year after launch further amplified the high-octane experience, and seemingly left the door open for the game’s continued expansion into new avenues. Unfortunately, the untimely closure of the development house resulted in Driveclub riding off into the sunset with only a middling VR port following in its wake.
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The graphical leap between the seventh and eighth console generations proved momentous. Though titles such as The Last of Us pushed the older hardware to its limits, the first showing of something like Killzone: Shadow Fall running on PlayStation 4 demonstrated how the boost in memory and raw processing power could enhance interactive entertainment. From environments replete with higher-quality details to real-time lighting effects that dynamically elevated the digital world, the PS4 and Xbox One bridged the gap to realism that had long eluded video games. Early in the generation, no game came quite as close to bordering the line of authenticity as Ready at Dawn’s The Order: 1886.
Ready at Dawn often described The Order as the culmination of everything it had learned in its 10-plus year history. In developing God of War projects for the PSP, the studio endeavored to squeeze every ounce of power possible out of the handheld. The same rules applied when it came time to produce a new IP for PS4. As a result, many dubbed The Order: 1886 the most impressive-looking game on console upon its February 2015 release, thanks in no small part to the proprietary RAD Engine 4.0—world-class technology which ensured even the smallest of details presented themselves in character models, environments, and the various objects complementing both.
However, an obsessive emphasis on the minutiae came at a cost to the macro, so much so that the experience ran less than 10 hours in length for the average player. News of the short campaign made the rounds ahead of launch, rousing discourse about the value of full-priced games and stifling much of the hype surrounding The Order: 1886. Unfortunately, that one blow almost guaranteed Ready at Dawn would never get to complete its alternate history epic.
This is the tragedy of The Order: 1886.
Stock footage provided by Videvo, downloaded from videvo.net
Video games have replicated myriad historical periods, recreating the likes of ancient military conflicts in strategy games and both world wars in third and first-person shooters. World War II, in particular, has long remained a favorite backdrop for first-person military shooters, and by the mid-aughts, such titles dominated the genre in nearly every conceivable way. Battlefield, Call of Duty, and Medal of Honor enjoyed great success on this front, effectively laying the foundation for all manner of copycats. But Polish developer Techland adopted a different approach when devising plans for its second stab at an FPS property.
For Call of Juarez, the studio turned to the Wild West, a period in American history whose romanticization spawned the western film genre that inspired several generations of popular culture. This iconic and resonating era surprisingly received little love within the realm of gaming, however, which further stimulated Techland’s interest in pursuing a “serious” western adventure. While Call of Juarez never garnered much in the way of high praise, the franchise’s first two outings possessed a certain charm that many would argue dissipated as the series trotted on. The third entry, the dismally reviewed Call of Juarez: The Cartel, drew the shortest straw of them all upon failing to justify its drastic shift to a modern-day setting. And though Gunslinger—the fourth and final installment—delivered a thrilling arcade-like romp, it, not unlike the IP as a whole, faded into obscurity once the initial excitement surrounding its release wore off.
Techland has since moved on to greener pastures, its talents reinvigorating first-person action in an entirely different genre. But those who long for Old West-set exploits may fondly remember the days gone by when Call of Juarez held more promise than the Gold Rush.
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Credited as the original creator of Lemmings and Grand Theft Auto, programmer David Jones founded Realtime Worlds in 2002. The Dundee, Scotland-based studio produced Crackdown first, an open-world experience wherein players portrayed a biologically enhanced Agent tasked with dismantling crime syndicates in a dystopian metropolis. Its incredible success propelled Realtime Worlds to greater heights, providing the cache necessary to recruit additional staff and focus on the pursuit of a far more ambitious project—the MMO that initially hit the ground running as APB: All Points Bulletin.
Realtime Worlds touted APB as an urban MMO buttressed by the cops and robbers motif; players could assume the role of either side of the law, wreaking havoc as criminals or toeing the line as law enforcement in the name of justice. While Jones widely talked up the notion of reinventing massively multiplayer online games, the public and press could only imagine a GTA-styled MMO, giving way to misconceptions that drove unreasonably high expectations. In the end, it all came tumbling down without much notice.
Five years of development, multiple rounds of funding, two publishers, and a meandering vision climaxed in one of the industry’s most shocking failures. It didn’t help that APB remained in production so long that it found itself competing in a market that evolved past what the project had on offer. Thus, the down-and-out MMO’s chances of successfully mounting a comeback were contingent on factors well outside the realm of bug fixes and better-balanced gameplay. And its eventual return failed to reignite widespread interest in the product, proving that even the best-intentioned endeavors rarely receive a second chance at a first impression.
Grand Theft Auto Co-Creator David Jones founded developer Realtime Worlds in 2002, then set out to produce an experience that could venture beyond the confines of GTA. The studio placed such a weight on itself with its first project, Crackdown, an action-packed, sandbox adventure that provided players with free-form styles of play, intuitive game controls, and a true feeling of empowerment. While a super-cop tasked with ridding their city of the criminal element represented the lens through which users explored Crackdown’s Pacific City setting, narrative storytelling took a backseat in favor of building a world that revolved primarily around gameplay and exploration.
Realtime Worlds succeeded in spades upon Crackdown’s 2007 release on Xbox 360, managing to carve out a unique space in a market that had slowly become inundated with Grand Theft Auto lookalikes. Games such as True Crime, Scarface: The World is Yours, and The Godfather all tried muscling in on the territory controlled by Rockstar Games, thrusting players into seedy underworlds with fairly traditional tales of big city crime. David Jones’ crew at Realtime Worlds took a different tact, injecting special abilities and an even greater sense of freedom into the formula.
Given Crackdown’s positive reception and commercial triumphs, many were eager to see how the then-nascent franchise would further energize the open-world genre. And while Microsoft counted among those interested in the IP's future, the publisher entrusted its sequels to different teams, thereby leaving Crackdown in the hands of stewards who couldn’t quite crack the code on what made the first super-powered adventure stand out from the crowd.
Subscribe to the GVMERS subreddit: reddit.com/r/GVMERSThe History of Assassins Creed (2006-2023) | DocumentaryGVMERS2022-07-05 | Please consider supporting us on Patreon: patreon.com/GVMERS
A feature-length documentary chronicling the entire history of the Assassin's Creed franchise.
Historically, Nizari Ismailis, the much-feared hashashins known to modernity as assassins, constituted a Shia Islam sect that employed political murder as a chief means of dismantling their political and religious enemies. The 11th Century Muslim missionary Hassan-i-Sabbah founded the religio-political movement in support of Nizār, the Fatimid Caliph heir-designate who led an ineffective revolt following the denial of his succession. Interestingly, details about this Order of Assassins relayed in Arkon Daraul’s A History of Secret Societies, as well as development on a sequel to Prince of Persia: The Sands of Time, inspired Patrice Désilets to spearhead the creation of Ubisoft’s multimillion dollar Assassin’s Creed property.
But what started as an experiment of swapping out a Prince for an action-oriented hero quickly morphed into a sandbox adventure built to accommodate player freedom. The advent of the second Assassin’s Creed in 2009 saw this simplicity slowly begin to fade, as the scale of the narrative and open-world structure expanded considerably. Such growth never slowed either, with each mainline installment proving more ambitious than the last by hopping between time periods and protagonists, establishing larger worlds, and introducing role-playing mechanics that once seemed foreign to the core pillars of the franchise.
Thus, fans have found themselves caught in the middle of an Ancient Greek conspiracy, traversing the sweltering sands of Ancient Egypt, navigating the squalor of Victorian London, and nearly everything else in between. And it’s been nothing short of a bumpy road, replete with missteps and triumphs. Given the brand’s storied past, then, its future could give way to an infinite number of possibilities.
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Earth’s Mightiest Heroes have starred in dozens upon dozens of video games in the last four decades. The iconic web-slinger’s first interactive adventure dates back to the Spider-Man action game released on the Atari 2600 in 1982, for example. That same decade also saw The Hulk and Captain America migrate to the world of gaming. However, an actual Avengers game would not hit the market until Data East shipped its arcade beat ‘em up Captain America and the Avengers in 1991. A range of mobile games, crossover titles, and LEGO-branded experiences have since allowed players to assemble their favorite heroes, yet no title was expected to capture the weight of being an Avenger quite like 2020’s Marvel’s Avengers.
Alongside Marvel Games, developer Crystal Dynamics and publisher Square Enix unveiled Marvel’s Avengers during E3 2019, making promises that engendered high hopes for the quality of the project. Free and regular post-launch content updates counted among the selling points, as did the insistence that “pay-to-win scenarios” would have no place in the final product. Within approximately one year of the Marvel’s Avengers release on PC and consoles, Crystal Dynamics and Square Enix sat on the receiving end of furious backlash for backtracking on both promises.
Platform-exclusive content, performance issues, and unwanted revisions to the core systems further compounded the negative discourse that long plagued Marvel’s Avengers. These shortcomings and myriad others hurt Square Enix’s bottom line, too, even in a year where Final Fantasy 7 Remake managed to exceed sales expectations. While Crystal Dynamics’s commitment to improving the live-service occasionally bore fruit, some of the studio’s efforts seemed exemplary of taking one step forward and two steps back.
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Left 4 Dead’s 2008 release redefined multiplayer, injecting new life into the first-person shooter genre by emphasizing cooperative gameplay above all else. Series creator Turtle Rock Studios began tinkering with early versions of the concept on a whim, a bit of after-work fun not initially intended for public consumption. But even before the crew started toiling away on the genre-defining zombie game, creative leads had another grand idea lingering in the back of their minds, one that would later do for asymmetrical multiplayer what Left 4 Dead did for co-op.
Nascent concepts for Evolve married hunting games Cabela’s Big Game Hunter and Deer Hunter with the premise of extended boss battles. From there, Turtle Rock devised gameplay wherein a group of players would assume the role of Hunters tasked with tracking larger-than-life monsters on an alien planet. In a stroke of game design genius, the developers assigned a lone user the part of monster, the predator and prey who evolved in stages throughout the match.
Multiple publishers were drawn to the idea, so much so that Turtle Rock had little to no trouble finding a home for Evolve on two separate occasions. The asymmetrical title also remained a media darling and fan-favorite appearance at trade shows for much of its preview cycle. And barring minor technical hiccups at launch, the content spoke for itself—offering a unique experience with the potential for exponential growth. So what went wrong? How did a groundbreaking, 2K Games-published phenomenon become saddled with so much baggage that its online community dwindled drastically in only a matter of weeks? The answer lies in unforced errors that managed to disrupt anticipation for the game just a month before release.
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Like Counter-Strike before it, Valve’s and Turtle Rock Studios’s Left 4 Dead altered the course of multiplayer video games. Its advent in the late 2000s laid the foundation for modern cooperative shooters, placing teamwork at the forefront of a zombie-centric experience that penalized individualistic thinking. Notably, four unique Survivors acted as player avatars teaming up in a world overrun with infected humans, a welcome change of pace at a time when friends had become accustomed to fighting against one another in online shooters.
The original Left 4 Dead stumbled out of the gate in some respects, plagued with server-side issues and technical errors on PC and console. Fortunately, it didn’t take long for the development crew to address these shortcomings in post-launch patches. DLC increased the co-op title’s staying power, too, ensuring users often had a reason to revisit the undead-infested world.
And while Left 4 Dead spawned a sequel that further elevated the cooperative horror genre, the spirit of the franchise would ultimately live on in IP that followed in its footsteps—including the Paydays, World War Zs, and Back 4 Bloods of the world. In fact, Left 4 Dead’s influence grew so prevalent that it became synonymous with zombie fiction in the interactive medium, resulting in brand crossovers with the likes of Dead by Daylight, Dying Light, and Zombie Army 4: Dead War. Given Left 4 Dead’s continued dominance, it’s hard to believe there existed a time when the groundbreaking property wasn’t even meant to see the light of day.
Once the seventh console generation arrived, licensing agreements constituted the pillar upon which countless superhero video games materialized, many of them manifesting as movie and TV adaptations. From Batman and X-Men to Spider-Man and the Justice League, comic book enthusiasts had their fill of interactive heroes-in-tights shenanigans. Since few experiences featured original characters built from the ground up with interactivity in mind, Sly Cooper developer Sucker Punch Productions attempted to break new ground in the superhero space upon entering development on InFamous around 2006.
InFamous’s core concept proved simple, its pitch structured around the fantasy of an average, everyday man acquiring superpowers, then deciding whether to wield them for the good of others or personal gain. The studio left such decisions to the players, thereby bolstering the power fantasy with a Karma system that positioned the protagonist as heroic or villainous. Notably, two sequels and standalone expansions spawned from the first game’s success, with each adventure evolving the proven gameplay formula.
But not every change presented in the franchise’s final phase garnered favor. A new lead character equipped with powers far removed from the old left some InFamous faithful reeling as they clung to the remnants of a bygone era. And since Sucker Punch has moved on and embraced the call of another IP, one question lingers for those who fondly remember InFamous during its heyday—will the electrifying series ever reclaim its former glory?
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Carving out a niche in an oversaturated market has never been easy, yet developer Volition managed to do so with its open-world series Saints Row, even while in direct competition with the juggernaut that is Grand Theft Auto. The success of Saints Row very much counts as an underdog story, one wherein the power of unique branding proved instrumental to a product’s ability to defeat the odds. Though the franchise’s last few outings made it seem as though the 3rd Street Saints regularly battled identity crises, that level of chaos, which in turn fostered variety, is what endeared fans the most. Unfortunately, whatever identity crisis beset Agents of Mayhem did it absolutely no favors.
Billed as a departure from Saints Row, despite overt references to that very IP, Agents of Mayhem served as another example of Volition’s attempt to craft its own niche. Leveraging its expertise with open-world adventures, the studio incorporated elements from hero-based titles into its repertoire. Still, the promise of novel gameplay ideas did little to intrigue potential customers, many of whom already had their fill of hero shooters by the time Agents of Mayhem arrived. And Saints Row fans longing for a fifth installment were left confused by a marketing campaign that targeted them, yet failed to illustrate what the Agents of Mayhem experience actually entailed.
But it wasn’t for a lack of trying. Not every game succeeds, and not every studio hits the mark with each new release, even if its past output seems nothing short of stellar. Missteps happen. Volition just so happened to stumble during a pivotal season of change.
Subscribe to the GVMERS subreddit: reddit.com/r/GVMERSThe Unexpected History of Star Wars: Empire at WarGVMERS2022-02-27 | Please consider supporting us on Patreon: patreon.com/GVMERS
Interactive Star Wars adventures ranging from the abysmal to the superb have permeated arcade, console, and PC gaming since the early 1980s. From side-scrolling platformers to demolition racers, there were no shortage of games based on a galaxy far, far away by the turn of the century. LucasArts, to little success, even dabbled in a fair few real-time strategy endeavors, none of which held a candle to 2006’s acclaimed Star Wars: Empire at War.
Set before the events of Episode IV: A New Hope, Empire at War allowed players to participate in the saga’s epic clashes on land and in space. Some considered this particular outing a spiritual successor to the brand’s first RTS game—1998’s poorly received Star Wars: Rebellion. However, Empire at War managed to succeed where its predecessors failed, thanks to the Las Vegas-based team responsible for its creation.
Though a 15-year-old title in a niche genre, there remains a thriving player-base for Empire at War, its community primarily bolstered by fan-made mods that every so often incorporate campaigns, bug fixes, and graphical improvements. Developer Petroglyph Games’ support never ceased, evidenced by the new maps and content updates that have for years provided players with reasons to revisit the memorable RTS. And since it seems as though hopes for a sequel dwindled long ago, the 2006 release counts as one experience fans will want to hold dear in perpetuity. This is the history of Star Wars: Empire at War.
Military shooters have come and gone in droves over the last two decades, the genre long proving a tough area of the market to crack and even tougher to maintain a semblance of success in. Thus, developers and publishers looking to make an impact typically push gimmicks the likes of Battlefield and Call of Duty can’t offer, be it Haze’s Nectar enhancements, the Time Manipulation Device in Singularity, or the Hollywood-inspired firefights of Black. For EA Montréal’s Army of Two, the fresh, new gimmick relied on something players were already well-versed in—cooperative gameplay.
But where most shooters featuring co-op embedded two-player options on top of their single-player campaigns, Electronic Arts’ Montréal team built Army of Two from the ground-up with cooperative play in mind. This core design decision facilitated strategic, two-person gameplay that forced duos to always think and act as such, regardless of the extraneous circumstances. The resulting experience came in the form of a refreshing third-person shooter, its rough-around-the-edges qualities counterbalanced by a world of great potential, which fueled EA Montréal’s development of the 2010 sequel, The 40th Day.
Two competent installments saddled with middling reviews and appreciable sales figures could not save Army of Two from corporate interference, though. And once the much-despised third entry, The Devil's Cartel, bombed critically and commercially in 2013, EA saw no reason to further invest in the struggling IP whose few redeeming qualities fell by the wayside amid a forced identity crisis.
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After shipping Star Wars: Knights of the Old Republic on PC in 2004, a team led by Casey Hudson entered pre-production on Mass Effect, the project that would allow BioWare to explore its own space opera across a three-part epic. Mass Effect’s groundbreaking choice-based systems and role-playing elements set the bar for many RPGs that followed, and solidified BioWare as one of gaming’s most pioneering studios. An innovative save system capable of carrying user progress across each entry further elevated the experience. But the characters, the stories, the carefully crafted lore both pronounced and subtle, along with the player’s intimate role in it all, encouraged millions to flock aboard the Normandy in every form it took. The perceived belittlement of the player’s role at the trilogy’s end tainted the journey for some, however, leaving whatever came next with a decidedly tall order to fill.
Shifting their focus to the new IP later known as Anthem, Mass Effect leads at BioWare’s main office in Edmonton assigned the next installment to BioWare Montréal, the support group previously responsible for Mass Effect 3’s multiplayer and Omega DLC. A long road lay ahead for the team, its destination locked to the Andromeda galaxy, pulling Mass Effect away from the Milky Way, Commander Shepard, and the once all-encompassing Reaper threat. Other challenges beyond the stressors of changing the scenery and protagonist beset much of the project’s development, though. An unclear vision, mismanagement, bouts of infighting, and technological woes each contributed to Mass Effect: Andromeda’s less-than-stellar release as well as the series’ impromptu hiatus.
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Upon launching Duke Nukem 3D, 3D Realms was unknowingly on its way to becoming an integral part in the popularization of first-person shooters. For the studio’s creative minds, there existed a desire to fundamentally elevate the genre’s design, gameplay, and storytelling potential. Such aspirations were what motivated the inception of Prey in 1995.
To achieve its ambitions, 3D Realms set about developing a new game engine to run Prey and future endeavors. These goals, and countless others, strained the workload, resulting in a series of unmet expectations. For years, the genre evolved without its influence; the likes of Battlefield and Call of Duty rose to the top, establishing a new norm while Prey endured development hell. But Prey, when it finally emerged from the depths, offered an experience unlike any other. While there’s little to suggest it marked the seminal release 3D Realms had dreamt of, Prey’s 2006 adventure merited applause for at least attempting to reinvent the wheel.
What unfortunately followed were myriad stumbling blocks that plagued the IP for several years thereafter. A sequel was greenlit, announced, then cancelled. And though the franchise changed hands on more than one occasion, both installments managed to follow 3D Realms’s basic vision by striving to enrich the genre.
Today, Prey has evolved in its own right, distant from the promise of the original, but still honoring the desires held by a small group of developers 25 years ago. The journey wasn’t easy, though few would argue it hasn’t paid off in spades.