Bioware Unrepentant Over Mass Effect 3 Anticlimax
One need not take any liberties in stating that the Mass Effect fanbase has been somewhat ropeable with Bioware of late, owing to Bioware’s botched ending of the series with Mass Effect 3. Some players have been incensed over its betrayal of player choice, due to all of the game’s supposed multiple endings being virtually indistinguishable from one another. Other players have been dismayed at the fact that it does little to tie up loose plot threads, while at the same time blasting brand new plot holes through the series lore. Still other players have been upset by the way in which Bioware have managed to use the game’s ending as a flagrant sales pitch for selling DLC, while more than a few fans have merely felt letdown that such a prolific series should be given such a brief and shallow ending sequence. A more humble developer might well consider such an embittered breaking of faith with consumers to be an unmitigated PR disaster, yet it would seem that this was all part of Bioware’s plan according to thinker-in-residence, Casey Hudson.
Hudson states: “I didn’t want the game to be forgettable, and even right down to the sort of polarizing reaction that the ends have had with people – debating what the endings mean and what’s going to happen next, and what situation are the characters left in. That to me is part of what’s exciting about this story. There has always been a little bit of mystery there and a little bit of interpretation, and it’s a story that people can talk about after the fact.”
Part of the joy of reading Bioware interviews is that much of their spin is objectively truthful. It seems that the Mass Effect series will always contain an element of inherent ‘mystery’ and ‘interpretation’, due to the fact that the game’s ending does very little to wrap up many of the series overarching plot-threads; and this does indeed make for a story which people will be talking about after the fact. Whether these features could be rightly regarded as a boon is another question entirely though. Hudson goes on to state that Bioware will be happy to address player questions regarding the game’s end once more people have beaten it, a deadline which one hopes will allow them enough time to get their retcons in order. Hudson is also quick to point out to disgruntled fans that Commander Shepherd has given them “some of the best adventures we have had while playing games”, even if he does say so himself.
Molyneux: Child Grooming Sim Failed Due to Industry Inhospitability Toward Man-Child Connections
It would seem that any fleeting hope that the industry may have entertained regarding Peter Molyneux pulling his head in and holding his tongue in the wake of his split with Microsoft was this week shredded into confetti and fired into the Sun, with Molynuex delivering still more self-indulgent interviews about his time at the helm of Microsoft’s European division. According to Molyneux’s latest claims there was no problem with the aim and ambition of his Milo project, but rather it was the antipathy of an immature gaming industry which rendered the title inappropriate to bring to market.
“The problem with Milo wasn’t the ambition. It wasn’t the ambition or the technology; it was none of that. I just don’t think that this industry is ready for something as emotionally connecting as something like Milo. The real problem with Milo, and this is a problem we had lots of meetings over, was where it would be on the shelves next to all the computer games. It was just the wrong thing. It was the wrong concept for what this industry currently is. Maybe this industry one day won’t be like that, but at this particular time, having a game that celebrates the joy of inspiring something and you feel this connection, this bond; it was the wrong time for that.”
It is all very well to cite the state of the industry as being the reason that a pet project has failed, but then this is something that should be known by a competant developer before a project gets past the proof of concept stage. Besides which, one might well form the view that the real problem with the Milo Project was that Peter Molyneux was seemingly incapable of talking about it for any length of time without beginning to sound rather sinister.
Microsoft Now Too Good for Mere AAA Games
Microsoft’s Xbox 360 console has never been on overly familiar terms with the humble AAA console exclusive, much less a AAA console exclusive developed in-house(unheard of for Microsoft), yet now it would seem that Microsoft wish to leapfrog this category entirely by creating their own category of the AAAA console exclusive.
Microsoft this week used the phrase “AAAA title” no less than four times in a recruitment listing for an Executive Producer for a current large-scale project. Quite how a AAAA title differs from a AAA title is unclear at the minute, though one could probably expect it having something to do with the Kinect.
It is entirely possible that this listing is part of a Microsoft initiative to upgrade their internal studios ahead of the launch of their next Xbox console; the fabled (pun intended) download only Xbox console, fated to destroy the used game trade forever etc. Then again, Microsoft might just be looking to fill some of the vacancies left by Peter Molyneux’s departure. At any rate, Microsoft better get cracking with their game before Sony can beat them to market with a AAAAA title.