Another Year Goes By

2019 was the worst year for gaming, except all the years preceding it

It has become a hallowed tradition among writers, especially in the videogame space, to claim that *current year* is the best/worst ever for the industry. Like most traditions, its absolute rubbish. The truth is, 2019 was an interesting year for gaming, where small and medium studios released (or patched) great games while large publishers pushed out garbage or participated in outright political repression.

To sum up the year would have to contend with both halves. It would have to list all the good, great and important games that came out this year, and all the myriad of controversies and scandals that threatened to drown them in press coverage. 2019 really felt at times like a twisted example of Newton’s Third Law of Motion; for every good game released, there must be an equal and opposite controversy (more than one to my horror).

This is why I decided in my first year end’s summation to start with the bad then work towards the good. Listing all the scandals and controversies of 2019 that I could recall, then addressing the games that I actually liked. I won’t be banging on a lot on each subject, as chances are I already wrote about it extensively. That said, I won’t be listing either controversies or games in order of importance since I don’t really believe in numerical rankings. The lists are organized in order or recollection. Thus the more important things might be listed first. That said I will be cheating a tad and keeping my GOTY (Game Of The Year) pick for last. Enjoy (I doubt it)!

2019’s Controversies

Activision-Blizzard Silences a Hearthstone Player to Aid Chinese Repression of Hong Kong

Oh boy, straight out of the bat and I am already going in heavy. Yes, you read this right. On the 7th of October, Activision-Blizzard banned Hong Kong player Blitzchung from Hearthstone, alongside the two commentators in the tournament he won, for speaking up for the people of Hong Kong fighting government repression.

There is no way to spin it, even though Activision-Blizzard tried hard. The reality was that the company was cooperating with the authoritarian regime of Xi “Winnie the Pooh” Jinping in the oppression of the people of Hong Kong fighting for democracy. This was beyond disgusting considering that originally the company even withheld the rightful prize money Blitzchung won in the tournament.

Of course, Activison-Blizzard tried hard to make us forget about the situation, announcing Diablo IV (already known a year before) and Overwatch 2 (who really clamored for that!?) to try and divert attention while issuing a non apology for their reaction to a “tough e-sports moment”. As though Blitzchung uttered some racial slur instead of showing support for basic human rights.

If anyone needed more proof to the amorality of large corporations, the entire affair offered it in spades. Let me remind you that Activision-Blizzard could life the ban at any time, instead of just tepidly reducing it. The fact that they are not doing it is their active participation in, and support of, the repression of the people of Hong Kong. It is absolutely abhorrent.

Anyone supporting Activision-Blizzard by buying their products at this point is, by definition, supporting this cold calculus that prefers the Chinese market share over basic human rights. Suffice to say it prompted me to delete my Battle.net account, a decision I don’t regret for a moment.

Of course, this wasn’t the only thing Activision-Blizzard was up to this year: Laying off 800 staffers and developers earlier in the year even though the company posted record profits. Tried to monetize its games to a ridiculous degree in particular its Call of Duty franchise. Lost its partnership with Bungie and the Destiny franchise (to be fair, not a huge loss but a sign that Bungie doesn’t see any benefit in associating with the publisher) and its top executives used tax refund stock buybacks (the company doesn’t even pay taxes!) to sell their shares and make millions off what amounts to insider trading. What can you say but… nauseating, yeah, I think that sums it up quite nicely.

Anthem and BioWare Are Dumpster Fires

Can anyone recall that Anthem came out this year? Anyone? Yes, it surprised me as well that Anthem was, indeed, launched this year. Released in February (though in the most confusing staggered release that has to be seen to be believed), the game proved to be a mess from start to finish. A boring slug of repetitive missions, broken AI and generic story that somehow made Destiny at launch look better in comparison. The only interesting thing about the game proved to be the expose Jason Schreier of Kotaku broke regarding the behind the scenes development of the game.

I recommend reading the expose which I shall link here. That said, for those already familiar with it, BioWare proved to be a mess of a development studio, with no real leadership or vision while exploiting its developers. Developers were worked to the bone, many suffering mental breakdowns and counted as “stress casualties”, a military term for soldiers suffering mental trauma! Worst yet, it appears that this wasn’t new, in fact, it was part of the “BioWare magic”, a term that now induces nausea for me.

All of this led me to re-evaluate BioWare’s entire gaming catalogue, for the worse, knowing what I do now. That said, it didn’t help Anthem one bit and the game seems to be dying quietly, which for once, I approve. Electronic Arts would do well to shut down the development studio and fire everyone in management, which I suspect it will do if the latest Dragon Age installment would prove to be a commercial flop (or not meeting “expectations” no matter how absurd they are). At this point in time I am actually rooting for BioWare’s failure considering the harm and abuse it heaped upon its employees.

Fallout 76

I am so tired of Fallout 76. I hadn’t bought it. I hadn’t played it. Yet every month I must be reminded of its continued, sinful existence due to the controversies it manufactures. I am oh so tired of even thinking about it. This attempt at a “Live Service” game from Bethesda was so ill conceived that the gall the company had to actually sell it makes my blood boil.

I am not going to start rattling off each and every controversy it generated. If I did, if I even tried, I am sure I would fill an entire novel worth of pages. There is just so many and it is all so exhausting. I don’t want to. I won’t in fact. Regardless, Fallout 76 would not stop generating headlines throughout 2019. In fact, just a few days before writing this summation it once again dominated the gaming news cycle with a new hacking controversy.

If Bethesda had any sense it would kill the game already instead of allowing it to shamble on. It won’t, though, because it can still make money off of it, and that is the honest truth. So long as its worth it, Fallout 76 will continue to exist and Todd Howard will keep showing his face in public, the lying git. God, can it be midnight already so I can down this entire champagne bottle?

Lootboxes and Battle Passes

One of the positive developments of 2019 had been the increased crackdown on lootboxes. Countries and politicians had enough of the filth of gambling in games and finally started pushing back with bans, inquires and legislation. Though its still far from being completely removed from gaming, large publishers do seem to have taken note and started shifting away from the gross business model of taking advantage of children and addicts.

That said, the new model of battle passes is coming to dominate the scene and is almost as atrocious as lootboxes. Using similar psychological manipulation, the battle pass tries to get players to invest time and, more importantly, money in “Live Service” games, shackling them to a single product. My encounter with the first battle pass in Apex Legends was quite the learning experience.

Suffice to say, battle passes are “optional” in the same way that grinding in most MMOs (Massive Multiplayer Online) is optional, i.e. not at all. They are designed to entice and entrap players with the promises of unique cosmetics and unlocks, as well as offering experience boosts. At the same time the game puts speed bumps and artificial ceilings on earned experience points so as to not allow players to complete a pass quickly, thus dictating the completion rate.

I was completely frustrated by this system. I felt both the pressure and stress it created and it managed to sour my opinion of Apex Legends, a game I love everything about except this insidious battle pass malarkey. It managed to burn me out of the game to such an extant I can’t play it as religiously as I used to anymore. Its that bad.

If this is the future large publishers envision for gaming, than I made the right call abandoning them altogether. Independent and medium sized developers have managed to fill the void the so called “AAA” games have left quite nicely. In fact, its those developers that have pushed the envelope and created some of the best games this year. If it were not for Apex Legends, I wouldn’t have actually played a single “AAA” game this year and I don’t feel bad about it.

Battle passes are just the most recent poison large publishers are trying to push down our throats to maximize their revenue and am certain plenty more games are going to be ruined by their inclusion, and many gamers hurt by their psychological manipulations. Frankly, I have no idea what to do to combat it besides what I’ve done recently and that is to simply walk away from “AAA” titles. Only time will tell if a better solution exists.

Google Stadia

When writing the initial draft for this post I completely forgotten Google Stadia. Yes, I could not recall that this year, Google once again launched a failed product that hadn’t been well thought out or developed. Google Stadia was a disaster through and through, bringing lag into single player games, which I guess could be counted as an achievement of sorts.

It was obvious the system hadn’t gone through proper testing and is years ahead of its time. As it stands, the current internet infrastructure in most of the developed world cannot support the service and it was made painfully apparent from launch. However, I will give Google credit for inventing new ways to screw gamers. Games already don’t have physical copies, making their ownership by gamers doubtful. Now with Stadia, companies in the future could finalize their vision of controlling consumer access to games and nickel and diming them for basic access to their gaming library, thus maximizing profits further.

It is a hellish, dystopian glimpse of the future of gaming, and one which will come to fruition once the technology to support it becomes more widespread. Just wait a few years. When you will be billed for every minute of Call of Duty or Battlefield you play, you would have Google to thank for pioneering this expansion of the rentier economy into our gaming world.

2019’s games

Finally we’ve made it through the worst of 2019 and into the best of it. After slugging it through controversy after controversy we can at least take solace in the few good games that the year produced. Again, as stated before, the listing is made in order of recollection rather than importance except the GOTY which I saved for last. This is because I don’t believe in numerical rankings. Please enjoy, you’ve earned it.

Pathfinder: Kingmaker

Yes, I am well aware that this game launched in 2018. However, with bug fixes and additional content, it became playable in 2019 so as far as I am concerned it counts! Regardless, you can read my review of the game here. That said, it was great to once again experience an epic fantasy game that hit all the right notes, alongside great writing and characters. That said I do want to emphasize the word “epic”, as in both in size and length. You really need a lot of time to experience the full story of Pathfinder: Kingmaker so take that in mind when purchasing a copy.

Sunless Skies

A sequel to Sunless Sea, Sunless Skies takes the great atmosphere and cosmic horror aspects of the original and transplants them into space. Everything is bigger, better and greater. It improves on the faults of the original and though it still has a few issues carried over from its predecessor, is an overall great game. I will review it in the future though I still need to finish the main story. Suffice to say, a gem you shouldn’t miss.

Battlefleet Gothic: Armada 2

Talking about sequels, Battlefleet Gothic: Armada 2 was a game I dreaded playing. So good was its predecessor that I feared the sequel might not live up to the standards it set. I was (mostly) wrong and am glad for it. I had a lot of fun with this sequel, which like Sunless Skies, remembered that game sequels are about adding, improving and fixing things that didn’t work in the original game rather than cutting content and copy pasting. You can read my review of it here. Cadia still stands!

Grim Dawn

I don’t have much experience with ARPG (Action Role Playing Games) and Grim Dawn has been my first foray into them. That said, I’ve been enjoying the game’s mechanics, atmosphere, setting and writing. So far, I actually managed to advance quite further along and if it weren’t for a nice deal on Monster Hunter World, I might have finished it by now. Sadly though, I still have plenty to do in the game before I could give it a fair and comprehensive review. That said, I have enjoyed my time with it so far and hopefully will get to review it in the coming year.

Apex Legends

Yes, I still love Apex Legends. It is my favorite team based battle royale game and the only one in the genre I can stomach. I love its characters, its mechanics and its aesthetics. I abhor its battle pass which made me stop playing the game for long periods of time, burned out from the psychological pressure. It was also the only game from a large publisher that I played all year and only because it was free-to-play (though I did waste money on the first season pass). You can read my first impression here, but I still stand behind most of it. That said, I am weary of it thanks to the battle pass system.

GOTY: Pathologic 2

It had to be Pathologic 2. It just couldn’t have been any other game. The third sequel on this list, Pathologic 2 is to gaming what Shakespeare is to theater and the English language. It is one of the most thoughtful games ever created which explores many aspects, not just of human society and philosophy, but of gaming as well. When both the game and meta narratives are woven together so expertly, you know you are dealing with a masterpiece.

I don’t think there is a more important game to close this decade of gaming with than Pathologic 2. It is also a remake, so if you, like me, couldn’t get over the frustrating mechanics of the original, Pathologic 2 got you covered, allowing you to “enjoy” the story. I put quotation marks around the word enjoy because I am not sure if its fair to say that I drew something so simple as enjoyment from it.

Its a game that is hard to explain, a game that should be experienced by all and you too can read my attempt to review it on the site here. Better yet, just watch MandaloreGaming’s review (of the original and the remake) or Hbomberguy’s two hour thesis, both of which I’ll link below.


MandaloreGaming’s excellent review of the sequel


hbomberguy’s great disseration of the two Pathologic games

With this, 2019 and the 2010s are done and good riddance I say. Now brace as 2020 rolls in and new games are released, followed closely by new controversies and scandals. See you in the trenches!

Battlefleet Gothic: Armada 2

A (mostly) worthy successor to a great game

I must admit I had some trepidation playing Battlefleet Gothic: Armada 2. After discovering its predecessor and enjoying it immensely, I was quite hesitant playing its sequel. Even though I pre-ordered it (Tindalos Interactive did the pre-order bonus right – having it be a 25% discount to owners of the original game), it sat for months in my library, completely ignored.

It can’t be helped considering how modern gaming had worked to ruin the concept of sequels. In the past it meant a better, bigger game with added features and mechanics. Today, most franchises have turned sequels into nothing more than copy-paste jobs, sometimes even removing features from games only to re-introduce them later as paid content or following fan backlash.

In addition, I have to mention that Tindalos Interactive did make some promises regarding the original game that weren’t fulfilled (the addition of Necron and Tyranid factions). Then some time before its launch, the game was delayed several months to January 2019, that only strengthened my unease. Add to it the fate of Dawn of War 3, and you can understand my reluctance to play the game and be disappointed.

Thankfully this is not the case. Battlefleet Gothic: Armada 2 is (mostly) everything I liked about the original and far more. The game lives to the ideal of sequels past – being a bigger, better version of its predecessor while introducing new mechanics and improving on old one.

What Is Battlefleet Gothic: Armada 2?

To put it bluntly, Battlefleet Gothic: Armada 2 is a turn based strategy game with tactical combat reminiscent of the age of sail but with spaceships shaped like cathedrals and space monsters that would like to nom on them. It is every bit as glorious as it sounds.

Having played the campaign only (since its the only bit that interests me), the player gets to command its faction’s fleets on a galactic map divided to sectors and star systems. During the grand campaign, they’ll conquer systems, consolidate control of sectors, research and upgrade vessels and build multiple fleets to secure victory via completing story line missions.

Combat itself takes place in space (duh) where the player gets to command a squadron of ships with various abilities and complete objectives to win the battle (often by destroying the opposition). Battles play in real time, with the player controlling ships and ordering them around from a top down perspective. That said the game can be paused to queue orders, slowed down for better reaction or sped up to get to the action.

Setting

In the grim darkness of the far future there is only war. These are the words that open every Warhammer 40,000 novel and game, with Battlefleet Gothic: Armada 2 being no exception. The game does a good enough job explaining things for newcomers without boring more well informed fans. Suffice to say that the game takes place in the “present” of the Warhammer 40,000 universe. Cadia, the fortress world that held the forces of Chaos at bay for near 10,000 years, has finally fallen to the 13th Dark Crusade of Abaddon the Despoiler, warmaster of Chaos Undivided. The Imperium forces are in disarray as Chaos surges forward. At the same time, ancient threats are awakening, wishing to reclaim their lost glory as ravenous extra galactic invaders descend on the galaxy. Add to it the machinations of the Aeldari trying to stave off their extinction and green skins wanting their share in the fun and you get a chaotic galaxy filled with combat and bloodshed. Welcome to the 42nd millennia.

The Story

The story of the game is far more open ended than that of its predecessor, with four campaigns released so far. You can play as the following four factions: The forces of Chaos looking to destroy the Imperium once and for all. A Necron dynasty reawakening only to find primitives infesting its worlds and go on cleansing. The Tyranids trying to digest everyone and the Imperium of Man.

In the Imperium campaign you are thrust into the shoes of lord admiral Spire, the protagonist of the previous game. Having been lost in the warp for 800 years, he manages to escape to real space only to find the Imperium engulfed in turmoil. Adding insult to injury, the target of his pursuit – Abaddon the despoiler, is the one responsible. It is up to Admiral Spire to rally the beleaguered defenders of the Imperium, reclaim the Cadian sector and secure the Imperium from its many enemies, confronting the fleets of Chaos, Tyranids, Necrons and Orks. Not helpful are the machinations of other factions such as the Inquisition, Space Marine chapters and of course, the Aeldari.

The strength of the the original game was its writing, and the sequel builds on it. Missions are well crafted, varied and have great interactions between characters. You’ll be encountering many famous characters from the lore in the game, such as Trazyn the Infinite, Yvraine – Emissary of Ynnead and her boyfriend, Bobby G i.e. Roboute Guilliman.

I want to praise the prologue in particular. Not only are the cutscenes reminiscent of its predecessor, but they work well to inform fans and newcomers of what has transpired prior to the campaign. They also provide a great tutorial for new and veteran players. The presentation is so well done that I actually don’t mind replaying the prologue, which is a huge point in its favor. Not every day you get to command the legendary Phalanx, the mobile fortress monastery of the Imperial Fists.

While the story’s progress is player driven, the game adds a ticking clock mechanic with threat level gauge that increases each turn. Not only will it cause hostile factions to become more aggressive as it increases in levels, but if allowed to complete will signal a game over. This works well to give you enough breathing space to muster your forces but not to tarry too long.

That said, the game’s pacing is not great. Having to compare it again to its predecessor (which is only fair considering the amount of connective tissue storywise), it is far less tight and starts to drag on near the end. Part of it is the amount of combat you have to grind through in order to reach the final mission, and part of it is the fact that the original benefited from being canonical, thus having a tighter story. While Battlefleet Gothic: Armada 2 starts canonically, it soon veers off into uncharted territory, which is fine by me but it does feel that the lack of material caused the developers to whiffle near the end.

Adeptus Administratum

To secure the Imperium, one must have the ships and captains necessary to fight the enemies of mankind. Battlefleet Gothic: Armada 2 supplies both with its mechanical overhaul. The series now more resembles Total War: Warhammer as its strategic side had been thoroughly developed. The galactic map now has sectors, each made up of various star systems each containing planets. Sectors and systems are connected to each other via warp routes, and have differing resources. Some sectors may have an abundance of mineral rich systems to exploit, while others may house advanced shipyards or forge worlds. This gives certain systems and sectors greater importance in both securing and defending.

Capturing systems and defending them is an important part of the game. Some systems are vital as they contain worlds with certain upgrades, others have worlds that add special abilities or increase combat effectiveness of player fleets. Not to mention that there are only a handful of planets with large shipyards that can produce capital ships. You can fortify systems and station fleets in various sectors, but you soon find yourself overstretched (which is consistent with the setting). This is important since planets can be upgraded. Planets start at rank one and can be upgraded with resources to rank three. These upgrades require them to accumulate evolution points which they naturally generate so long as you control the system. Once they reach a certain threshold, you can spend resources to upgrade them, which in turns unlocks more benefits from said worlds. However losing control of the system will reset their rank, starting from one again.

The game has also reworked the renown system. In the past, renown, earned in battles, was used for pretty much everything. You used it to buy ships, favors, upgrades and special abilities. Now, renown acts as level progression, with each level unlocking new ships, upgrade points, fleets and early on, secondary objectives for battles. Instead, to build ships you need shipyards. Shipyards generate build points and have caps, so you can’t create a fleet from whole cloth (so don’t lose one!) on the go. Also you need a fleet in the system to receive the ship. The bigger the tonnage, the more build points needed. This means that only a select few systems can build the largest of vessels, making them points of great import.

Upgrade points used to be for individual vessels as they ranked up, but now apply to all (or certain) vessels and are earned with each renown level. They are divided into four trees, with the last upgrades requiring control of certain systems to complete. It is possible to complete all upgrade trees in a single playthrough but early on they prove quite valuable and hard to decide where to assign.

Resources are basically credits, and can be earned from planets. They are needed for upgrading worlds and paying upkeep for fleets. Early on they serve as a bottleneck though by late game you’ll be swimming in the damned things. Besides them there are battle plans. Battle plans are used to reduce the threat gauge and unlock special systems and can only be acquired by completing secondary objectives or stolen from enemy flagships via boarding actions.

Into the Fires of Battle

Not only did the strategic side of Battlefleet Gothic: Armada 2 receive an upgrade, but the tactical side as well. In the campaign, the player can bring up to three full fleets into combat, and the Imperium has access to not one, but three different fleet types with the Adeptus Mechanicus, Imperial Navy and Space Marines having various strengths and weaknesses.

As the player’s renown grows, so will the number of fleets they can field and their size as well as the size of battles. This slightly increases the size of battles from the previous game as well as allowing each side to field reinforcements upon incurring losses, and losses will happen. The game is as visceral and brutal as its predecessor. The addition of Tyranid and Necron factions into the mix forcing the player to adapt their tactics or risk being a bioform’s lunch.

While on the whole the combat system itself is relatively similar to the first game, there have been a few welcomed changes. First and foremost, ships don’t gain ranks, only admirals. Instead their crews gain experience from surviving battles, leading to improved performance in combat with up to four ranks of veterancy. This also removes special abilities from ships, with only flagships able to equip them upon their captains gaining ranks. Flagships can equip two active abilities and two passives and a fifth, strategic perk. This removes the problem of ability spam the game would often devolve into in mid to late game. That said, you can still field three flagships in a single battle so you can still do combination plays (my favorite is stasis bomb, disruptor bomb and then copious amounts of plasma bombs and nova cannon barrages).

That said, a major overhaul was made to the boarding mechanic. In the past, boarding actions were similar to fires, they did some damage to the hull of the ship and may incapacitate or destroy sub systems. While not completely useless, it wasn’t really that great. Battlefleet Gothic: Armada 2 changes that. Ships now have crew compliments and crewing levels. Boarding actions now deal damage to the crew. If staffing falls below 0, the ship losses a crewing level and becomes less effective. A ship can lose all of its crew and turn into a derelict, at which point friendly ships may transfer crew to it to bring it back into action or choose scuttle it, turning it into a mine.

Of course, troop strength varies from faction to faction. Some factions have hard hitting boarding actions (such as Tyranids and Necrons) and others may be extremely weak against it (Tau, Mechanicus). That said its a huge boost for the playstyle and gives Space Marine players in particular, a much needed buff considering how lackluster the faction had been before.

Unto the Anvil of War

A huge change was made to the battle objectives themselves. Currently there are only two modes in the campaign, capture in which each side has accumulate command points to win, either by holding certain areas of the map or by destroying opposing ships. The other mode is kill all, where one side must destroy all the ships belonging to the other.

However the other modes are not entirely gone. Instead they have been turned into secondary objectives. This is great for two reasons: First, having to do assassination missions against the Aeldari in slow Imperial Navy ships is the definition of insanity. Secondly, it gives the player choice in battle. Pursuing secondary objectives is useful as they provide various faction and fleet boosts afterwards. That said, they can also be made into useful distractions, such as convoy protection that turns the transport ships into bait to split the attention of the enemy.

Another upgrade to battle is hazardous environments. The game already has various hazards littering the battlefield, such as gas pockets, derelict stations and asteroid fields. The hazardous environments are conditions that can pop up randomly in battles and affect the entire battlefield. They range from space garbage that fills the radar with false signals, making locating the opposition difficult, to solar flares that torch the hull of unshielded ships. There are ion storms that turn gas pockets, often a favorite hiding place, to death traps and radiation waves that blind all sensors. Their inclusion can be quite a game changer and helps make battles less repetitive.

Ave Mechanicum

I mentioned before the addition of new factions to the game, and I do mean it. Besides two whole new factions: The Necrons who field unshielded ships that can regenerate their hull and have 360 degree firing arcs for their weapons that can damage hulls through shields. They also possess powerful troops, can all use short range teleportation and best yet, their capital ships can use star pulses which destroy all munitions fired at them (i.e. fighters and torpedoes) making them quite powerful foes.

The other faction being the Tyranids. The Tyranids terrify me. Their tactics involve using escort vessels as suicide ships that spread acidic clouds that eat through the hull of vessels and slow them down, allowing the larger ships to catch up to them. Their ships have a cloud of bioforms that will attack the hull of any ship foolish enough to get close and their troops are quite powerful. Engaging Tyranids at close range is suicidal and just from the tone of my words you can guess how much they traumatized me in the campaign.

Besides them, every existing faction received new fleet variations. While I mostly played the Imperium, I did encounter some of the new variations. In particular the Aeldari can now choose between the Corsairs, which were the default fleet in the previous game, and the Craftworld and Drukhari. The Drukhari in particular have a very distinct look, though all three employ the same style of combat. The Imperium gets the Imperial Navy and the Space Marines, but receives a third variation in the form of the Adeptus Mechanicus. Adeptus Mechanicus ships have less crew, better range but weak troops. That said, their strength is in their range, as most upper tier Mechanicus ships carry Nova cannons. They also have an alternate firing mode for the Nova cannon that causes enemy ships to slow down, helping them to keep range control.

Of Sound, Graphics and Miscellaneous Details

The game continues the tradition of having a very powerful soundtrack. I usually don’t notice these things but on this rare occasion I want to note just how good it is. The music is so good that I like to listen to it out of game, often when working on other projects or doing house chores. That is how good it is. Most important of all, it fits the setting to a tee.

Sound design is just as perfect as the first game. The sound of lancer turrets, the heavy thud of macro cannon batteries firing are perfect and help immerse the player. There is nothing more satisfying than hearing the impact of your ship’s ram as it plows into the side of a heretic vessel as engines burn at maximum. Its great.

Another feather in the game’s cap is the voice acting. Just like the previous game, its top notch. Its what you’d expect from a Warhammer 40,000 game. There is plenty of grit, determination and pathos. Trazyn in particular is well cast and now I can’t imagine the character without its mocking tone as it looks down on all these primitives who lack of appreciation to his preservation efforts. Them and their overly attached attitude to members of their species and relics… Truly baffling to a Necron of culture.

Graphically, the game looks great. The ships are so lovingly rendered, each a piece of art you can stare at for hours, with the game giving you the tools to do so in the fleet screen. The battle scenery is also beautiful, so much so that at times I found myself pausing the fight just to have a better look at the background. The game does the Warhammer 40,000 universe proud in the way it brings its models into life.

One miscellaneous detail I decided to sneak into this segment is the lore richness of the game. Anyone who has read Warhammer 40,000 novels and codexes will recognize many of the worlds, systems and sectors portrayed in the main campaign. There is a certain amount of pride to be had in exploring a sector and saying “Hey, I recognize this world”. I know its quite petty which is why I put it here near the end of the review but still, its very fun and shows the developers do care for the universe they are depicting.

In conclusion

Battlefleet Gothic: Armada 2 is a worthy successor to the original, improving on every single aspect of the original while adding much needed depth and variety. It continues the tradition of great visuals, great sound and voice acting to bring the Warhammer 40,000 universe alive. That said, the story does falter a bit near the end, feeling slow and grind-y but still enjoyable overall. I heartily recommend to fans of the original, people who enjoy age of sail combat, and of course anyone who loves Warhammer 40,000.

Pathfinder: Kingmaker – Enhanced Edition (v2.05)

Finally, a worthy successor for Neverwinter Nights 2

I had been putting off reviewing the game for quite some time. Finishing the main story, I felt exhausted, yet satisfied that I couldn’t write a comprehensive review straight away. Afterwards things kept happening, forcing me to push this review further back. Now that things have finally slowed down for the holidays, I can catch up and give my thoughts on the game.

As the sub title reads, Pathfinder: Kingmaker is a spiritual successor to Neverwinter Nights 2 and other asymmetric CRPG (Computer Role Playing Game) of the type. The genre had lost its prominence in the early 2010s, as large studios and publishers pivoted away from what was one of gaming’s staple genres and to first person military shooters (Call of Duty clones), butchering beloved intellectual property (*cough* Bethesda *cough*) or making mediocre third person science fiction shooters (hello BioWare).

By the middle of the decade though, the genre was seeing a revival with Shadowrun Returns unironically leading the charge, followed closely by titles such as Divinity: Original Sin, Torment: Tides of Numenera, Tyranny and The Age of Decadence to name those I managed to play. However none of them managed to capture that feeling of epicness that the Neverwinter Nights series held for me. That is until Pathfinder: Kingmaker.

Pathfinder: Kingmaker is set in the world of Golarion, a fantasy world that would be familiar to any fan of Neverwinter Nights though there are many subtle changes and different histories involved. As I wrote before, its an asymmetric CRPG employing modified D&D (Dungeons and Dragons) rule set. I haven’t played either the original or the Pathfinder tabletop versions but from my playthrough the skill system is far more simplified and some changes were made to mechanics such as poison (which I will whinge about later on in the review).

Start

Like any CRPG, the game starts with the player creating their custom character, picking appearance, class and putting points into skills and attributes. Nothing out of the ordinary. There isn’t a huge choice for customization, reminding me of the original Neverwinter Nights but considering the fact the game had been crowdfunded, easy to forgive. The meat of a CRPG, after all, is in the story.

That said, the Pathfinder system seems to have several interesting classes that differ from the D&D third edition, with some enticing multi classing options that would thrill veterans of the genre. I am not ashamed to say that I was tempted at times to deviate from my pure, two handed backstabbing rogue build, though I persevered.

Once done customizing the character, you begin the game in the starting location which serves both as a good tutorial and a hook for the story.

Setting

The player starts in the city of Restov as another adventurer lured by the call of the Spellswords, the rulers of the city, to form an expedition to the Stolen Lands; a region bordering several kingdoms that none had been able to lay, or more importantly maintain, claim to. Now a stronghold of bandits, the Spellswords wish to clear the area and install a friendly regime in place to keep the peace.

Of course, in the company of outcasts, mercenaries and vainglorious adventurers, tension rise from the start only to be further exacerbated by an attack on the mansion by unknown assailants seeking to disrupt the expedition. Indeed, there is something ominous about the Stolen Lands and their reputation, not to mention that the Spellswords seem to have an ulterior motive for sponsoring the expedition.

Under such ill portents the player and a small party of adventurers set out to the Stolen Lands to pacify the region and build a kingdom. Unknown to them, the Stolen Lands are not named so lightly, and many secrets lay buried under their surface.

Story

Reading the setting, its easy to see why I love the game’s story. It hooks you in with intrigue, mystery and of course, a deceptively simple premise. Adventurer called to clear some bandits and set up an outpost in the wilderness is a great framework to hang a story on and the developers took full advantage of it. The story itself grows almost organically from this simple start, each twist and turn not just surprising, but fitting and makes sense when put in context of the greater narrative.

I don’t want to reveal too much since I feel any further detail written may spoil and thus detract from that first, crucial, playthrough. However since story is the life blood of a good CRPG, its important to at least discuss some of it. Pathfinder: Kingmaker has a great story, filled with that epicness I wrote about earlier on. It may start as a simple, almost bog standard quest but it saws seeds of mystery and intrigue from the start that pay off later on. I can’t recall a single plot thread that didn’t end up with some satisfying pay off or led to the grand reveal near the end.

This is no small praise considering just how long the story is. We are talking easily 60-120 hours of gameplay, depending on individual ability, difficulty and whether or not the kingdom feature is enabled and all side quests are pursued. To make a story so grand and interesting that I’d still be invested in it even after a lot of repetitive busywork speaks volumes on the quality of the writing, and it is superb.

Characters in particular are well crafted. Considering the size of the game, you come across a great deal of them and each is written with interesting backstories, side quests and even satisfying resolutions (depending on choice). The companions in particular feel like real people, with differing ideologies, philosophical stances and motivations. They even interact with one another during travel and camping, adding more flavor.

The Companions

A party is only as good as the people comprising it and the game furnishes you with ten characters (11 with DLC) to choose from. Though you have an option of generating generic companions via the Pathfinder Society (in exchange for gold, of course), the base game, I feel, supplies you with good enough characters that I never took that option. The companions are AI controlled but can be given orders by the player, have their own classes and can be either level’ed up by the player for those who know what they are doing, or automatically level’ed up by the computer.

Each of the companions have their own reasons for tagging along for the adventure, their reasoning revealed in their quest chains. These side quests hold revelations about the companions and can influence them. They deal with many themes such as societal rejection, letting go of the past, finding out one’s roots, enacting revenge and suffering its consequences and so forth. Each and every companion story was an emotional roller coaster that felt at times satisfying and horrifying. Some of these companion quests can be quite tragic. Not every story has a happy ending.

The player can have up to five companions with him on an adventure, the rest remaining in the main hub area when traveling. The companions can be customized with gear, their AI tweaked and their inventory filled with whatever necessities (or junk) the player needs. There is also a communal chest to put gear in that is accessible for all the party, requiring less tedious micro-managing and item swapping between inventories. That said, the “size” of the communal trunk depends on the collective strength attribute of the party. Companions can also serve as advisors in the kingdom.

Kingdom Come

One of the main features of the game is the kingdom interface. Once you pacify the Stolen Lands, you become their ruler, awarded with a keep, construction points and the task of ruling the region. The game does well to meld the kingdom management aspect to the overall story. That said players who wish to focus wholly on the adventure aspect can turn off the kingdom management if they wish, a useful feature, especially for replay.

The kingdom can be managed through the kingdom interface tab, but only from the throne room, requiring the player to visit their capital frequently (like a true ruler). Every month there will be problems and opportunities. Problems are negative events that will hurt the kingdom, decreasing stability and affecting various stats such as community, military power, culture, commerce and so forth. If continuously ignored, the kingdom will be destroyed and the game will be over. Opportunities on the other hand can be ignored as they only give bonuses to the kingdom and if skipped, won’t result in any issues.

To resolve problems or pursue opportunities, the player must assign an advisor to deal with them. Companions can be appointed as advisors, as well as certain characters the player encounters throughout the story (some of which even I didn’t know you could recruit!). Once an advisor is chosen and assigned, they will resolve the event within the allotted time. In-game time passes either through the kingdom tab or via traveling in the overmap.

As the game progresses, the kingdom will grow, necessitating more advisors, expanding territories and founding villages which act as rest stops on the map for the party (as well as places to settle vendors). These villages, and the capital, can be upgraded with various buildings that affect the various kingdom stats. Building them is tricky as they require Construction Points (CP for short) generated by the kingdom on a weekly basis (or by converting gold into CP) and have adjacency bonuses if placed near other buildings. Since the building screen is grid based, and changes depending on terrain, it can get messy.

Sadly, buildings do not change the look of the villages or the capital, which is a missed opportunity. The system itself isn’t too complicated and can be rather shallow at times. As much as I did enjoy some of the events and stories contained within, I don’t find them as memorable as the main story or the companion quests. I feel like there is something that, in a future iteration, may be expanded upon, but I don’t begrudge anyone turning off the feature.

Stolen Lands

I mentioned the overmap before. The Stolen Lands, where the game takes place, are a region with many points of interests. Each place is a crafted level, with travel facilitated by the overmap. The overmap won’t show every location as it is shrouded at the start and only through travel will the player discover various places that can be visited and revisited throughout the game. Travel as written before, involves time and is done on pathways.

The party will grow weary the longer they travel, thus camping is necessary to rest and replenish. The camping mechanic is well implemented, allowing character interaction and assigning roles such as cooking, guarding, hunting and so forth. Different companions have different skills which may fit specific roles, with some more suited to cooking while others make great guards for example. A well rested party will get positive combat modifiers. Camping, depending on setting, also allows healing and restoring, cancelling modifiers received in combat.

A player may push their party onward but risks incurring worse and worse negative modifiers. Characters will voice their displeasure and beg for rest and you’d feel pretty guilty not granting it. Of course time is important and sometimes you must push your companion forward.

Of course the overmap will only increase in size as new lands are incorporated into the kingdom. This leaves plenty of places to explore and many quests to pick along the way. That said, there isn’t as much map variety as I’d like, and by the middle of the game you become so familiar with certain woodland clearings and mountain passes you just want to scream your frustration. Also encounters on the overmap become tedious by the late game and feel more of a nuisance slowing down progression.

Combat Difficulty

I have tried avoiding talking about combat as long as I could but there is no escaping it. Combat in Pathfinder: Kingmaker is both generic and frustrating in equal parts. I already eluded to it when talking about story but Pathfinder: Kingmaker doesn’t really do much with its combat mechanics, using instead the template that many CRPGs use, that is turn based combat playing out in real time with option to pause and queue actions.

While being generic as it gets, for the first couple of playthroughs I tended to die a lot, almost giving up at points. Now I am not the most elite gamer, putting myself squarely in the average category, but I have experience with CRPGs and I never recalled dying as often in other titles as I did in Pathfinder: Kingmaker. Thankfully the game comes with a robust difficulty setting, allowing you to pretty much tweak everything.

Part of the problem is the way poisons are implemented in the Pathfinder system. It seems poisons not only affect attributes, but can stack. Since every second creature in the game uses poison, you often find yourself quickly losing all your attribute points in say, strength or constitution, leading to your character’s death (or if you decreased difficulty, unconsciousness). This led me to both despise poison and prize any item that gave me protection from venom.

Even after tweaking with the settings and getting better at not dying from poison, the game kept being rather difficult. The difficulty can spike if you ignore certain events, such as a troll invasion early on. I kept thinking that I could concentrate on kingdom building while ignoring it but it soon ballooned, not only threatening my kingdom but infesting every area in the map turning every visit to a level into a glorious last stand against a tide of green and gray, forcing me to restart the game.

Even in my next playthrough, I didn’t really experience a breakthrough until chapter four. I was still struggling with the difficulty, clearing a final dungeon and getting wiped out time after time. After the umpteenth attempt and death, I loaded a save before the start of the dungeon and traveled back to my capital where I bought all the scrolls, potions and weapons I needed. After re-configuring my party I traveled back to the dungeon. I won’t say that I immediately triumphed but I would later clear it with only a couple of attempts (after wiping to the final boss). It was this moment that led to an epiphany of sorts. The game wasn’t difficult on purpose, I was simply playing it wrong.

Its the curse of modern gaming that makes you believe that however you play the game, you could win every engagement with a bit of ingenuity and some luck. The “play it your way” design has atrophied my brain because Pathfinder: Kingmaker isn’t that difficult the moment you prepare properly for the encounter. The game gives you all the tools to defeat its dungeons, but you need to put the effort.

There is a reason why the game gives you four weapon slots, unlike the usual two most games of the type allow. There is a reason why there is a communal trunk, not to mention bags of holding for extra storage. There is a reason why there are different groups of weapons outside of just proficiency, such as cold iron or silver. Once you realize all of that and do your homework in the game, you are more or less set to defeat every challenge the game throws at you, so long as you employ your brain. With this shift in perspective I was able to enjoy the game and die a lot less, which I think is a point in the game’s favor. That said, that point gets sullied by the repetitiveness of combat, which as I pointed before, can get dismal at later levels.

That said, anyone that played the game on unfair difficulty with the Last Azlanti option turned on and actually finished the game is a god among CRPG players. That or an extradimentional being.

Saving Private Scum

Talking about difficulty one must talk about the robust save system Pathfinder: Kingmaker employs. I haven’t seen such a good system in years. The game will auto save before entering a level, keeping up to three concurrent saves at default. This means you never lose too much progression upon wiping out. It also has a similar quick save system. Both can be increased to up to 25 each, giving you plenty of choice if you need to reload or take a different path.

At this point the system is so good that I pretty much going to look down on future CRPGs that lack it. It is indispensable and another point in favor of the game, as well as a mitigating factor with its difficulty (unless you play Last Azlanti at which point you are pretty much a mad person). Its also quite useful for dealing with the consequences of story and side quest decisions that may ripple unfavorably for you later on.

Decisions Decisions

I wrote that the lifeblood of a good CRPG is its story and writing. While this is true, what really separates a good story, from a truly epic one, is not just the scope of writing, but its depth. This involves the situations and choices the game confront the player with. Not just powerful enemies and bad odds, but unavoidable choices and laws of unintended consequences. The game has both in spades, not once forcing me to confront what I deemed moral and good.

This is aided by the alignment system. Alignment is a feature of most D&D games and though I have some issues with the concept, I do understand its necessity. That said in Pathfinder: Kingmaker the alignment system is fluid, rather than strict. Though not a new concept, Pathfinder: Kingmaker implements it quite masterfully with an alignment wheel that allows the player to track the change in their alignment.

Alignment is important in D&D both for magic, deity influence and of course, decisions. Some decisions in the game can only be unlocked through your current alignment, while others will affect your alignment. The game uses this extremely well, in particular with a few companion quests. Since companions have different alignments and viewpoints, its no surprise that their aims and wills will run contrary to the player, their quest lines reflecting this. There are some hard choices to be done. The real mastery is making a hard choice and feel justified with it, but at the same time regretting it. Without spoiling, Pathfinder: Kingmaker has these as well.

On Graphics and Other Things

By this point I pretty much exhausted most of the things I wanted to mention and discuss in reviewing the game. Its no surprise I left graphics to the end because its so miscellaneous in comparison to everything else that I really didn’t see the point in dedicating a section for it. The graphics are what you’d expect from an asymmetric CRPG from the late 2010s – pretty. The graphics are okay. They are passable. They never detracted from the experience but I don’t think they added anything to it. Both them and the art were passable and did their job. There was never a moment I thought “gosh, this is ugly” but I never had a moment where I thought “gosh, this is beautiful”.

The only thing I can mention in regards with graphics is some glitches with cloaks but this is just getting petty.

Other than that there isn’t much else to say. I did play with some DLC (Downloadable Content) and expansions such as Beneath the Stolen Lands which added a dungeon in which you must clear levels and go deeper into the belly of the earth to slay a creature of pure nightmare and madness. It had good writing, good loot, plenty of challenge and many tragic tales as you learn of the fate of previous adventurers that braved the dungeon. The Wildcards adds another character with interesting backstory and its own quest line and resolution within the story. The other expansion, Varnhold’s Lot adds a ~20 hour campaign where you get to play the events leading to chapter four from a different perspective that I didn’t touch because the main game had exhausted me enough and I felt satisfied with the ending I reached.

I mentioned crashes, and the game did crash for me a couple of times but always after extended playthroughs (after more than six hours) which I don’t think many gamers would run the risk of incurring. Thanks to the save game system I didn’t lose much progress.

In Conclusion

Its hard to sum up such an epic game and I feel like my review left a lot to be desired but if I continued to rattle off this post would be as long as a novel. Suffice to say that Pathfinder: Kingmaker is an epic fantasy CRPG with great story, interesting characters and terrific writing. It has bog standard combat system with some difficulty issues but a great save system to compensate. Its not graphically or artistically exceptional but does its job and I have enjoyed it immensely. That said combat can get tiring near the end, and many locations are repeated. Also at launch it seems to have been quite buggy but I played more than a year later during the v2.05 implementation and didn’t encounter any bugs.

I feel safe recommending this to any CRPG fan or gamer who wants to experience an epic story done right, a la Lord of the Rings style. I don’t want to do scores but if you twisted my arm I’d give it a 9 out of 10, deducting a point due to the repetitiveness of combat. Enjoy!

With Apologies to CCP Oracle

The hardest thing to do in the world is to apologize

I’ve been putting off this article for a couple of weeks. In fact I already wrote a couple of drafts just a day after the incident but I kept putting it off. No one wants to face their own shortcomings, and other things like CCP Games introducing gambling to EVE Online and igniting my rage happened, which felt like they needed addressing first.

That is a lie of course, I simply used the new controversy as a way to further delay the inevitable but its finally here. CCP Oracle, if you are reading this, (and I hope you do as I will tag you on twitter) I am genuinely sorry. I was rude and out of line and I shouldn’t have written that tweet. It was disrespectful, period.

Of course that is not enough. Its not enough to just say sorry. By itself the word is meaningless. What is important, the reason behind writing this entire article that seems little more than an act of public self flagellation, is to find out the reason why the incident happened in the first place and address that cause. Without it there is no in point apologizing so bear with me as we deep dive into my twisted psyche.

The innocent tweet about seeing more Korean players, including female streamers, flock to EVE Online following the launch of Korean localization, shouldn’t have elicited such a visceral response from me. That said I had mistaken CCP Oracle for a male developer and considering the current atmosphere in gaming and streaming services such as Twitch, made the wrong inference. That is all on me. When one assumes things without checking them first, one gets being made an ass. Its just logical. However like an ogre, lets peel the layers and dig deeper. Why would I even care about what a CCP Games developers had to say in the first place?

Lets start with the issue of Korean localization. A few years back CCP Games killed all localization efforts in the game, including the Korean language one. Being bought by Pearl Abyss, a Korean gaming giant, suddenly Korean language localization was back on the menu and done in quite a short time all considering. Yet at the same time, other, more established communities, must continue and play EVE Online in English rather than their native tongue. It feels both unequal and a tad hypocritical of CCP Games to praise the surge of Korean players after years of dismissing localization which is a barrier of entry for many people and not addressing the needs of other communities.

Then there is the part of the tweet that was the highlighting female streamers. I am all for more female representation in games, gaming and whatnot. Having more streamers covering EVE Online would be good for the game though I don’t think EVE Online translates that well into streaming. Its not a very fast paced game after all but that is not the point. The point is, CCP Games have a terrible track record with female players. The toxicity of some of the player base had worked to drive away many a female gamer, and I heard enough horror stories from female players to make me ashamed of having a penis. Its tough, its bad, and the fact is, CCP Games had done so little to protect its female players that promoting female streamers can almost be seen as throwing meat into the water. You know a shark is just gonna bite into it.

Okay, not great optics, but nothing worthy of lashing out. Obviously I was frustrated with what I saw as hypocrisy and irresponsibility but still nothing to send a mean tweet about. Time to delve greedily and deep to unleash the Balrog.

This tweet came only a few days after CCP Falcon resigned. A few weeks before that, Snuffed Out, my last home in EVE Online, shuttered as the content drought in the game continues. Friends keep quitting EVE Online one by one or reducing their activity and selling their super capitals. In this atmosphere of hopelessness its not hard to get frustrated, especially at CCP Games that helped create this situation. After all, its up to the game developers to, well, develop the game and outsmart the playerbase in order to promote conflict and engagement.

A lot of us waited with eagerness for some sign that CCP Games had a plan, that there was a solution to the horrible stagnation the game had fallen into in the last few years. The Las Vegas convention was seen as the place where CCP Games would unveil real solutions. We held out collective breath for the presentations and we got… Nothing. Absolutely nothing constructive was said in EVE Vegas. The entire event might as well have been cancelled. Instead of a roadmap or some acknowledgement of the rot EVE Online is in, we got a roadmap to a roadmap. Yes, we got a presentation about how CCP Games will implement short term roadmaps. I wish I were kidding.

That was it – the moment something broke inside me. The moment when I knew the game was well and truly gone because its developers have abandoned it. CCP Falcon’s resignation afterwards only cemented this feeling. CCP Falcon was the face of EVE Online and one of the main points of contact with the company for the community. Hate him or love him, he at least engaged with the playerbase. His departure pretty much created a gap between the community and the company. That void could not be easily filled especially after other community managers had either left or were let go in the last couple of years. With the last bridge burned, there was not even the pretense that the company was listening to us.

Which leads us here, to that moment where a frustrated, tired player gets sent a tweet of a CCP Games employee. All that anger, all that frustration with the state of the game, with the lack of an outlet, with that feeling of abandonment just comes out in one ugly tweet. An unnecessary tweet which demeaned an innocent employee and saw malice where there was none. A tweet that sought to hurt people that really had nothing to do with the situation the game is in.

The people who did mismanage the game, the people who are deserving of a good tongue lashing have been deaf to the community’s plight from the start. They already sold off the game and are moving on to make a new game which they’d either ruin later on or fail from the start as they done so many times in the past. They are the ones hiding behind people like CCP Falcon and CCP Oracle, using them as disposable human shields while they count the money they make from stock options and bonuses. They have shown a complete lack of care for the community that sprung around their game and attribute the success of the game to their genius instead of the hard work of both developers and players in keeping the game going all those years in spite of the lack of leadership shown above.

It is those people I should, and am, angry at but its exactly those kind of people that won’t listen to my rage at the continued decline of the game and community I’ve come to cherish. You can certainly see why and how its frustrating. That said, none of this is an excuse to lash at total strangers who probably have nothing to do with it all.

Once again I am sorry CCP Oracle for the tweet. I am sure that much like other developers in CCP Games, you were a player yourself who dreamt of working in the company developing the game and finally achieved this dream only to be hurled abuse by anonymous idiots on the net. I hope my apology will go some way into alleviating this.

The House Always Wins

Looks like gambling is back on the menu!

Recently, CCP Games posted a new developer blog introducing the HyperNet thus resurrecting gambling in EVE Online. I wrote resurrecting because EVE Online already had a robust gambling scene in the past. Third party sites set up and managed by players offered a variety of gambling options from playing poker, taking part in lotteries and raffles, to betting on sporting events; real and in-game ones. All of this was done without developer intervention and using what few tools there were in-game for it.

The boom of EVE Online casinos would come to influence the game’s politics, the massive profits sparking a long and arduous war that by its end would see the Imperium, one of the biggest player coalitions ever, defeated and driven out of its north eastern strongholds. Defeated, but not destroyed. That said, in 2016 the party came to a close when out of game events forced CCP Games to ban the entire operation, shuttering many sites.

The event, for those interested, was a scandal involving the Counter Strike: Global Offensive skin gambling sites and several prominent video creators in the community. The skins for the game could be traded between players using real currency, leading to a robust market. It wouldn’t take long for sites to set up to allow people to gamble for said skins. Several video creators with large audiences promoted said sites and made videos showing them winning big prizes, neglecting to mention that they either owned or were partnered with said sites. Not only was there an issue about disclosure, but many suspected that the lotteries could, and were, possibly rigged for the purpose of the videos in order to dupe impressionable viewers, many of whom were teenagers.

This scandal got wide media attention, and later government one as legislators began eyeing the unregulated videogame market with its loot boxes and microtransactions aimed at exploiting the poor impulse control of teenagers and gambling addiction of adults. Though it would take a few years for countries to begin actual legislation in the field, the added scrutiny would be a welcomed change to an industry that was (and lets face it, still is) consumed by greed.

CCP Games got ahead of the curve by rightfully banning gambling in the game and thus escaping embarrassing headlines and possible fines or age restrictions added in many countries around the world where it operates. For a while, things seemed okay, well, in the standard that a slowly burning trash fire might seem okay. However on the 27th of November, CCP Games made its announcement and all hell broke loose. Well I write all hell, in reality just a heavily commented thread on the new feature as well as a few reddit posts. Who says EVE Online isn’t dead.

The scheme works like this: HyperNet will be a fun place where players can set up and buy tickets for raffles. The raffles will be player made of in-game items. In order to set up a raffle, players have to purchase the number of HyperNet Cores corresponding to the item’s value. Cores can only be bought from the New Eden Store (NES, formerly NEX) via PLEX (Player License EXtension, never said CCP Games were clever with their acronyms) or from market resellers. Once the raffle is up, players buy HyperNet Nodes, i.e. tickets, with in-game currency. When all the tickets, I mean nodes, are sold, the raffle occurs and a randomly generated number decides which ticket, I mean node, was the lucky winner. The winner then gets the item in their hangar (though in the station where the raffle was created to eliminate item teleportation).

I have to give it to CCP Games, it really managed to make one hell of a scummy, poorly thought of, system. PLEX is an in-game resource that can only be generated via paying real money then re-sold on the market. The HyperNet cores require PLEX to be purchased and the costlier the item, the more cores needed, meaning more PLEX is required to set up the raffle. Not only as a friend commented is that an unfair tax levied on the person setting up the raffle, it also devalues the in-game economy, not to mention re-introduce gambling into EVE Online. This of course is meant to fuel demand for PLEX (which may be dropping with decrease in player activity) which will tempt people to generate more PLEX by, of course, buying it from CCP Games and offsetting subscription loses. Truly genius.

Players of course, have begun defending the practice because many fans are dumb, and the dumbest sycophants really tie their identity and human worth to an aging, broken videogame that is past its prime. The excuses made in the name of an immoral feature are really mind boggling but I think I’ll tackle a few of the prominent ones. That said I’ll be doing this without harping too much about the immorality of gambling or the actual psychological damage it does too much. I know this is akin to writing “I don’t want to criticize the moral aspects of cannibalism as much as its hygienic practices” but it is sort of.

Its not gambling – It is. Full stop. Period. Exclamation mark! Raffles and lotteries are gambling. Here is a simple test: Does it cost money to take part in and do you win something out of it? If the answer is yes, then it is gambling. I know this a hard concept to wrap the head around but gambling is pretty much any game where winning is largely dictated by chance and involves money. You might say that in EVE Online it shouldn’t be counted as gambling since money in the game is all made up but I counter this with the next argument:

EVE Online money isn’t real – The next goalpost is to simply say that the Interstellar Kredit (or ISK for short) isn’t real and thus has no real life value. That is not even remotely true and anyone holding this notion should probably be completely ignored and/or shunned from polite society. ISK has a real life value because CCP Games has made an exchange rate between PLEX and real money. Since PLEX is sold on EVE Online markets for ISK, we have a direct translation of worth. At time of writing 1 PLEX was sold around 3,500,000.00 ISK. Since the smallest batch of PLEX sold at the cash shop is 500 for 19.99$ dollars, 1$ can be converted to 87,500,000.00 ISK. Fact is, CCP Games often advertised many of the big fights in EVE Online as having real money equivalency, bragging about losses mounting to thousands and even tens of thousands of dollars in assets. It can’t just now run away from it when its inconvenient. That is not how life works.

Its a closed economy – Demolish the first two defenses and the defenders quickly retreat behind the idea that EVE Online is a closed economy, or more correctly, semi closed since real money comes in but value can’t be taken out. Again, this is erroneous to such a degree that it makes me think that the defenders of this feature are either children or have child like intellect. In the legal definition they are right, but legal definitions are like expiration dates, followed by most people but ignored by some. The fact is there exists a whole grey market in EVE Online that enables converting ISK back into real money. Sure its illegal, sure its risky and those caught are often banned, yet the illegal activity in EVE Online hasn’t decreased and in fact certain sectors of it have seen a marked increase in recent years that not accounting for them is pure stupid.

Its legal – When all previous arguments fail, cry “Its legal” in a nonsensical defiance of criticism. Of course gambling is legal IN SOME STATES. That means that in other countries its illegal. What more, many countries have recently moved to ban or legislate gambling in videogames and bringing back gambling to a game that already banned it once in such a stormy climate is truly stupid. Not to mention that in some countries gambling is heavily regulated in order to protect minors. Considering EVE Online doesn’t have a uniform rating around the globe with some countries allowing minors to play the game and you can almost see the negative headlines and future lawsuits coming. It only takes one case of a minor using the HyperNet and sinking their parents’ credit card to start a riot, and justifiably so.

It will fund more development – Stop. Stop right there. Moving from questions of legality, we arrive at the fanciful idea that the money generated from gambling will fund more developers for the game, thus tackling many of the major problems plaguing EVE Online. This is a fantasy, full stop. Let’s forget for a moment that CCP Games had been bought by Pearl Abyss, a Korean gaming giant with deep pockets that can easily fund more development for the game, the idea that this extra revenue will be funneled into game development and not investor pockets is laughable. Last Week Tonight with John Oliver already showed what happened to state controlled lotteries aiming to increase public revenue for education only to squander those funds, but you are telling me a for profit entity that doesn’t have the pretense of serving the public is going to invest those funds better!? At this point you aren’t deluded, you are disingenuous and possibly a lobbyist for CCP Games.


Case in point, how state lotteries work to harm communities

At this point there is nothing left to argue. There are no further excuses that can be made in defense of this feature. If anything, there are only things to argue against it, like the fact its immoral. Yes, I wrote that I wouldn’t harp on it and I haven’t. I mostly addressed the arguments head on without moralizing but the reality is, gambling is immoral. There is a reason why many countries legislate it and restrict it. Gambling is a real issue for people with addiction issues. Teenagers exposed to it are more susceptible to it and the way the videogame industry had implemented it was done purposefully to target vulnerable populations in order to squeeze as much cash as possible from them. You’ve all heard terms such as “whales” and “dolphins” dehumanizing problem gamblers. If you watch Jim Sterling’s video on the issue you’d see both the ways the industry sees us, the consumers, through such mechanics and the real human cost it incurs.


Jim Sterling exposing both the predatory practices of the gaming industry and the real damage it causes

We banned gambling from EVE Online once when we saw the dangers of it. Letting it back now, when the legal field surrounding it is even choppier is a signal from CCP Games to us, the players. Its a signal telling us that the company won’t tackle the important issues that plague the game but is instead investing resources in harmful mechanics, both to the players and the health of the game, to further monetize said player base. Its basically an admission that the company is either unable or unwilling to face the desolation that is the current state of affairs but it wants to keep increasing its profits. Now can I interest you in some HyperNet nodes?