2019 Half-Year Backlog Update

It is the end of June already as we reach the halfway point of 2019. Which is incredible really, just thinking how quickly the year has passed by. I thought it would be good to look at the progress made with my backlog so far in 2019.

When I last did this in December 2018, I had only been keeping track of things on this website for five months but hadn’t really played that many games. With some renewed focus it is safe to say the first six months of this year have much more successful in playing more of my games.

General update

  • Backlog down from 278 to 266
  • Games played increased from 195 to 237
  • Completed: 11
  • Abandoned: 7
  • Shelved: 5
  • Total games played: 27

14 of the 27 games played are brand new games that I have never played before.

So good news on reducing the backlog and the number of games I’ve played increasing by a fairly substantial margin. Some of this is no doubt cleaning up the numbers on Grouvee though. But it is a great start.

At the end of last year I mentioned wanting to complete or shelve around 15-25 games. I have already met this target which I set myself. In hindsight probably a bit too conservative. However unlike 2018 I have made a much more concerted effort to reduce the number of Live Service games I am playing. That has meant not playing Warframe, World of Warcraft or Path of Exile. Which has helped increase the number of games I have been able to play.

New videogames

There has been an eye watering 91 new games added to my Grouvee profile however the overwhelming majority of these are ‘freebies’ from Twitch Prime, Xbox Games with Gold, PlayStation Plus etc. And therefore not really games I will play.

I have purchased 18 new videogames so far this year. Only one of those is a game purchased on or before launch; The Elder Scrolls Online: Elsweyr. All the remaining are games picked up in sales or at discounted prices. Only 3 games were physical with the remaining all being digital games. Mostly on Xbox One and PlayStation 4. However 2 games were on PC and 1 on 3DS.

The challenge

So there has been some creep upwards with my ‘Play Next‘ category, which are the really high priority games on my backlog that I want to play next. Now up to 66 games, from 60 at the start of the year. This will need to be the focus of my attention as we move into the second-half of the year. Ideally I would like this number to be significantly less as we head towards new hardware into 2020.

Remainder of 2019

Apart from playing some of those games on my ‘Play Next’ category it’s hard to know whether there will be any new games in the last 6 months of the year I’ll want to buy. Certainly there are still games like Red Dead Redemption 2 that are on my Wishlist. And I’m sure there will be other games being released that tempt me. In addition I still haven’t yet picked up a Nintendo Switch and this is something that might change if the rumoured new hardware is released.

So the videogames I would like to play next in my schedule, are:

  • Finish Metro Redux
  • Finish Mass Effect 3
  • Finish Doom (2016)
  • Metro Exodus
  • Tales of Borderlands
  • Forza Horizon 4
  • Fallout 4
  • The Last of Us
  • Assassin’s Creed Odyssey

Summary

A good first half of the year in terms of the number of games I have played. If I have similar success in the next six months it will make for a stellar year in terms of catching up with my backlog. Good stuff.

Games as a Service: the reality and opportunity

The below was first published in three separate blogs in December 2018. I have merely merged the posts and made some small amendments to try and make the article flow better as one piece. I also have made some small changes to try and refresh the content a little bit although some of the comments and thoughts at the time have aged a small bit. For example Destiny 2 & Bungie were still working with Activision Blizzard and Red Dead Online has received some changes. However the sentiment and my thoughts are all still very relevant today. Thank you.

The Reality

Sometime towards the end of the last generation of videogame consoles and the transition to the current generation we saw major western publishers start to embrace the Live Service or Games as a Services (GaaS) as a preferred business model of their games moving forward. Games such as Destiny or Warframe moved away from Games as a Product (GaaP) to services. Although Wikipedia notes the idea originates in the early noughties with MMO’s.

The major western publishers and platform holders have been enjoying record revenues from financial results strengthened by recursive microtransactions and revenue from services. However as their profits have gotten larger so too has the pressure to increase year on year growth. Which could create problems over the next few years. Certainly there seems to be a far more vocal reactions to some of the negatives of GaaS games (i.e. Star Wars BattleFront 2 lootboxes) and a divisive element to them. Whilst lots of gamers embrace them there is a growing number who don’t like some of the implementation of GaaS that we are seeing.

The definition of GaaS from Wikipedia is:

In video gaming, games as a service (GaaS) represents providing video games or game content on a continuing revenue model, similar to software as a service. Games as a service are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. This often leads to games that work under a GaaS model to be called “living games” or “live games”, since they continually change with these updates.

The advantages of GaaS are clear for the publishers and developers; more revenue from ‘uncapped’ spending, more regular and consistent revenue, less games which have a longer shelf-life as well as legal advantages to selling services over products. For the consumers the advantages are less clear-cut but include potentially much better supported games with a strong online element.

As I’ve spend some of this week reading about Red Dead Online there has been some clear negative reaction to some of the balance of the new online mode (Polygon, Wccftech and Reddit). This made me want to write about some of the new trends and how they are not always for the better.

The ‘hard reset’
FIFA or Madden Ultimate Team are the clearest examples. Every year a new £50-£80 game arrives. And this means that all your previous progress is gone.

Games with a shelf-life
Contentious point here, but there are arguably a lot of games which are really products with some support. One of the major criticisms of Destiny 2 was the lost of all your progress from the first game. There was no connection at all between the two games. This isn’t a problem unique to Destiny, The Division 2 is likely to go through similar challenges. How ‘long or indefinite stream of monetised content’ has there to be for a game to truly be considered a GaaS by definition?

Developers prioritising a sequel, or next paid-for product
I remember when Destiny 2 was having its problems last year, reading someone ask ‘why aren’t Bungie sorting this out, what are they doing?’. Of course the easy answer was ‘working on Destiny 2:Forsaken and the next Destiny‘. A lot of content is actually made with the main game and/or released by separate in-house development studios whilst the main team works on the new, next game.

This might not be that different from the old days when developers moved onto the next project, however there’s a balance when asking people to commit to a service which are usually more expensive in terms of cost and time required.

Time-limited content
This tactic is both to try to re-engage players but also to pressurise them into spending money. However from a player perspective they can be both rewarding, but if you’ve not got time to engage in an event then the ‘fear of missing out’ can be tiring and stressful. In many ways seeing time gates on content tends to have the opposite effect on me and makes me want to play something else instead.

Yearly season passes
A tactic we have seen in a number of games. You’ve purchased the ‘gold’ edition of a game. Then after the first 12-months a Year 2 content pack is released. In some cases a Year 3 etc. Particularly irritating if the game is actually cheaper to rebuy everything rather than the year season passes you’ve missed.

Introducing microtransactions after a game’s release
Years ago Forza Motorsport 5 was rightly criticised for launching with a myriad of aggressive microtransactions. Since then most if not all games from major western publishers release the microtransactions after the games reviews. Indeed sometimes the microtransactions might be implemented later on – long after the release, i.e. The Division.

Perfectly working in-game cash shop
It just works. And have you noticed how some premium, expensive triple-AAA, western published games have in-game cash shops that look like that of a free to play game? Cough Rainbow Six Siege.

Bugs & maintenance ignored
Prioritisation of paid-for content rather than actually fixing the game itself. The is true of many GaaS out there now.

Poor new player experience
This is a difficult one but a lot games just straight up get this wrong. Or there are loads of games that are prepared to drop you into a multiplayer mode without so much as a shooting range or ability to play bots first. The difficulty is whilst this may help retain players it doesn’t pay anything for developers looking to fix after a games launch. And therefore never really gets fixed. Of course it can also be the systems upon systems that the games doesn’t necessarily want to explain.

Drip feed of new content
New microtransactions, new cosmetics, or Lootboxes don’t really qualify as new content. i.e. Ghost Recon Wildlands Year 2 Season Pass was really a bunch of lootboxes along with a weapon and some gear. New maps, new story missions, new racing tracks can often feel like they are on the back burner compared to recursive game modes, new enemies, new in-game shop items or other more smaller content.

Focus on PVP/Multiplayer
The main gripe of fans of single player experiences. That publishers have prioritised cheaper to make multiplayer content over single player or PVE content. GTA V is a great example of a game which has not ever received any single player content post-launch.

The never ending grind
Only 8 hours to unlock a gold bar

Incomplete games at launch & minimum viable product
Games should be solid and relatively feature complete at launch. To have missing modes or features only a few weeks away feels shoddy. Roadmaps with future content should be adding to rather than making up for missing content.


Ideally a good GaaS should have a solid game that is brimming with content, and the money made be used to further add content to the already rich game. However for many GaaS games the opposite seems to be true; launch with a minimum viable product and then patch in ‘held back’ content to give the perception of ongoing ‘support’ until the next paid for content is released.

Of course I don’t want this to be all negatives however we also live in a time when there is a greater influence of a game’s business model on the end product, something I’ve blogged about before. And crucially getting a GaaS wrong can ultimately impact a company’s financials. Something we’ve arguably seen recently with Destiny 2: Forsaken. Some of the above negatives that I see in GaaS are actually grinding me down rather than making me look forward to new videogames. Major Publishers seem keen to embrace the revenue aspect of GaaS but I’m not sure all their games are really ‘services’ or get the balance right when it comes to the support or indeed the business model.

An ideal business model

Ideally the fairest business model is pay once or a subscription, but the industry has tried to move away from these. So this should probably be a called a wishlist of how I would envisage the ultimate GaaS business model. I think there’s a balance of how companies charge and price a service.

The following are things publishers and developers should be steering away from when it comes to a videogame business models in my opinion:

  • No lootboxes
  • No pay2win, i.e. purchasable items with ANY stat increases.
  • No XP or in-game currency boosts
  • No separate currencies
  • No currency that can be purchased
  • No level gating of items only to be removed for players spending real money

Lootboxes have been debated in great depth but with a growing number of independent bodies or governments now starting to investigate or legislate against them, publishers should do the right thing and stop their use immediately. The impact on children and the lack of protection for consumers is one of the biggest problems the videogame industry has ever faced. But a problem of its own making.

So the question becomes what would I consider more acceptable business models in a GaaS videogame?

Purchasable cosmetics (sometimes)
Personally I would prefer cosmetics were earnable. Remember when you saw someone in endgame gear in early World of Warcraft. You knew it was a badge of honour. Something to respect. Now cosmetics usually just mean the player who has spent the most money on the game. Ideally cosmetics should be earnable, or at least there is a balance; still allowing players lots of customisation without having to spend money.

Time limited content should be reserved for a few seasonal events
It’s cool to earn stuff from an event but using this as a continual mechanism to get people to login is less cool.

All items should be earnable in-game
With ‘reasonable’ play-time as well. And not hundreds of hours

Fair pricing
So not charging £30+ for a skin. Characters or skins really should be ‘micro’ in price. I know if games charged less I would actually be encouraged to spent more.

No made up currencies (i.e platinum, gold or x-bux etc.)
Just price the purchasable item in a local currency where one transaction can be made. No ‘best value’ packs etc.

Online/multiplayer games only
Single player games rarely have need for any of the above, as they aren’t GaaS games or have services costs or ongoing content.

Limited mixing and matching of business models
If the game has multiple tier versions at launch with season passes then there should be a need for microtransactions? Games need to be fair in their overall value offering.

Of course this is likely wishful thinking, but I do think that the better examples of GaaS games embrace some of the above (although not enough) pricing strategies. We have to consider games on a case-by-case basis. However generally it’s reasonably obvious to spot the videogames which get the balance wrong when it comes to the cost and the impacted design of a GaaS business model.

The good, the bad and the ugly

Below are some of the Live Services/GaaS which I think currently do the whole service model very well. Or indeed very badly.

The good

Path of Exile | Grinding Gear Games

Often the term ‘free to play done right’ is banded around for many games. But I think here it is actually the perfect descriptor. Since 2013, Grinding Gear Games have been working on their ARPG with growing praise from those that have played it. The game does some major things right. All content is free, the game can be played as a free player with no penalty and makes you want to support the developer rather than feel you need to. It is far from perfect in that selling cosmetics limits the visual customisation options and the prices of some of its packs or in-game items feels slightly too expensive. But again it gets the balance right. And ultimately is as close to the best f2p game business model as you will find. The content on offer is fantastic and it is an outstanding ARPG as well.

World of Warcraft | Activision Blizzard

You could probably insert a few MMO’s here, but Blizzard’s 14-year old veteran game’s subscription model still mostly works. There are very few in-game items to buy for real money. Whilst players moan about subscriptions, they still can provide one of the fairest business models a videogame can use. It’s also worth mentioning that WoW expansions have a Collector’s Edition but with only a few cosmetics included. There’s no Normal, Gold, Ultimate version rubbish here. There are negatives such as the best looking mounts which are saved for cash shop purchases and the ability to purchase in-game gold. This won’t be true of WoW Classic though which is also included in the subscription.

Guild Wars 2 | ArenaNet

No subscription and reasonably priced microtransactions. Far from perfect but does a lot of things very well when it comes to its business model. Unlike WoW it doesn’t have a subscription which is its strength.

Warframe | Digital Extremes

Great game, wonderful developer. F2p largely done right although the Prime Access packs are very expensive. However probably the best community manager in any videogame. And a phenomenally unique game. The fact this is the best looter shooter out there speaks volumes.

The bad

Call of Duty | Activision Blizzard

Year on year release. Season Pass, pre-order items, over £100 for the most expensive version and p2w in the form of weapons with better stats being in lootboxes. On top of that, this year’s entry has a slow grind version of the Fortnite battle pass which has been designed to be very sllloooooowwwww at rewarding the player for obvious reasons. Eugh. About the most offensive cocktail of business models in modern triple AAA videogames.

Destiny 2 | Bungie

Again yearly releases, season passes and an endgame designed around lootboxes. For many including myself the realisation hit with the second game that there just wasn’t enough to justify the high purchase price. Great shooter and for the hardcore group PVE players they will be able to see pass these faults (although since this was written Bungie has gone independent from Activision Blizzard so is there hope here for the removal or dramatic shift away from Eververse?

Grand Theft Auto Online | Rockstar & Take Two Interactive

A freemium, mobile game in structure. Everything is built around earning money which is very, very slow to acquire. It isn’t pretty. But unfortunately it has generated billions for Take 2 and Rockstar and clearly a blueprint for the recently released Red Dead Online.

FIFA/Madden Ultimate Team | Electronic Arts

EA has come under increasing criticism for its annual sports titles that appear to have only improvements in features relating to the Ultimate Team modes that are generating EA near or over a $billion every year. Like GTA V it’s effectively a freemium mobile game, with declining reasons for those not wanting to play the online mode to consider buying the game.

And the ugly

Marvel Heroes | Gazillion Entertainment (now defunct)

Marvel Heroes was a f2p ARPG which was quite good fun and had a small but loyal following of fans. However it is no longer around since it’s closure in November 2017. The studio and game were shut down only 12 days after Disney announced it was ending it’s working relationship with the developer. It’s a great example of where it’s possible to invest money and time in a service but unfortunately there is no guarantee about how long it will be live. I could list others like Evolve, or Lawbreakers. Indeed maybe even Fallout 76 which has turned into a big mess of a game. But ultimately I just needed one example to make the pun work!


I probably could list more examples in each category. However when writing this piece it started to become clear that a trend has emerged over the last few years which is arguably good for consumers. And that is the rise of smaller, more dynamic, independent studios whose games are reinventing and innovating within the industry without the pressure from publishers.

Right now it’s hard to argue that the big publishers don’t have a monetisation problem where their greed is killing something special in a lot of their games.

My thoughts on MMOs in 2019

This summer is going to see some excitement around MMOs. In June we will see the new chapter; Elsweyr for The Elder Scrolls Online. Shortly followed by the Final Fantasy XIV expansion; Shadowbringers in early July. On top of that World of Warcraft: Classic will finally arrive in the summer and rumours of a possible new World of Warcraft expansion being announced at Blizzcon 2019 are beginning to circulate. And finally even Star Wars: The Old Republic is getting a new expansion; Onslaught in September 2019. So there is a fair amount of new content coming for some of the more established MMOs.

With this in mind I thought I would write a very quick summary of my thoughts on how I feel about some of the most popular MMO games, given that MMOs and similar Live Services games have often dominated my playtime in recent years. This is concentrating on existing games rather than brand new MMOs that are yet to be released.

Currently playing: The Elder Scrolls Online

I’ve written about this before and I don’t need to say too much other than this is my current MMO/Live Service game of choice. I’ve already pre-ordered the latest expansion; Elsweyr. The only issue is that I don’t feel the hurry to jump into this new chapter content straight away having played a fair amount of the game in the last few months.

Given up on (for now): World of Warcraft

I made the mistake of picking up Blizzard’s 6-month subscription offer back in October and I haven’t played the game a great deal. In truth I’ve barely spent much time with Battle for Azeroth’s new content. My 2018 return to the game saw me playing more Legion content and catching up on old zones by levelling new characters. I’m struggling to find enthusiasm to play World of Warcraft anymore at the moment. So for now a good break from the game is probably the wisest choice.

In addition World of Warcraft: Classic doesn’t hold much attraction for me. I only started playing the game during The Burning Crusade expansion and even though I enjoyed the demo of Classic last year I don’t think I have the appetite for the original game. This is going to get a lot of attention though and for those players interested, whether they are reliving old memories or not, this should provide a fascinating experience. As a streamer recently said this is probably more akin to a seasonal event but will likely generate some interesting stories.

Not played in a while: Guild Wars 2

I’ve written about the original Guild Wars recently saying how I never spent enough time with that game. And unfortunately the same is true of Guild Wars 2. At the moment I’m enjoying The Elder Scrolls Online too much to go back to this. It’s a shame because I do have content I would like to experience like the Personal Story and Living World, but for now it isn’t happening.

Would love to try: Final Fantasy XIV

This seems to be the de facto recommendation for players looking for the best MMO in 2019. And for good reason. Square Enix’s MMO seems to have gone from strength to strength since the 2013 relaunch A Realm Reborn. However whilst I would be keen to give it a go, as ever with any Live Service like this, I’m trying to hold off because of the time and cost commitment. In addition it also sounds a bit like World of Warcraft in that for solo players there is a lack of endgame content (i.e. not even using LFG). And that is a slight concern for me if I got into this game.

Previously played: Star Wars: The Old Republic

I played Star Wars: The Old Republic for a few months when in came out in late 2011. And from the sounds of it a lot has changed in the last 8 years. Indeed this always played a bit like an offline RPG and there might be more content for solo players now. However whilst that appeals somewhat this might remain a once visited memory for me. It is good to see a new expansion arriving in September though.

The ‘not quite MMOs‘, but in the same category

Might be done with: Warframe

This is probably sacrilegious to write in 2019. Digital Extremes looter extraordinaire is the darling of most on the internet right now. And again for good reason. However I feel removed from this game, currently struggling to get back into it. The never ending and constant release of new items to collect along with more group oriented modes recently introduced has cooled me on this game. So why might I be done with it? Well it’s more about catching-up and having already amassed nearly 400 hours in a 18-24 months span I did get a little bit exhausted with Warframe.

Need to play: Path of Exile

Similar to the previous game, I feel a bit burnt out on isometric ARPG games in general which has impacted how many I’ve played recently (i.e. not many). Also the short seasons in Path of Exile mean I feel I need to jump in with a view to commiting for a month or two. And there are simply too many other games requesting my time at the moment. In no way a criticism of this game. At some point I will give it a proper go.

2019 is all about…

The Elder Scrolls Online will probably be the MMO/Live Service game I play most in 2019. With a new Chapter coming and a game I still find incredibly engaging it is hard to imagine playing something else instead of this. As noted there are a few games that are tempting or I would like to play again but when it comes to MMOs I feel less is more, and actually concentrating on one game is the best decision.

I haven’t really kept an eye on upcoming future MMOs and therefore there is a chance something emerges that takes my interest but is probably unlikely.

December 2018 Backlog Update

A quick update as I intend to do a more in-depth review of 2018, or at least the first 5 to 6 months I have been running the site, and look at the few games I managed to play this year.

New game pickups

No new games, but a whole bunch of Starlink: Battle for Atlas ships, pilots and weapons. Managed to basically obtain the entire remaining set, as the packs have been reduced by 50% by most retailers in the UK.

In addition I picked up 18-months of Xbox Game Pass (despite saying I wouldn’t!). 12-months was £47.99 from Amazon, and the 6-months was £18 direct from Microsoft (used a £5 voucher).

I also extended Xbox Live Gold by 6-months through the Amazon offer on the 3-month pass (included £10 of Microsoft credit). So most subscriptions until the end of 2020 now.

Been playing (Grouvee)

  • Rage
  • Path of Exile (New Betrayal League)

Not much time to play games this month, so a small amount of progress on Rage (up to the Eastern Wastelands). In addition I’ve been playing the new season on Path of Exile. Again playing with an axe wielding Marauder build.

So no games completed or thrown back onto the shelf (again!).

Up next

Christmas has been fairly busy but hopefully I get a chance to complete Rage. However as the last update before the big day; Merry Christmas everyone!

Live Services – Part 3: The good, the bad and the ugly

For the final part of my three-part series on GaaS (part 1 & part 2) I thought I would list some of the Live Services/GaaS which I think do the whole service model very well. Or indeed very badly.

The good

Path of Exile | Grinding Gear Games
Often the term ‘free to play done right’ is banded around for many games. But I think here it is actually the perfect descriptor. Since 2013, Grinding Gear Games have been working on their ARPG with growing praise from those that have played it. The game does some major things right. All content is free, the game can be played as a free player with no penalty and makes you want to support the developer rather than feel you need to. It is far from perfect in that selling cosmetics limits the visual customisation options and the prices of some of its packs or in-game items feels slightly too expensive. But again it gets the balance right. And ultimately is as close to the best f2p game business model as you will find. The content on offer is fantastic and it is an outstanding ARPG as well.

World of Warcraft | Activision Blizzard
You could probably insert a few MMO’s here, but Blizzard’s 14-year old veteran game’s subscription model still works. And by retaining a subscription model there are very few in-game items to buy for real money. Whilst players moan about subscriptions, they still can provide one of the fairest business models a videogame can use. It’s also worth mentioning that WoW expansions have a Collector’s Edition but with only a few cosmetics included. There’s no Normal, Gold, Ultimate version rubbish here.

The one negative though is that the best mounts which are usually unique new models are saved for cash shop purchases.

Guild Wars 2 | ArenaNet
No subscription and reasonably priced microtransactions. Far from perfect but does a lot of things very well when it comes to its business model. Unlike WoW it doesn’t have a subscription which is its strength.

Warframe | Digital Extremes
Great game, wonderful developer. F2p largely done right although the Prime Access packs are very expensive. However probably the best community manager in any videogame. And a phenomenally unique game. The fact this is the best looter shooter out there speaks volumes.

The bad

Call of Duty | Activision Blizzard
Year on year release. Season Pass, pre-order items, over £100 for the most expensive version and p2w in the form of weapons with better stats being in lootboxes. On top of that, this year’s entry has a slow grind version of Fortnite’s battle pass which has been designed to be very sllloooooowwwww at rewarding the player for obvious reasons. Eugh. About the most offensive cocktail of business models in modern triple AAA videogames.

Destiny | Bungie & Activision Blizzard
Again yearly releases, season passes and an endgame designed around lootboxes. For many including myself the realisation hit with the second game that there just wasn’t enough to justify the high purchase price. Great shooter and for the hardcore group PVE players they will be able to see pass these faults.

Grand Theft Auto Online | Rockstar & Take Two Interactive
A freemium, mobile game in structure. Everything is built around earning money which is very, very slow to acquire. It isn’t pretty. But unfortunately it has generated billions for Take 2 and Rockstar and clearly a blueprint for the recently released Red Dead Online.

FIFA/Madden Ultimate Team | Electronic Arts
I’ve written about this one before but EA has come under increasing criticism for its annual sports titles that appear to have only improvements in features relating to the Ultimate Team modes that are generating EA near or over a $billion every year. Like GTA V it’s effectively a freemium mobile game, with declining reasons for those not wanting to play the online mode to consider buying the game.

And the ugly

Marvel Heroes | Gazillion Entertainment (now defunct)
Marvel Heroes is a story of a f2p ARPG which was quite good fun and had a small but loyal following of fans. But is no longer around since it’s closure in November 2017. The studio and game were shut down only 12 days after Disney announced it was ending it’s working relationship with the developer. It’s a great example of where it’s possible to invest money and time in a service but unfortunately there is no guarantee it will be around that long.

I could list others like Evolve, or Lawbreakers. Indeed maybe even Fallout 76 which has turned into a big mess of a game. But ultimately I just needed one example to make the pun work!


I probably could list more examples in each category but when writing this it started to become clear that a trend has emerged over the last few years which is arguably good for consumers. And that is the rise of smaller, more dynamic studios whose games are reinventing and innovating within the industry without the pressure from publishers. And right now it’s hard to argue that the big western publishers don’t have a monetisation problem where their greed is killing something special in a lot of their games.

November 2018 Backlog Update

A load of new games in the Black Friday offers.

New game pickups

  • Path of Exile Shadow Stalker Pack (PC)
  • Battle Chasers: Nightwar (PS4)
  • Dragon Age: Inquisition Game of the Year Edition (PS4)
  • Starlink Starter Pack and a couple of ship packs (Xbox & Switch)
  • Rise of the Tomb Raider: 20 Year Celebration (Xbox)
  • Batman: Arkham Knight Premium Edition (PS4)
  • What Remains of Edith Finch (PS4)
  • Brothers: a Tale of two Sons (PS4)

What should have been a quiet month went a little bit crazy during Black Friday deals with some unplanned purchases. I have purchased Starlink Starter pack for Xbox One and Switch! With two of the exclusive ships packs (Scramble & Cerberus). I don’t necessarily want to spend on a full set or anything but quite like the look of the game and the concept. A game up until now I took no interest in.

I also picked up Battle Chasers and Dragon Age: Inquisition Game of the Year Edition as they were under £15 for both in a pre-Black Friday PSN promotion (and no I didn’t want the other games in the THQ Nordic PlayStation Humble Bundle). I thought Rise of the Tomb Raider: 20 Year Celebration for £9 was exceptional value and too good to pass up.

Having got into Path of Exile I also purchased some stash and currency tabs. And just today took advantage of some of the cheap prices in the PSN Flash Sale after Cyber Monday to pick up Arkham Knight, What Remains of Edith Finch and Brothers. I owned Arkham Knight on disc when it first came out but sold it on when I barely had a chance to play it and realised there would be a complete version at some point. Under ten pounds for the Premium edition is a bargain.

Been playing (Grouvee Link)

  • World of Warcraft including the WoW Classic Blizzcon demo
  • Path of Exile
  • Hearthstone
  • Tetris

Spent a few hours playing the WoW Classic demo. Really interesting seeing the vanilla experience. Very stark contrast to what current WoW is. Combat is much slower paced, stacking skills and buffs etc as you wait for hits to land. In fact everything much slower; movement, questing and levelling too. I only played from The Burning Crusade so not sure if I’ll play this, but was really fun to play.

As noted in a recent blog post I’ve picked up Path of Exile again. Put about 15 hours or so into the Delve season, but holding off for the new season now. And finally I’ve been playing a lot of Tetris on the Game Boy. That game never gets old.

Completed/Abandoned

For the third month in a row, no games completed or abandoned…woops. WoW, playing with retro games and now PoE are to blame for that.

Updates & Up next

A few minor edits to the site, although the main one being changing ‘shelved’ to ‘abandoned’ on relevant pages – including this one.

With Christmas looming a number of games I would love to play. That said with my Game Pass subscription expiring soon I’m going to prioritise completing Rage if I can.

An exile again

I’ve decided to start playing Path of Exile. Properly.  And no I’m not playing because of that announcement in some sort of defiance of Activision Blizzard. Like many just over a week ago I sat down to digest the news from Blizzcon 2018 and saw the mess over Diablo Immortal although I was more enthralled with the news of a Warcraft 3 remaster than disappointment with the latest Diablo news. I do think a mobile version of Diablo could be good but unfortunately Diablo players on PC and console have been starved of content for a long time which I think reflects in some of the reactions to Diablo Immortal.

However seeing the footage of the new Diablo made me want to play a new ARPG. And it seems like no better time than to give Path of Exile a proper go. The bit that helped seal it was the Stash Tab (extra storage) sale over this past weekend and I’ve since invested in one of Grinding Gear Games (GGG) supporter packs.

It is a game I’ve toyed with before (about 16 hours) but always tried to resist the urge to get into it as I had lots of other games on the go. However I go through phases with ARPG games where I want to play them for a bit but only for a while. Although Path of Exile’s endgame can be the pure definition of ‘grind’ I think there is enough to see even as a more casual player.

I used to enjoy picking up Marvel Heroes Online every so often but unfortunately that has now gone. And whilst I really enjoy Diablo 3 I’m loathed to invest too much into a game that is clearly in maintenance mode (I’ve already got around 400 hours between the PC and PS4 versions). Support of an online game matters and in this sense GGG seems to have delivered a very compelling and fair business model. The game is the very definition of what a GaaS should be in my mind. And I think rewarding that with some of my time and money seems a fair exchange.