Besides a joyous bearing of free printer paper, the other intent, and message, of the script was a simple one. It was to make everyone take notice that “Beyond Two Souls” will be different.
It was the late Roger Ebert who famously raised the question if gaming could ever truly become art. Mind you he didn’t say it wasn’t art, and he didn’t say it couldn’t be art as is popularly cited, but rather it was more of a challenge to the medium to silence the doubters, himself included.
Now any gamer knows that storytelling in games is impressively unique and blazes its own path to create a quality that only the medium is capable of. To summarize the idea, think of “Bioshock.”
What gaming has lacked up until now though is a title that makes people who neither care about or respect video games (but very much do care about and respect films) to pause for a moment and consider the same growth that gamers have been seeing for decades now. Of course for that to truly work, the game must not just impact film lovers in that way, but gamers as well.
“L.A. Noire” came close, as did “Beyond Two Souls” predecessor “Heavy Rain.” Before that, “Grand Theft Auto IV” and as host of others.
However, “Beyond Two Souls” may be the first title that truly needs to be that game. It doesn’t want to be that game because it can, and it doesn’t dream about being that game because it may, but rather it needs to be that game to be considered a success by all parties involved.
And what a coup that would be if it was. While gaming doesn’t necessarily need that game to continue to exist, just imagine the world that would be left in its wake. Just imagine what the world of video games would be like if a game was released that would both satisfy the creative desires of the fans, the financial needs of the industry (like “Heavy Rain” did in a big way), and make people who couldn’t give a damn about either suddenly take notice, and be forced to really look at a video game with artistic respect.
It would be gaming’s Trojan horse. A rebel to even games themselves, under the guise of an expected appeal to the so considered higher authorities.
Then again, it may not be. It’s entirely possible that “Beyond Two Souls” will be a flop, or worse nothing at all. Even if it isn’t the game that shifts the perspective of video gaming though, it is a harbinger that a day is coming where even the most resolute of gamers must question their expectations regarding the capabilities of the medium. A day you could argue hasn’t been experienced sine “Grand Theft Auto III.”
Of course, much like that 2,000 page script, that day may come as soon as “Beyond Two Soul’s” October 18th release date when that very game will be delivered, to the amazement of all, right at the doorstep.
In a perfect world, there would be no need to tout the virtues of a game like “Guacamelee!” because you would already be hopelessly obsessed with it, and relaying your experience to others with conversations no more elaborate than “Dude!” and “I know.”
Instead there’s probably a pretty good chance you haven’t heard of “Guacamelee!,” and don’t know that you should be playing it, and not reading this, right now. Since you’re already here though (thanks by the way), let me skip the traditional review and just give you five quick reasons to experience the brilliance of a game where you play a dead peasant turned Mexican professional wrestler super hero, on a quest for revenge and love (actually…make that six reasons).
Style…Now In Color!
It takes all of a glance at “Guacamelee!” to notice that this game is a looker. Its Mexican culture and folklore motif is rarely used in major games (the great “Grim Fandango” is the only other that jumps to mind), and here is gloriously captured in every single aspect of the title, right down to the font. It makes every frame instantly recognizable, and turns the game into something truly great. If you cut “Gucamelee!,” it would bleed style and charm.
More importantly it would bleed it in vibrant colors. We’re still in the black, brown, and gray age of video game color palates, so when a title like “Guacamelee!” comes along and presents an already creative style in full Technicolor, it’s worth considering a purchase just to experience the brilliance that transpires when 16 bit art philosophy meets the hardware power of the modern age.
It’s Actually Really, Really Funny
It’s not all classic day of the dead style though, as the world of “Guacamelee!” also sports nods to cartoons like “Samurai Jack,” video games like “Mega Man,” internet programs like “Homestar Runner” and much, much, more. Nearly all of these references are well hidden in the game’s art style, and recognizing them is sure to lead to uncontrollable grins for anyone in the know.
Yet the game’s best jokes come from its own devices. Whether it’s your ability to morph into a chicken to get into small spaces, or the lamentations of a gun toting villain who realizes he’s wasted all of his bullets shooting the floor for emphasis, at its best, “Guacamelee!” feels like a lost golden age Disney movie when it comes to accessible, yet genuinely funny, humor.
Challenging, Yet Rewarding
As much as I love a game like “Dark Souls,” it’s hard to ignore that at a certain point the risk/reward factor becomes painfully uneven. However, even though “Guacamelee!” pays tribute to many classically challenging games like “Dark Souls” does, you never feel like you are being cruelly punished.
Even though it’s not exactly the most difficult game ever created, “Guacamelee!” does sport sections that require above average skill and patience. However, as long as you are willing to develop your skills and creatively explore the extent of those abilities, you won’t get hung up on too many sections due to unfair play. Even if you do though, the payoff always equals the effort. It’s difficult to find a game that can hit the mark when it comes to a balanced, yet progressive challenge, but that’s exactly what “Guacamelee!” offers.
Fresh Combat, Classic Adventure
“Guacamelee!’s” biggest gameplay feature would have to be its Metroidvania 2D adventure style, where a large map becomes more and more open to you as new abilities are earned. Yet that classic 2D trope isn’t the only familiar concept, as the better part of the gameplay is largely just a creative tribute to a video game age gone by.
The one aspect that feels like much more than an homage though is the combat. It’s a combination of Mexican lucha-libre and old fashioned brawling, all based around a fighting game combo system, and at its best produces moments previously unseen. Most enemies require you to use a variety of maneuvers to best them, and exploring the destructive potential the system is capable of is just as fun as exploring the levels themselves.
It’s Basically this Year’s “Journey”
Alright, so it probably won’t be nominated for a Grammy, and it’s potential to make grow men weep at its beauty is slightly less than “Journey,” but when playing “Guacamelee!” you get the same distinct impression that you’re playing something that exists well outside of the norm, and is artistically significant for the medium.
Though to be honest, “Guacamelee!” also resembles “Journey” in that it is very short. It’s not quite as short as last year’s indie sensation, but even if you are going for 100%, you’ll maybe get 10 hours out of it. While that is a little heartbreaking, considering the game’s bargain $14.99 price, it shouldn’t prevent you from playing “Guacamelee!”, and this year be the one who recommends that great indie game to everybody, and not the one who hears about it from everybody else.
I hate that idea. Hate it, hate it, hate it, hate it, hate it. Hate it. I hate every simpering stupid vacant audience-insulting implication of it. It hate the sensibility that thinks anyone will like it. I hate the implied insult to the audience by its belief that anyone would be entertained by it.
While still not the official Microsoft statement, the recent, and soon to be infamous, tweets of Microsoft creative director Adam Orth on the subject seem to imply that if Microsoft isn’t already committed to the idea of making a console that requires an internet connection, they’ve certainly considered it.
Specifically he summed up the notion of a console that requires an internet connection with three simple words.
“Deal with it.”
Used as a rebuttal to every befuddled complaint thrown his way, Adam Orth would like it very much if we never dare question the motivations or intentions of Microsoft again. Because of these outlandish and insulting comments, Microsoft is now the ones who have to “deal with it,” as they scramble to make sure everyone knows that the views of Adam Orth “Do not reflect the customer centric views we take to our products.”
If you haven’t done so already, please take a moment to laugh at that statement. You can either laugh at the implication that the creative director of Microsoft’s views somehow do not reflect the company he works for, or have a chuckle at the fact that the problem isn’t his viewpoints necessarily, but rather that he couldn’t say them in a more PR friendly manner.
Whatever you do though, don’t take this situation seriously. I do not mean to expect these rumors to turn out to be false (they most likely aren’t), but rather do not join the legions who will suddenly give credence to the notion of an online required console as a possible evolution of the medium, or attempt to play the devil’s advocate on the subject by attempting to analyze the notion as an inevitability.
For supporting this idea, Microsoft is simply wrong. They were wrong when they released consoles that died more frequently than a light bulb, and they are wrong again in creating a new system that once again suggests that purchasing a console and owning a game does not guarantee your ability to use either.
There is no logical argument that exists to support a DRM system in the current state the technology exists in, for anyone not on the corporate take. While there are an abundance of logical arguments against the system, none should be used to entertain this particular notion. Instead, if you are opposed to this idea, please just laugh uncontrollably at it anytime a Microsoft representative brings up the idea publically, in order to pay the same respect to them, that they do to you by supporting DRM.
If the next generation Xbox is online only, it should also come with a statement that all owners must sign, have notarized, and officially submit to a court of law. That statement will read:
“We hereby wave our right to ever complain through any available medium regarding any technical issues that may arise preventing us from using our systems. We have weighed our options to choose rationality and common sense against blind allegiance, and have chosen to deal with it.”
Can’t get enough “Bioshock Infinite?” It’s hard to blame you really, as along with being one of the most stylistically complex and intellectually rewarding games of all time, it’s also somewhat short.
Though the game’s developers are promising a bountiful amount of DLC add-ons for the title, if you really need your “Infinite” fix in the meantime, you may want to consider the somewhat intriguing upcoming board game version.
In production by board game creator PlaidHat Games, “Bioshock Infinite: The Siege of Columbia” will share the rough timeline of the video game, as players choose between warring factions and vie for control of the floating city of Columbia, all while rouge elements Booker and Elizabeth carry out their own adventure, and possibly disrupt or aid yours.
Details concerning the game’s rules are still coming, but it’s meant for 2-4 players, contains 52 impressively detailed miniatures, and sounds like a mix of “Risk,” “Monopoly,” and, thanks to the skyhook system of rails, even “Chutes and Ladders” (yeah I haven’t played a board game in a while…). On an aesthetic level, everything from the board and pieces, to the cards and papers are incredibly well designed and capture the creative spirit of the source material perfectly. Also given the amount of pieces shown so far, and the company’s usual style, it’s likely this will be a pretty in-depth and complex board game that should provide the same level of outside the box thinking fans have come to expect from this series.
While a board game version of a video game may seem like a step back technologically, this is actually a smart complement to “Infinite.” The revolution was one of the game’s biggest themes and plot points, and getting to explore it further (along with everything else about the world of “Infinite”) through an active means like a board game is an enticing proposition. Also considering it is so hard to incorporate multiplayer into the “Bioshock” video game world without it coming across as cheap (see “Bioshock 2”), this may be the perfect alternative.
Available at a pre-order discount price of $59.95, there is no firm release date for the set as of yet, but given the level of care that has seemingly been put into it, this looks to be the furthest thing from a cash-in attempt, and may be worth any serious “Bioshock” fan’s attention.
Don’t attempt to adjust your computers folks, this is still a video game site.
But just for today, I don’t want to talk about video games. Instead, I want to share with you an interesting story about…well…just a game.
If it makes you feel any more comfortable, it comes from Japan, like many video games do, but it’s an extremely detailed hand crafted maze that fits on a 35 X 23 inch piece of paper. It’s already being considered perhaps the most complicated maze of its type ever designed, and is not only impossibly detailed, and impossibly beautiful, it may actually be impossible to beat.
That little tidbit comes to us via the Twitter user Kya7y who introduced this maze to the world, along with the fact that, so far as she knows, there is a good chance that the maze cannot be beaten. That’s not just because it is so mind boggling complex, but because a winning scenario may not even exist within its confines. She would know too, as her father is the inventor of the maze, and he spent 7 long years working on the design, without even being sure if it is possible to finish.
While not much is known about the inventor, we do know that he is not a mathematician, architect, or graphic designer, but rather, in a moment of “Good Will Hunting” imagery, is a janitor at a public university. Who, it’s worth pointing out again, spent 7 whole years designing this maze almost 30 years ago, without the aid of quite a few modern technological conveniences.
Which brings us to an interesting point. There are 50 copies of this maze available at the moment, and a rumored second, alternate maze in existence, and already there is a bit of a craze as people formulate ideas on how to try to solve it. While many theories involve computer scanning the maze and using algorithms and programs to see if it is possible, I say to hell with that. If anyone wants to solve this, they need to do so with the same tools available to the creator. If that means we never know if it is possible, then that only means that this incredible design will forever maintain the mystique it so greatly deserves.
Kind of makes “Contra” seem like a walk in the park huh?
Though to be Fair I Still Haven’t Beaten That One Without Cheating
There has been a recent flood of information leaking the technical aspects of the new Playstation (and Xbox), that suddenly has everyone realizing that the official unveiling of Sony’s new system is indeed imminent. While we’ve learned a lot more about that new Playstation in the last week thanks to those leaks, there is still a great deal of the unknown as gamers eagerly await to see what Sony’s next gen system will bring them.
One thing that is becoming clear though is that the classic DualShock controller will not be part of that unveiling, as several sites, citing internal sources, are now reporting that Sony will be ditching their tried and true DualShock controller design and coming up with a fresh model. While it is unknown if the new Playstation controller will maintain basic elements of that old controller, already there are rumors of new features like a built-in touch LCD screen, and biometric sensors in the controller that would allow for readings of player’s certain physical properties such as sweat and nerves that could affect things like the character’s aim.
Obviously with Nintendo going bonkers with the Wii U remote (and redefining what a controller meant to a system with the Wii) every other company was going to have to step up their designs, and so this announcement is a bittersweet one, due in large part to the DualShock controller being the greatest video game controller of all time.
Even if you ignore the most basic features of the controller like it’s smart layout and curvy features that just naturally felt right in your hands, it’s the dual analog sticks and vibration ability that secures that lofty title for the DualShock. It’s easy to forget that the re-design from the original Playststion was a response to the analog stick on the N64, as it became quickly evident that the traditional four direction D Pad was not going to be enough to properly handle a new generation of 3D gaming. Humorously though, with the original dual analog controller re-design (minus the rumble feature) Sony still included a little button that would turn the analog feature on and off so gamers wouldn’t feel overwhelmed or burdened by the new technology. They in fact wouldn’t make a game that fully required its use until the brilliant “Ape Escape” which made considerable beneficiary use of the new design.
Slowly though, the gainful advantages of the dual stick design became immediately evident as it allowed for an unimpeded 360 degree movement system that was still as precise as any single direction direct input. Just imagine trying to play a modern FPS on a console without the dual stick layout, or a third person action or platform game without the freedom of movement and camera control at the same time. As for the built in rumble feature, you just need to recall “Metal Gear Solid“, and that moment where “Psycho Mantis” moves your controller by activating the rumble at a high capacity. It was an all time classic moment in video games that wouldn’t have been possible without the feature, and is just an example of the new level of interaction that the device was capable of providing.
It all came together to form the perfect gaming controller. When you look back at certain controllers, they’re often too simple, too cluttered, or too specifically remembered for their value in certain titles (the N64 and “Goldeneye” or the original Xbox controller and “Halo” for instance). Games always found a way to smartly use just about every button on the DualShock, and it worked for every style of game, not making itself noteworthy for one title above any other. It’s why Sony felt there was no need to change the design for the Playstation 2 or Playstation 3 (slight modifications and wireless functionality aside), and truthfully if they wanted to, it could still hold up for the next generation some 15 + years after the original design’s retail release.
It’s hard to fault Sony for reconsidering the controller for their next system, but even if they don’t maintain the design of the DualShock, we can only hope they remember the spirit of it, and engineer a controller that doesn’t strive to change gaming, but instead accounts for the natural evolution of the medium and inadvertently does so in the process.
When I think back to some of gaming’s greatest beginnings, I think of “Uncharted 2“, “Batman: Arkham City“, and “Bioshock“. They’re great games that let you know from the very start that you are in for an experience like no other.
But not all games have that luxury. In fact, the only way to appreciate games with truly great beginnings, is to play games that struggled to get started. If you’re looking for some suggestions, here are some of the greatest games of all time, that took a while to really get good.
Star Wars Jedi Knight II: Jedi Outcast
One of the top 5 Star Wars games, and one of the most underrated games period, “Jedi Outcast” was an absolutely brilliant tale that saw retired Jedi Kyle Katarn (who went through some absolute hell in the earlier game to want to give up being a friggin Jedi), wrapped up in the newest plot to take over the galaxy, and forced to go back into the Jedi life to solve it, while taking a little vengeance along the way. Sound pretty bad ass? Oh yeah, it is.
However, before you even get to use the force young padawan, you must slog through the game’s first few missions using nothing but guns, as the early moments are nothing but a first person shooter set in the Star Wars universe. This is actually a trademark of the series, since the second game, but you see the thing is that at its design worst, “Jedi Outcast” features horrible flip switching puzzles, bad jumping sections, and aimless wandering. The first half of the game exemplifies all of these flaws, and doesn’t even give you a lightsaber or force powers to help ease the pain. It’s not like it’s the worst first person shooter ever, but it’s fairly far from the best and takes some time, and patience, to get through.
But here’s the thing. Without the dullness of that first half, that moment you meet Luke Skywalker, grab your lightsaber, use the force, and hear that beautiful “Star Wars” music swell wouldn’t be near as sweet. Earning the right to that moment is what makes it, and the game in general, so incredible. Even on subsequent playthroughs though, when you know the reward, it is still difficult to force yourself through that first half.
I hate to admit this, but embarrassingly I never found the words to adequately describe “Deus Ex.” Instead, I’d refer you to the mounds of accolades and awards it accumulated, and confirm with you that it was indeed a revolutionary breath of fresh air that’s influences wouldn’t be properly noticed for years to come, as even leading developers seemingly couldn’t appreciate exactly what it was.
The average gamer may have never gotten the chance to experience that though. “Deus Ex” was a first person game, but it wasn’t really a first person shooter, and trying to play the game like that, as many at the time surely did, only led to a swift demise. That’s because while you can play the game guns blazing, in that first mission you’re forced to take a more stealthy, very careful approach as you worked though what was essentially a tutorial of the game. What hurt is that it lacked many of the character enhancement options and various tactics that made “Deus Ex” so much of what it would be. Your methodical approach towards liberating the terrorist controlled statue of liberty is the game’s lowpoint, and doesn’t lend much encouragement to seeing the rest of the game through.
Even after that lengthy intro, it takes a mission or two for the game, and plot, to find its groove and for the series RPG and strategy elements to kick in properly. Once it all comes together though (which occurs around the time of a major plot twist), its inescapable brilliance is a constant onslaught to your senses. You can retrospectively laugh at gamers that didn’t stick through the beginning of “Deus Ex”, but really the game did itself no favors in immediately making itself welcome. Read the rest of this entry »
2012 in gaming isn’t a year that is easy to sum up with hyperbole, or one sweeping statement.
It was far from the greatest year in gaming (very, very far), but even still, when I was compiling this list, I had to make some heartbreaking cuts, and felt I was disrespecting some very good games. For every cheap money snatching blockbuster we got this year, we were also gifted with some genuine surprises and accomplished franchise extensions (many of which make up this list). The end result of one step forward and one step back for an entire 12-month period may not have moved gaming ahead, but the constant motion made choosing the best of the year a dizzying experience.
Somehow, though, I was finally able to narrow it down to 10 games that I feel comfortable saying are the best of 2012.
10. Kingdoms of Amalur: Reckoning
On the surface, it looks like all there is to “Kingdoms of Amalur” is a standard RPG coat of paint and a souvenir of the high profile closure of “38 Studios.” It’s not the type of game that makes its first impression with its looks, but rather its personality. The game’s speedy free flowing combat system never ceases to be entertaining throughout the very long adventure “Amalur” provides.
An all-star team of developers and outside talent (fantasy great RA Salvatore penned the story) may have been behind “Amalur,” but nothing feels old hat about the game, and it instead comes across as something closer to a fresh faced group of young talent, with heads full of new ideas creating something against the grain. It’s one of the more surprising, and certainly among the most pure fun, releases this year.
9. Xenoblade: Chronicles
If “Amalur” looks standard and done before on the surface, then “Xenoblade” is practically a fossil upon first viewing. It’s a member of the dying JRPG genre, and was featured on the outdated Nintendo Wii, which would normally spell either doom or obscurity at best. Yet after a wave of hype from the Japanese market, and several thousand petition signatures later, audiences everywhere were greeted by something that felt like meeting an old friend, and finding out that you have just as much fun with each other as you used to.
“Xenoblade” pays tribute to all of the great JRPG conventions that shaped it, but it just as carefully takes note of all the things that made those game’s grow stale as well, and manages to mold new forms for them so you are left with a game that somehow makes you nostalgic for things you never knew before. Your party becomes your family thanks to a great relationship system, and the character building and combat mechanics keep things fresh as you explore one of the more unique worlds available for the genre all in pursuit of finishing an equally gripping story. The era of JRPGs may be over, but “Xenoblade” reminds us why it had a dynasty in the first place.
8. Sound Shapes
I love new, bold ideas in gaming, and “Sound Shapes” may have been among the newest and boldest this year. It has nothing to do with its basic gameplay either, as “Shapes” traditional 2D side scrolling system is fairly ho-hum. Much like a new “Mario” release though, the real draw doesn’t lie in the mechanics, but rather the design. “Sound Shapes” employs a minimalist graphic style that is charming, but only serves to give substance to the soundtrack that defines the experience. Several different musical artists contributed to the music (and the design) of the levels, and as a result we are provided one of the first games since the brilliant “Rez” that feels like an organic and physical product of the soundtrack. It’s more of an interactive soundtrack than a fully loaded video game, but it’s artistic value is unquestionable, and I wouldn’t want to know the person who couldn’t have fun with it.
If you can get past the irony of someone on Yahoo calling anything else outdated and irrelevant, there was an interesting article up on there recently, where writer Jay Yarrow of Yahoo’s business section painted a doomsday picture of Microsoft’s future in the video game industry. In it, the idea is presented that the PC giant may no longer have the clout and financial stability needed to stay in the video game industry.
His points are numerous, but they all center around the same basic idea that in a world that is constantly adapting more to the idea of smartphone and tablet use, the field of personal computer operations the Redmond based PC royalty once called its kingdom is no longer strong enough to keep them relevant. What’s worse is that they are not only losing ground in the home market, but more and more businesses are turning to using Macs as well. He adds to both these points by noting that Microsoft’s latest attempts to reclaim the tech throne with Windows 8 (and the systems that support it) as well as the surface tablet aren’t exactly making the impact culturally or financially to take a bite of Apple.
It’s hard to argue with any of those claims, as Microsoft’s recent financial shortcomings are well documented. However, the controversial idea presented is that as Microsoft looks to shore up its base operations for the changes of the coming world, the gaming division may be seen as expendable. The exact figure presented is that of Microsoft’s $21 billion income last year, only $364 million of it came from the Xbox division.
How I View $364 Million is, Apparently, Inaccurate
It’s a damning argument with a lot of big numbers behind it, but I find it to be ultimately flawed. For one thing, the biggest problem facing Microsoft right now is that they weren’t able to anticipate the coming changes in the technological world and make the necessary operational adaptions to keep up with them.
While it’s true the Microsoft Xbox division launched in more prosperous financial times, since then in one mere generation it has managed to become a symbol of modern gaming, a household name, and the most consistent and inventive aspect of all of Microsoft’s operations in the last few years in terms of finances and public reception. While Microsoft’s current situation make the next Xbox a tricky prospect that may become more dependent on more gimmicky aspects like Kinect to become a more complete entertainment set piece and not “just” a gaming console in order to take a calculated risk in maintaining its position without breaking the bank, the fact remains that they would be stupid to write off the only part of their company that isn’t seriously lagging behind another major competitor.
Instead the reality is a little more frightening. If Microsoft can’t pick up the slack in every other field but gaming, then, and only then, will the Xbox fall. Even though the Xbox can’t claim responsibility for Microsoft’s current situation, it’s fate is still directly tied into the company overall, and all things considered, that’s not necessarily a brighter future.
So Valve has been busy updating some games recently to include support for their “Big Picture” mode that will allow Steam to be used on TV. It’s a welcome update for those with the capabilities and, for most games, is taking nothing more than a 70 MB update to help incorporate.
Except for one game though. For some reason “Half-Life 2: Episode 2” is requiring a 400 MB update. This being the internet, suddenly everyone started having a theory of how this would lead to “Half-Life 2: Episode 3” or even “Half-Life 3”. Nobody has any real idea about how this works, but hey, since 400 is a way bigger number than 70, it can only mean the release of one of the most anticipated games of all time right? The madness surrounding the update is so consuming, that a completely unrelated video from Machinima featuring a series of binary code, and vaguely “Half-Life” music playing throughout, was thought to be part of the conspiracy, and players are now feverishly scouring “Half-Life 2: Episode 2” to find any changes.
The “Magic Bullet” Of the “Half-Life 3″ Conspiracy
Of course, the whole thing is nonsense to the sane mind, but it does bring up a very real problem for Valve, in that the next “Half-Life” (in whatever form it may take) is slowly reaching some pretty unrealistic expectations. Whenever an extra 330 MB of unspecified, probably insignificant data can bring the entire PC gaming community to a furor, the hype meter has definitely spiked, and that’s not necessarily a good thing.
Valve’s exhibited an uncommon level of craftsmanship over the years, but even they are setting themselves up for a scenario where gamers are having years to craft their own game in their minds that even Valve might not be able to match. While this doesn’t mean they should rush the development of a game, it may be time to give gamers something (anything) regarding the next title in the beloved series before the hype machine claims another victim ala “Diablo III”.