Tag Archives: Online

Ubisoft Details Changes to Rainbow Six: Siege based on Closed Beta Feedback

Ubisoft Montreal has released an extensive list discussing the wealth of changes made to their upcoming first-person shooter. The developer took a look at the feedback from fans who had the opportunity play the closed beta last month.

“Our primary focus during this testing period was to figure out how we can improve matchmaking, and test our online infrastructure. We also paid close attention to feedback in order to fine tune gameplay elements ahead of launch.”

The many changes made to the game include, improved matchmaking, Operator tweaks increased difficulty for its co-op mode and more. Check out the full list of details below, along with new information about what to expect with Ranked and Custom matches.


SHIELD OPERATORS: Reduced hipfire accuracy plus other small balancing tweaks

  • Laser sight bonus reduction will decrease the efficiency of hip firing.
  • Dispersion increased by 2.5x while hip firing with a shield equipped.
  • Dispersion further increased up to 5x while taking fire on the shield.

During the Closed Beta, players above clearance level 20+ had a kill-death ratio of 1.96 while playing shield operators, and 1.31 without. We also saw this pattern in the win-loss ratio: Blitz and Montagne have the best win-loss ratio in Attack. Reserve attackers with shields were not taken into our calculations, and Fuze was an anomaly mostly because his AK was the preferred loadout, not the shield.

The purpose behind these specific changes is to focus the shield operators on playing a support position. They are meant to provide cover to their teammates firing from behind. We will continue to review these operators, and all others, in the post-launch.

PULSE: Cardiac Sensor has been polished for greater player comfort

  • Added 3D visual Feedback on the screen with a ‘sonar style’ feel. This should increase navigational comfort for players while using Pulse. We also increased the refresh-rate of detection and accelerated the booting of the device.

Early in development there was a lot of concern over Pulse’s cardiac sensor being too effective. We made several changes to the gadget after the Closed Alpha and sure enough, our data during Closed Beta shows that Pulse is pretty evenly balanced. He’s ranked 5th (out of 7) for defense operators based on win-loss ratio, and is ranked 3rd based on K/D ratio. Still, he was one of the lesser chosen operators overall and we realized the gameplay might not be fun enough, so we added some polish.

IQ: Increased the range of detection for the EDD to 15m. We didn’t want to increase too much or else the player would detect too many gadgets at one time, making the situation difficult to read.

BANDIT: Increased damage given by electrified gadgets and reduced visual audio feedback for rival team. Opponents will need to be closer to detect. Increased damage values are not yet final.

Weapons & Gadgets

416-C: Increased recoil to be on par with other rifles

Shooting Mechanics

GRIPS: Reduced recoil reduction bonus

  • During Closed Beta, adding a grip to a firearm lowered recoil by 40%. Now it is lowered by only 25%.

LASER SIGHTS: Reduced the accuracy bonus

  • During Closed Beta, laser sights gave firearms a 40% accuracy bonus, which we’ve reduced to around 23%.

These changes are meant to reduce the overall effectiveness of hipfiring, and encourage more tactical, purposeful shooting in ADS.

Terrorist Hunt

DIFFICULTY LEVEL: We’ve heightened the challenge for all difficulty levels

  • Normal: AI accuracy increased by 40%, damage increased by 5%.
  • Hard: AI accuracy at mid-range increased by about 20%, with quicker reaction times and a damage boost.
  • Realistic: Reaction time even faster. AI accuracy has been further improved based on distance and weapon used.

As mentioned in the Closed Beta Infographic, the completion percentage on Normal was 91%, Hard was 58%, and 19% for Realistic. This data is observed and balanced for 5 person teams, and we’re aiming for achieve 60%/30%/10%, respectively.

BOMBERS: Several updates to improve gameplay experience with Bombers.

  • Bomber movement outside of buildings has been limited to only one Bomber.
  • The damage curve for Bombers now diminishes the further away the player is from the source of the explosion. Explosions used to maximum damage no matter where you were in the damage radius.
  • Note: You can also use EMPs to disable the Bomber’s explosive device.
  • Teleport bug fixed.

NITRO CELLS: Damage reduced

  • Reduced damage output of Terrorist Hunt nitro cells.
  • Removed problematic nitro cell placements (couldn’t shoot it, find it, otherwise inaccessible, etc).

While carefully sweeping an area room to room is an important part of Terrorist Hunt, we found there was a lot of frustration with the number of nitro cell insta-kills. These updates are meant to provide a less frustrating, but still engaging and tense experience.


MATCHMAKING: Multiple long-term improvements

  • Thanks to all the data gathered during the Closed Beta, we have decided to remove some unnecessary complexities of the underlying matchmaking systems, while preserving our core values of matching players based on (not sorted by priority) their skill, account level, network performance and geographical location. We’re not ready to release the details until a couple more tests have been run, but we’ve seen very significant improvements in matchmaking times.

ONLINE MULTIPLAYER: Downtime between rounds reduced by about 30 seconds

  • All end-of-round reports (meter and scoreboard) are now removed. Scoreboard can be accessed from the Operator selection screen.
  • Best of 5 for unranked matches, 6 rounds + best of 3 overtime for ranked matches.
  • [Unranked Only] Objective and insertion point voting for ATK and DEF removed, and will be random. The game will communicate the spawn location during the operator loading screen.

Players felt like there was too much downtime between rounds, and these changes were made to give a more consistent game time during the course of a match.

RANKED: New Details

  • Ranked matches have voting on spawn/objective location
  • Ranked matches do NOT have Death Replays
  • Ranked matches will utilize a minimal HUD setting
    • No scoring indicators
    • No grenade indicators
    • No threat indicators
    • No reload indicators
    • No teammate outline
    • No kill confirmation marker

This is just a small sample of what the Ranked gameplay experience will look like. More details to come.


  • Will be playable on dedicated servers (in an update shortly after launch), with the following constraints:
    • Match requires 10 players in it
    • The data center that will host the game will be the closest one to the player who created the custom game session.
    • Once the lobby has been created, the server will wait a certain amount of time for it to be filled up to 10 players. If the wait duration goes above a certain limit, the custom game session will be cancelled.
    • Custom games hosted on dedicated servers will not be listed and will be accessed by invitation only, after the lobby is created.
  • Custom matches that aren’t held on dedicated servers (LAN or peer-to-peer) will be listed in a server browser.

VOTE KICK: Now only requires a majority vote to work (ex: if there are 5 players, it requires 3 votes. If there are 3 players, it requires 2).

VOIP: Push-to-Talk notifications in game switched from blinking to static when talking.


MENUS: Visual upgrade overhaul on all menus

  • General visual upgrades
  • When customizing weapons, you can now put them in full-screen
  • Unified Operator badges – Special color pallet by CTU with better readability. New badges based on unique gameplay aspect of each Operator.


PROPER TERMINOLOGY: Magazines are now called magazines, and not referred to as ‘clips’.

Whew! That’s a lot of changes, hopefully all for the better. We shall see once Rainbow Six: Siege launches on December 1st for PS4, Xbox One and PC.

Source: RainbowSixBlog

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jermain Jackson on 20151111 and was last modified on 20151111 .

Tom Clancy’s The Division Delayed until 2016

The Division has been delayed, and will now see a 2016 release, Ubisoft has announced today. Players looking to get their hands on the open world third-person shooter RPG, will have to wait until the first quarter of next year. Basically the game should launch anytime between March and June 2016.

The reason for the delay, boils down to the game’s many developers wanting to deliver an experience that not only meets the player’s expectations, but theirs as well.

“We have decided to release the game on Xbox One, PS4 and PC during the first quarter of calendar year 2016.

All of us at Massive, Reflections, Red Storm Entertainment and Ubisoft Annecy want to ensure the game not only meets our high expectations but also those of our fans and players alike. We are proud of what we have achieved so far and can’t wait to show you more next month at E3!”

While the delay may come as disappointing news to some, it is best to remember that it can result in a better experience once it is released. You can expect more details at this year’s E3.

Thoughts on the delay? Let your voices be heard in the comments below.

Source: Ubisoft

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jermain Jackson on 20150512 and was last modified on 20150512 .

BattleCry – Gameplay Teaser [HD 1080P]

Gameplay Teaser of BattleCry.

Genre(s): 3rd-Person Online Team Action Combat
Platform(s): PC
Publisher(s): Bethesda Softworks
Developer(s): BattleCry Studios
Release Date (NA): TBA 2015

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20141031 and was last modified on 20141031 .

Official Call of Duty®: Advanced Warfare – Multiplayer Deep Dive [HD 1080P]

Presented by XBOX

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20140904 and was last modified on 20140904 .

Tom Clancy’s The Division – Gamescom 2014 Teaser [HD 1080P]

Gamescom 2014 Teaser of The Division.

Genre(s): Massively multiplayer online game, third-person shooter, action role-playing
Platform(s): PC, PlayStation 4, Xbox One
Publisher(s): Ubisoft
Developer(s): Ubisoft Massive, Ubisoft Reflections, Ubisoft Red Storm
Release Date (NA): TBA 2015

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20140810 and was last modified on 20140810 .

Destiny: The Poster Collection Coming This Fall

Are you excited for Bungie’s upcoming sci-fi shooter ‘Destiny’? Do you love to collect posters for your favorite video games or just games in general? If you’ve answered yes to both then you are in luck, as Insight Editions are releasing a collection of Destiny themed posters on October 14th, 2014.

The book will contain forty high-quality removable posters, featuring “the iconic art and exciting imagery that make Destiny a stunning gaming experience”. It is available now for pre-order on Amazon for a discounted $18.62, which is a much better deal than the $40+ double-sided poster from Activision.

Yeah it is a slow news day. Destiny launches on September 9th, 2014 for PS3, PS4, Xbox 360 and Xbox One.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jermain Jackson on 20140803 and was last modified on 20140803 .

Borderlands’ Developer Announces New IP: Battleborn

Gearbox Software, the developers behind games such as Borderlands and Alien: Colonial Marines has announced a brand new IP called Battleborn.

Set in the distant, “the only hope for the last star in a dying universe is a new breed of warriors who must put aside their differences to drive back an unstoppable menace.” The game will feature a variety of playable heroes to choose from in a narrative-driven, cooperative campaign. Players looking to scratch their competitive itch, will be able to partake in 5v5 multiplayer matches.





GameInformer has the exclusive reveal in their August issue which should arrive next week for print subscribers.

Battleborn will launch on Xbox One, PS4 and PC in 2015.


Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jermain Jackson on 20140708 and was last modified on 20140708 .

Here’s All The Info About Homefront: The Revolution – OPEN WORLD, POLICE STATE FPS

Whoa, there’s going to be another Homefront game? That’s right. The evil trash monsters at THQ were unable to hold this franchise back (thank God) and the industry will be seeing a sequel to the game that many felt was slept on but a great first person shooter experience both in gripping single player based on the emotions fueled by a new world war taking place on American soil as well as its online multiplayer with dedicated servers. The new title appears to not feature competitive multiplayer (unless it has yet to be announced) but will provide 4 player co-op and is being published through a co-publishing agreement naming Deep Silver and Crytek as both publishers on the deal.

Stepping up to the plate to make this possible is our good ol’ friends at the ever ambitious and ever badazz games publishing firm Deep Silver (who you may remember recently brought Saints Row IV back to life from the pits of THQ hell as well). The development will be handled by none other than Crytek.

This game takes place in an alternate near-future during which the United States has been occupied by an enemy force the past 4 years by Korea. It’s up to the people of America to take this country back and liberate it from a purely brutal military force but unlike the first Homefront this game takes place long after that initial invasion and those who would join you are quelled into silence and non-action – requiring you to spark their hope in fighting back against the reality they’ve been waking up to every day for the past half of a decade.

Details about the game:

– Open World First Person Shooter – Day and Night dynamically change as the suburbs of Philly are defended by an underground rebellion against an invading force. Crytek’s Nottingham studio is in charge of the development of this title which is also boasting an increased graphical fidelity thanks to a change of technology utilizing the next-gen consoles and latest computer hardware respectively.

– Philadelphia Police State – For those who don’t know, this is a setting that basically means Martial Law. Think about cops equipped with full assault equipment and roaming neighborhoods making sure people are either detained, docile, or laying down without breathing. Similar to the intense setting that we saw in the original Homefront, Crytek’s new game The Revolution is expected to pull at some heart strings and present somewhat feasible problems that Americans could face in the future (but hopefully won’t).

– Guerrilla Tool Kit + Revolutionary Warfare – Players are tasked with salvaging interesting items and gun parts they find in order to create home-made weapons out of them. Beyond this, players are also going to have to pick and choose their battles using tactics and strategy that are appropriate for such a lopsided battle. The American Army is lacking most, if not all, of its power since Korea has seized it for themselves. Players also have to create their own “Safe Houses” and recruit soldiers to their team. Crytek has even stated that many of the battles are completely unscripted.

– Four Player Online Co-Op “Heroes of the Revolution” Mode


Taking Homefront into the open world space and bringing players into a narrative about revolution in defense against invaders, that is close to home will likely redefine the game and bring out the best elements of the original while doing so. Crytek definitely has the catalog to be trustworthy based on resume when it comes to preserving the integrity of the gameplay (specifically the feel of the shooting mechanics and battles) that Homefront presented as well.

It will be some time until we learn more about the title, and 2015 before the game launches for XO, PS4, and Computer platforms. For now, this is all the info we have available. Check out the video released today with this announcement as well as official hi-resolution images below.

Announcement Trailer of Homefront: The Revolution:

Platforms: PlayStation 4, Xbox ONE, Windows PC, Mac OS X, Linux

Release Date: TBA 2015

Excerpt from the Official Press Release:

“Crytek has an outstanding track record of creating AAA action games. Homefront is a fascinating IP with huge global potential. With Crytek`s technical pedigree and Deep Silver´s publishing expertise, we will take the IP to new heights,” said Dr. Klemens Kundratitz, CEO of Deep Silver / Koch Media.


Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140603 and was last modified on 20140603 .

Watch Dogs Online Multiplayer Hands-On PS4 First Impressions w/ HD Gameplay

Watch Dogs when taken online provides a fluid multiplayer experience in a large living city filled with hack-able infrastructure feels a lot better in your hands than it might have looked or sounded in advertising. Watch Dogs has a slick feel and stays intense with heavily team based and solo reliant modes available. In a lot of ways, the controls and feel to the title’s multiplayer rely on expected and already known movements that players can recall from other games in the open world action game genre. That being said, plenty of new gameplay aspects are introduced and satisfy the need for innovation in the genre.

Players may use phone energy per hacks, and better stuff takes more energy. Some hacks may backfire, and that’s all part of the chaos as random gunfights erupt, players accept contracts on the fly, join missions at any time online from single player, stay in lobbies with other players and continue voting on maps and playing more or back out and do a different mode, shoot while riding passenger in a car, hack while driving in a car, identify useful and varying degrees of exclusive information through hacking tech, and more.

This title presents a number of optional side content in the multiplayer including ctOS Mobile Challenges, Cash Run Challenges, random encounters with other online players who invade your game trying to hack and/or kill you, and a lot more. The real meat of the online multiplayer, however, is definitely the larger scope, team-based combat aspect presented in more advanced gameplay modes that Watch Dogs provides online (such as Decryption).

“Race shortcuts and dirty tactics are appreciated but optional” players are told as online speed sessions take place. This is a real statement, since sometimes side tracking yourself with shortcuts could cost you the match – especially if every racer tries to huddle into the shortcut at the same time. Races also manage to feel totally different based on the vehicles used and map chosen. Sometimes it’s just a matter of grabbing a huge lead and messing up everything behind you by hacking traffic lights, road construction, etc. and other times it’s truly a fight to the finish with race cars that handle well, motorcycles and dirt bikes, or other various matches.

Some players found that while engaged in hacking other players’ games, hiding in a car with dark windows (by pressing Circle or B) is a great tactic when the game needs players to hack an unaware player and not be spotted. Again, as mentioned in the Video Impressions – this may sound corny and gimmicky at first, but when players take controllers into their own hands the feel of Watch Dogs is tight and on point. Small criticisms include the lack of direct support for the PlayStation 4 DualShock 4 controller on the Windows PC version of the game unless players get some sort of middleware or adapter (despite indie games like Assault Android Cactus having this feature), and low-tier cars feeling pretty much like old school retro vehicles pulled out of mob video games (but medium-high tier vehicles, dirt bikes, boats, etc. feel great)! In the end these are very minor issues that don’t stop Watch Dogs from giving a great online experience.

Decryption: In Decryption, two teams of four face off capturing data that must then be decrypted. The data object is first obtained through either team and then the two teams fight over it as defenders and attackers. Distributed processing among the team’s phones while de-crypting is used, so the more players that are close together the faster the file is decrypted. Once the file has been decrypted the mission is complete and the secrets of the target are no longer safe. Cha-ching, money time. Gameplay-wise, this can cause results which vary based on the map between shootouts on foot or races and players hacking / destroying everything in sight. Players who end up in the passenger seat can help out an escaping driver who is busy de-crypting a file and making the getaway by hacking intersections and pipelines on the way to the big win.


Video Gameplay w/ Impressions VoiceOver:

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140528 and was last modified on 20140529 .

Tom Clancy’s The Division will Release in 2015

Tom Clancy’s The Division will be coming out in 2015 for PS4, Xbox One and PC, Ubisoft announced today.

The news was dropped on the game’s official blog, where the developers explained “Working on The Division is a once in a lifetime opportunity for all of us at Massive, Reflections, and Red Storm Entertainment. We are creating something we are really proud of and we don’t want to compromise on quality. We are going to release the game when it’s ready.”

The team also revealed that we will see more of the game during next month’s E3. Can’t wait.


Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jermain Jackson on 20140515 and was last modified on 20140515 .

[Update] New Screenshot for The Division asks ‘what would you do?’

Update: A new screenshot was recently uploaded today with #CommunityLove.


Man this game looks amazing.

Original Story below:

A new screenshot for Ubisoft’s The Division was released asking one simple yet very important question. “What would you do?”

The game’s official twitter page recently posted the screenshot along with the message: “Looks like this agent is in a tight spot… what would you do in a situation like this?”


Personally I would summon an immense fire-breathing dragon and command it to rai…wait, there are no dragons i this? Oh, well I would probably just shoot an RPG in their faces and walk away like a bada** while enjoying the gorgeous explosion in the background. Yeah, just like that, but enough about me…what would you do?

The Division is set to release sometime this year for Xbox One, PS4 and PC.

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jermain Jackson on 20140428 and was last modified on 20140428 .

Nintendo Wi-Fi Connection For DS/Wii Games Being Shut Down May 2014

Nintendo has announced that during May 2014 their Nintendo Wi-Fi Connection service for the Nintendo DS handheld series and Nintendo Wii game console will be shut down. This will effect a large amount of games on those platforms. Nintendo has released the following list and statement stating which games specifically will be effected.

“Note: Game functionality that does not require an Internet connection will remain unchanged.

Online play for Wii U and Nintendo 3DS games will be unaffected (aside from the Wii mode on Wii U and Nintendo DS games on Nintendo 3DS family systems). Other online functionality, such as access to the Wii Shop Channel, the Nintendo DSi Shop and video-on-demand services, are also not affected at this time.

Nintendo DS

  • 100 Classic Books
  • Animal Crossing: Wild World
  • Advance Wars: Days of Ruin
  • Clubhouse Games
  • Custom Robo Arena
  • Diddy Kong Racing DS
  • Dragon Quest IX: Sentinels of the Starry Skies
  • Dragon Quest Monsters: Joker 2
  • Fire Emblem: Shadow Dragon
  • Fossil Fighters: Champions
  • Legend of Zelda: Phantom Hourglass
  • Mario Kart DS
  • Mario vs. Donkey Kong 2: March of the Minis
  • Mario vs. Donkey Kong: Mini-Land Mayhem
  • Metroid Prime Hunters
  • Personal Trainer: Walking
  • Picross 3D
  • Picross DS
  • Planet Puzzle League
  • Pokémon Black Version
  • Pokémon Black Version 2
  • Pokémon Diamond Version
  • Pokémon HeartGold Version
  • Pokémon Mystery Dungeon: Explorers of Darkness
  • Pokémon Mystery Dungeon: Explorers of Sky
  • Pokémon Mystery Dungeon: Explorers of Time
  • Pokémon Pearl Version
  • Pokémon Platinum Version
  • Pokémon Ranger: Guardian Signs
  • Pokémon Ranger: Shadows of Almia
  • Pokémon SoulSilver Version
  • Pokémon White Version
  • Pokémon White Version 2
  • Professor Layton and the Curious Village
  • Professor Layton and the Diabolical Box
  • Professor Layton and the Last Specter
  • Professor Layton and the Unwound Future
  • Star Fox Command
  • Style Savvy
  • Tenchu: Dark Secret
  • Tetris DS
  • WarioWare DIY

Nintendo DSiWare

  • Mario vs. Donkey Kong: Minis March Again!
  • Metal Torrent
  • Number Battle
  • Wii
  • Animal Crossing: City Life
  • Battalion Wars 2
  • Endless Ocean
  • Endless Ocean 2: Adventures of the Deep
  • Excitebots: Trick Racing
  • Fortune Street
  • Mario Kart Wii
  • Mario Sports Mix
  • Mario Strikers Charged
  • Pokémon Battle Revolution
  • Samurai Warriors 3
  • Sin & Punishment: Star Successor
  • Super Smash Brothers Brawl
  • Wii Music*


  • Dr. Mario Online RX
  • Excitebike: World Rally
  • Maboshi’s Arcade
  • My Pokémon Ranch
  • ThruSpace
  • WarioWare DIY
  • Other
  • Wii Speak**
  • Wii Speak Channel**

(*) Services that require Internet communication ended on June 28, 2013.
(**) As Nintendo Wi-Fi Connection is required to use this title, it is no longer functional”

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20140227 and was last modified on 20140227 .

More Titanfall Alpha Gameplay Footage

TitanFall Alpha Gameplay Footage: More Info Here

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by RGN Community on 20140127 and was last modified on 20140127 .

RealGamerNewz Interviews PlayStation 4’s Basement Crawl Developers Bloober Team

Although we have had a little bit of trouble tracking down Bloober Team and securing an interview with them, our recent Basement Crawl Article previewing currently released information on their exclusive PS4 title Basement Crawl (releasing soon) caught the attention of Marc Colhoun who actually contacted us in the comments section of that very post leading to the following interview taking place. *Answers are unedited and uncensored thoughts of the developer, questions asked by myself, Jon Ireson (Editor-In-Chief).

RealGamerNewz: What’s it like working with Sony?

Bloober Team: Sony has been really great with us throughout the whole process of development with any questions that we had and even helping us with marketing.

RealGamerNewz: In what ways does Basement Crawl deviate from the classic retro game that inspired it?

Bloober Team: Basement Crawl is definitely inspired by a few things, we all love Bomberman here and we did take some inspiration from there but we were also inspired by grindhouse movies and I think that it shows in the final product. The way we set out to change this is that we have really brought this nostalgic feeling into a modern setting with modern mechanics and a very nice graphic style. On top of all this we really wanted to create the best multiplayer experience possible, so be it online or local, our game will fill the gap where the current titles out there seem to be falling short.

RealGamerNewz: How many hours have you personally put into playing the game while developing it?

Bloober Team: That is a really tough question actually… I have no idea, but really a lot. It is really addictive.

RealGamerNewz: What’s the most hilarious moment that occurred in development of Basement Crawl?

Bloober Team: Probably the day after GIK (http://gamesinvestkrakow.com/). Watching a full office of people hungover attempting to work is pretty great.

RealGamerNewz: Does Bloober Team have any interest in creating Basement Crawl DLC some day? If not, how about a sequel?

Bloober Team: We are currently discussing the future of Basement Crawl and what we feel we should do to support those who choose to pick it up. We aren’t sure exactly what just yet… but we will support the game with extra content after the release.

RealGamerNewz: Will Bloober Team work on New IPs after this game? (spoiler alert: RealGamerNewz LOVES New IPs)

Bloober Team: We are working on something extremely unique and really exciting that I, unfortunately, can’t talk about right now. (expect some content very soon though).

RealGamerNewz: Are there any hints at all (even a one word obscure tease) which you can provide for the project your team will provide after Basement Crawl?

Bloober Team: Half.

RealGamerNewz: What is your favorite game of all time?

Bloober Team: I really am not sure about this… I remember the feeling I got the first time I played Deus Ex and it blew me away, so I am tempted to say that but generally anything that gives me a bow and arrow gets much love from me.

RealGamerNewz: How did you discover the RealGamerNewz article about Basement Crawl?

Bloober Team: At Bloober Team we think that if someone has written about our company or one of our games, the least we can do is write to them and thank them as well as talking with their community and answering any and all questions that they have for us.

RealGamerNewz: Thank you for your time, one last question! When is the release date of Basement Crawl!? 🙂

Bloober Team: Basement Crawl will be released for PS4 at the beginning of 2014, we will fill the gap in really addictive and fun local and online multiplayer games.

***Editor’s Note: If you have any questions for the devs at Bloober Team be sure to leave them in the comments section below and we’ll do our best to get them answered! RGN over and out!!!

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Jon Ireson on 20131216 and was last modified on 20131216 .

Psychological Study and Discussion of Gamer / Developer Verbal Abuse

Gabby Taylor is the creator and lead design for budding indie studio GreyBox. She’s long had an interest in what makes people tick, primarily brought on by her life-long experience with the darker side of humanity. Neither pessimist nor optimist, Gabby tends to believe the human mind is both the key to and cause of most all of mankind’s issues, best explored through video games and writing.

From Randy Pitchford’s comparison of criticism from a devout fan to domestic abuse [See Reference 1] to wide-spread gamer’s verbal abuse of game developers [See Reference 2], to the even wider spread gamers’ verbal abuse of each other [See Reference 3], many questions crop up. There’s the usual “cyber bullying” questions, and of course the ever-famous “who do we blame, since everyone seems to be at fault here?”, but here we will cover a slightly more important question: Why is this happening?

Any student of human nature will tell you no one acts without reason, however illogical; even madness of all sorts has some sort of neurological trigger, whether developed over time or there from birth. Let’s first define verbal abuse, as placing it in the same category as madness is quite wrong.

Verbal abuse, otherwise known as reviling, is commonly defined as “a negative defining statement told to the victim or about the victim, or by withholding any response, thereby defining the target as non-existent” [See Reference 4]. Common examples in online games are calling a poor performer “homo” or other derogatory terms, description of sexual acts (“I’m gonna rape you” or “I f#&%d your [insert family member here]”), and just general insults with no follow-up apology. Typical causes are a need for control over the person or situation, outright anger issues, or low self-esteem. Starting to sound a little familiar? No? Maybe it does seem a little extreme to be saying verbal abuse is so wide spread? You’re right, with just this, it is. We are, however, missing pieces of the puzzle.

When one person sees someone not performing with absolute precision, their first move isn’t going to be to start hurling insults at them as if it were a grand time, yet this is exactly what happens between players in online matches. Why? Anonymity is key here. Walking up to someone in person, they see your face, how you dress, can assume you live nearby– nearly everything about you.

Online, however, you have only your screen name, what you use as your (usually modulated) voice, and your performance in that particular game. If one wanted, they could go back and look up how often you earn trophies or achievements in various games, but very little else. As in, nothing they could use to get back at you once you start hurling insults. They’ve no choice but to sit there and take it, thus giving the control you sought and encouraging this behavior further.

Once you shed your identity and enter a lobby or forums, that place essentially becomes a BDSM dungeon, where there is no safety except to leave. Interesting fact: most players tend to learn and refine their social skills in this sort of environment [See Reference 5].

So now we’ve covered why players are cruel to each other (essentially big, digital dominance fights that most are happy to sweep under the rug), let’s touch on why they can be mean to the developers behind their favorite games (and why developers return the favor). It’s in the same vein as player-to-player verbal abuse, really: control is key here. Maybe the developers made a change to a game that doesn’t sit well with players. Player response is to attempt to intimidate or otherwise manipulate the developers into changing it back to the more favored version. Or the flip side: player offers constructive criticism for developers, and developers seek to control the situation by manipulating players into not offering up said criticism in the future. In essence, at the heart of all this abuse we fling at each other without question is the desire for domination over others.

Control over others has long been a theme the human race has struggled with, both in real life and in fantasy. From Hitler to William the Conqueror, and Sauron to Saruman, men and tales alike have sought domination of the known world and the subjugation of all in it. Even in religion, humans have dominion over animals, men control women, and all the world must submit to various deities. But what makes us so fascinated with control that we’d seek it since in the inception of mankind’s existence? According to Bob Hughes, control over others gives us the life we want– or so we think [See Reference 6]. On the surface, this seems reasonable. Of course we want our lives to be happy and our endeavors to go well, and if we let go, all sorts of scary unknowns enter the equation. But, there is a downside; the more we control, the more we desire to control. It’s sort of a “give a mouse a cookie” sediment.

Look at a classic example: Adolf Hitler. He ruled Germany, an entire country. Then he insisted on terminating people with certain characteristics, essentially controlling the genes of his subjects. He also sought to control the lands and people of other countries, and continuing like this until either he controlled everything on the planet, or was stopped. Most people would say that he was a special case, and that not everyone would make this mistake, but this is very far from true. Nearly every time one player insults another, or developer insulting a fan, or fan insulting player– every time one abuses another in any way, they seek to subjugate them. An example of this in a game (and slightly closer to our time) is Stronghold Kingdoms.

Stronghold Kingdoms is an MMO by Firefly Studios in which players group themselves into Houses and fight for world domination. The studio themselves takes a laissez-faire approach; only interfering when a round of gameplay ends and its time to eliminate a House from the running. Otherwise, its just the players and the freedom to do and say whatever they feel is in the best interests of themselves and their Houses. As you can well imagine, the higher up on the totem pole a player gets, the more authority and control they acquire.

This has led to several disasters, especially towards the end of an era (when one House finally topples their sole remaining rival). House leaders, or Marshalls, have frequently gone rogue if they felt they could gain control another way than they were previously going, and control over the map and people was the only way by which one’s success was measured. It was in this game that every player’s true nature came into the open (much the same as an unbridled developer on social media).

Now, it very nearly sounds like this behavior is excusable on the basis of understandable fear, so allow it to be said; it is not. Verbal abuse, as with any other sort of giving in to fear, is a coward’s tool, and should not be condoned under any circumstances, no matter who it’s from, or who it’s directed at. What ought to be happening is people accepting the unknowns as they come, especially when it comes to video games, and just “roll with the punches”. Who knows what could be accomplished in a world where developers can create without the need to appease vast groups of people, where people’s esteems aren’t attacked solely because they’re new to a game, and everyone is mentally and emotionally nimble enough to take life as it happens?


Interview w/ RGN Editor-In-Chief Jon Ireson:

Jon: First off I just want to say thank you for revealing to us the answer to the question of “Why does this happen?” in regards to the communicative disorder seen across both online multiplayer gaming and developer to consumer feedback channels including social networks like Twitter. Unfortunately, there’s also a darker side to that communication stream which never sees the light of day and that is pertaining to mainly email communications which often include anonymous death threats. I’d like to first speak about this issue and then address the widespread developer outcry that has been bubbling to the surface and growing immensely in the past seven years especially.

From the writer of Dragon Age II to the guy in charge of telling gamers “COD balance patches are incoming” and beyond, developers are trying to tell us a story. The story of receiving death threats for changes in the games they are working on, not only to themselves but even their own family members. Immediately off the bat we see a serious breach of the law and basic human respect which in my opinion is not being handled correctly by the large gaming companies involved with these cases.

While it seems little to no action has been taken to identify and apprehend the individuals responsible for these threats (many of which may bear no merit, but that is completely irrelevant as all threats to prominent individuals at risk should be met with consequences) instead we are seeing game companies and the gaming public put the blame and burden of security largely on the developer who suffered the threat. A few people walk you to your car at night and then “Large Publisher A” is satisfied that they’ve done their duty. This is deplorable and I expect a lot more out of the industry which has endless amounts of capital and electronic expertise at their disposal meaning they could easily prosecute many of these threats and make an example of the perpetrator therefore reducing the likelihood of this occurring as often.

Moving on from that, the need felt by developers to address things like political belief, religious opinion, social and philosophical bias, and even brand preferences across the public spectrum seems to have skyrocketed with the advent of social media. I love my free speech, believe strongly in it, and wouldn’t dream of taking it away from someone. However, I think what many of these developers are quick to reject is the responsibility that is inherently placed upon them to represent their company, their publishing authority, and their games.

I believe developers have crossed the line in preaching about how they feel on sensitive issues and expecting their vastly varying demographic of fans to embrace these beliefs or not feel compelled to reply when they disagree. Using their prominence as game developers to promote their psychological belief system to potentially millions of people just seems irresponsible and beyond the scope of their intended influence. If they want to tell the world what to believe or what they think about life, why not do it through their art (games) in the way that they do best rather than string together repulsive sentences that the world is only going to skew and take out of context?

And finally, in regard to how developers deal with criticism in the public spectrum, this is a mixed bag for me. On the one hand, I firmly believe the disrespect many developers are handing down to the gaming public in response to some of these criticisms is inappropriate and should be filtered through a Public Relations voice either literally via vetted staffers running Twitter pages rather than the individual, or at the least figuratively through a more considerate thought process.

We all have our bad days but that doesn’t make it okay for massively well known developers to come out name-calling to their own fan-base with often explicit and hurtful lines of communication. Two wrongs don’t make a right, and the one on the receiving end of billions of dollars are the party I believe has the largest responsibility to present a respectable face by putting their best foot forward at all times. That being said, I once again refer to my earlier statements that all threats of violence should be followed up on and prosecuted as to make an example of those who go too far with their statements to developers.

At this time I’d like to welcome back the author of this article to respond to some of the connections I’ve made between her research and the issues they stir up.

Gabby: Thanks for having me; this was quite fun to write. You do bring up a ton of heavy concerns, and I’ll do my best to answer them from the developer side. First off, death threats via email are a huge and prevalent issue (as you mentioned). This is mostly due to company policy (be it studio level or publisher level) typically demands a developer’s email to follow the same simple format, thus making it purposefully easy to find. In fact, when looking for a development job, we’re typically instructed to email potential bosses out of the blue like this. This, as mentioned, does not always have such benign consequences, and there is little developers can do about them.

You mentioned publishers having such electronic expertise as to easily be able to hunt down perpetrators, but this is simply not true for most studios/publishers. They’re not quite the NSA *laughs*. Most of their network security only protects the data, not the people. You also bring up the few measly steps taken by studios to protect their employees, and I agree– it’s not a whole lot. Something to bear in mind, though, is most will not act on this. As much as people might push for control, most will not do much beyond hide behind their anonymity and send out messages, and as such, there is no real reason for fear. Granted, after working for 72 hours straight on a crunch, it might seem a little real, but most things tend to get mildly surreal then anyway.

As a developer who regularly receives threats of death among other things, I know that it can really get to you. Most developers come from fairly okay walks of life, as far as American standards go, just like their audiences, so repeated threats can really wear you down. Most people, be they players or developers, don’t know the difference between real, life-threatening circumstances and just trolling, so they have the same response to both. As such, I believe it’s only right for publishers to dedicate some of their vast resources to aid in keeping the psyche of their developers intact, however possible.

I did have to laugh a little at the concern of developers expressing psychological beliefs to fans, having written this article and also being a developer, but I definitely see what you’re saying. With video games being such a popular medium, successful developers are becoming super stars and celebrities in their own right, and there are some that maybe take this a bit far. However, I don’t see this as much of an issue. I already hear it, “Well, you’re a developer, of course you don’t have an issue with it!” Well, yeah, but I wasn’t quite talking from a developer standpoint, but rather the players.

For instance, I am a huge fan of the Metal Gear Solid series, and thus used to think of Hideo Kojima as some sort of god among men (I know this is rather common to feel between players and the developers behind their favorites). Once I saw his Twitter, though, he became merely a talented family man who loves movies. It’s this point of view from which I say developers ought to be able to post how they please, where they please. Yes, the system is abused, but this gives players an insight into their favorite games.

Developers always pour a little of themselves into what shows up on a gamer’s screen, and seeing a face put to that, seeing where this or that particular mechanic or monster came from, is absolutely priceless. Should it be censored through various PR reps or interns running their accounts? No, not at all. That would only sully the experience. If the developer proves to be worthy of Xbox 360 lobby-dom, so be it. Don’t buy their games. Speak with your wallet, not so much your screen name. Money is what will make a difference to the publishers in charge of whether they have a job.

I agree that developers’ ability (or lack of) to take criticism from fans presents an interesting problem. As developers of such a public medium, I believe they– we– ought to be able to take criticism, however there’s a difference between taking complaints from thousands of fans, and getting a sort of “complaint data sheet” to work from. Again, there are some who will insist on tanking it, and they will snap and make horrible remarks most of the time. This is just another insight to who they are. It’s like how it was explained to me when I was first getting into developing: Starting from the time you say to yourself you want this career, you have a public record where *everything* you do is open for analysis by thousands of people.

Listening to criticism, accepting it graciously, snapping and insulting, or passively ignoring it; these all go into this growing “file” of yours, and you must live with it. We have to be our own PR. Now, I know that sounds callous, and I didn’t mention anyone who is possibly hurt in this exchange. They, I believe, have an equal share of responsibility: if you’re going to offer criticism, no matter how polite and helpful, always prepare for the worst response possible. As you said, Jon, everyone has bad days. The more players expect and prepare for a bad day, and the more developers take more responsibility for their own public image, the happier we’ll all get along.


References Used:

  1. Randy Pitchford Compares Bad Review To Domestic Abuse
  2. Plague of Game Dev Harassment Erodes Industry, Spurs Support Groups
  3. Xbox Live And Verbal Abuse
  4. Wikipedia Entry For Verbal Abuse
  5. More Than Just XP; Learning Social Skills In Massively Multiplayer Online Games
  6. Why Do We Try To Control

Editor’s Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Gabby Taylor on 20131207 and was last modified on 20131207 .