ConsumeProgeny
@consumeprogeny.bsky.social
130 followers 97 following 600 posts
Ex-PALGN, Rocket Chainsaw, and Trouble Magazine
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consumeprogeny.bsky.social
And I think you're right, which is what I was alluding to with Halo 4. I think Microsoft have wanted to reimagine Halo as something it never really was to accommodate a shifting audience and market, which erodes the essence of what it always was, whether it's currently relevant or not.
consumeprogeny.bsky.social
Exactly. Like Infinite could have been "this is absolutely not Halo in any way" but I really felt they nailed the 'feel' of the combat and movement, and the overall tone of the game. Structurally and in scope it wasn't there, but I had full confidence it was a strong foundations for a sequel.
consumeprogeny.bsky.social
The other argument is to accept that Halo ran its course and it's time to shelve it. Microsoft wants it to be the AAA blockbuster Big Name series it once was and I don't believe that's achievable any more. And that's okay, but they won't accept that. So you're stuck in a rock and a hard place.
consumeprogeny.bsky.social
And now, clearly, if it weren't evident already, 343i is in shambles and Microsoft is a poor leader. What the fuck is anybody doing with Halo? How do you fuck it up this badly, so consistently?
consumeprogeny.bsky.social
Infinite should have been an 'easy' follow-up; taking the technology and design framework that clearly went through messy dev, using positive creative momentum (which Infinite had!) to build on the framework for a more enriching open world "Halo" game. Four years later = nothing.
consumeprogeny.bsky.social
I really felt structurally Infinite was glowing with potential even if it succumbed to all the trappings of Boring Open World Game Template, but perhaps most bafflingly dropped the ball on key Halo tentpoles; no big battles, no sense of combat scale. Enough of a spark was there though.
consumeprogeny.bsky.social
It really started with Halo 4. I think Microsoft wanted Halo to skirt closer to Sony's AAA Big Serious Narrative output, shaping the visual language and identity of the presentation and overall tone and structure, largely for the worse. They tried to halfway double back with 5 and wound up nowhere.
consumeprogeny.bsky.social
Genocidal corporate ties aside; speaking exclusively on video games, Microsoft's handling of Halo post-Bungie is head spinning. How they have consistently dropped the ball is absolutely beyond me. It's fucking Halo. I really don't think Microsoft have had any idea what they wanted it to be.
shinobi602.bsky.social
Long time Halo Art Director Glenn Israel leaves Halo Studios with ominous message:

"There is little more I can say for the moment, though I intend to share this particular story in its entirety when it is absolutely safe to do so next year"

➡️ www.windowscentral.com/gaming/xbox/...

#Halo
consumeprogeny.bsky.social
Fast forward to now and we have Samurai Assassin's Creed and not this.
consumeprogeny.bsky.social
I recall many moons ago when folk were pondering future settings and a lead dev, Désilets I think it was, said their vision was to always err on historic time periods that are unexpected and uncommon in the medium. And it was in part in response to people clamouring for a Samurai Assassin's Creed.
stephentotilo.bsky.social
SCOOP: Last year, Ubisoft cancelled an Assassin's Creed game set during Reconstruction. Was to feature a Black Assassin who, among other things, fought the rise of the Klan

Sources: Leadership nixed it over concerns re: U.S. political climate, backlash to Yasuke

www.gamefile.news/p/scoop-ubis...
Scoop: Ubisoft cancelled a post-Civil War Assassin’s Creed last year
Company leadership deemed the project too controversial for the moment, sources tell Game File
www.gamefile.news
consumeprogeny.bsky.social
Not going to PAX. Gonna drink beer and masturbate instead.
consumeprogeny.bsky.social
There is no enlightenment in misanthropy.
consumeprogeny.bsky.social
I think with Yotei it's just not as compelling narratively, despite the very strong intro, and Atsu being fine as a protagonist. Not that Tsushima was ground breaking or anything, but the narrative structure and pacing here isn't as even or contextualised as it was with Jin, I feel.
consumeprogeny.bsky.social
Oh I agree, and it's the same here. There's a simple, satisfying butteriness to the interactivity that is inherently, undeniably fun. I really loved a lot about Tsushima, but it's easily one of the most effortlessly fun open world games I've ever played and the same is absolutely true here.
consumeprogeny.bsky.social
Atsu's self indulgent revenge confronts the ultimate challenge, her brother as a mirror, a reflection of the Self, the otherness yet the same, twin swords/flames echoing each other in spirit and soul, also something about honour, and a flute plays, and then I erupt blood from my orifices.
consumeprogeny.bsky.social
Even though the narratives also suffer open world pacing issues, I'm going to go out on a limb and say that CDPR are maybe one of the very few devs to get open world, freeform questing right. Both Geralt and V have reasons to be engaging in optional quests, and the main quests are openly abstract.
consumeprogeny.bsky.social
I'm enjoying Ghost of Yotei plenty as a video game but, while the setup is cool and fun (if cliché), I don't feel the narrative structure appropriately contextualises Atsu's character or objectives and the game suffers from all the worst narrative pacing issues that many open world games succumb to.
consumeprogeny.bsky.social
Oh, and I'm still early in the narrative and I can already feel it's going to go down the "REVENGE? AT WHAT COST?" arc that seems to be beating at the heart of every other AAA moviegame these days, especially from Sony. Can we please stop doing self destructive cycle of violence narratives?
consumeprogeny.bsky.social
With Atsu it's more that I feel the story is hiding all these narrative cards up its sleeve that are about Atsu herself specifically, that I, as Atsu, should already know, but won't reveal themselves until it's convenient to the story. I'm learning about Atsu instead of being Atsu.
consumeprogeny.bsky.social
The setup for Tsushima worked far better in this regard. Jin is anchored to the land in which it takes place, that of which is immediately taken away from him, and his ignorance is due to his upbringing. It gives the narrative a baseline to explore and learn more. There's upward momentum.
consumeprogeny.bsky.social
The game is, I think, far too open far too early leading into the narrative and while the intention is good (open ended "find leads on targets" objective), the end result is a mess of fragmented, out-of-order tutorials, gear/tool unlocks, and underdeveloped characterisation for Atsu and her past.
consumeprogeny.bsky.social
You can't have a character that is presented as single minded, fuelled by revenge with one hand, and then with the other afford them absolute freedom to meander. You can't have them talk about how they don't care about anything other than revenge, then have the player spend hours helping others.
consumeprogeny.bsky.social
I'm enjoying Ghost of Yotei plenty as a video game but, while the setup is cool and fun (if cliché), I don't feel the narrative structure appropriately contextualises Atsu's character or objectives and the game suffers from all the worst narrative pacing issues that many open world games succumb to.