Sac City Gamer casts its votes
The air date for the 2013 Spike TV Video Game Awards has been announced, as well as the list of nominees for each category. The three-hour show, dubbed VGX because, you know, it’s next-gen, will air on Dec. 7 at 3 p.m. Pacific Time.
According to Spike’s official website, the show will feature the usual awards, game announcements and, I’m sure, shenanigans.
“VGX will break news worldwide by showcasing world-premiere game trailers, in-depth extended demos of the next generation of games and interactive one-on-one interviews and panels all in an intimate studio setting,” states the website.
As the above suggests, the format for this year’s show is a little different as it will stream online and on a multitude of connected devices, including PS3 and Xbox 360, as opposed to airing on Spike’s television network. The company says it will show highlights from the stream on Dec. 9 at midnight on the network itself.
In addition to demos, interviews and trailers, the show will feature awards given by a council of judges in 20 categories as well as a fan-voted “Most Anticipated Game” category. Gamers can also tell the council who they’d like to win the rest of the categories, but those choices will ultimately be left up to the chosen few.
Click here to vote for the game you’re most looking forward to and hit the jump for our predictions (in bold).
Sac City Gamer will bring you a list of the winners as soon as its available so as always, keep it locked to your number one Sacramento gaming resource.
CLICK THE JUMP TO SEE OUR PREDICTIONS
Diamond Dallas Page, Scott Hall and Jake “The Snake” Roberts step into the virtual squared-circle
2K Sports posted a video today via its Facebook WWE 2K page featuring wrestling legends Diamond Dallas Page, better known as DDP, Jake “The Snake” Roberts and Scott “Razor Ramon” Hall.
In the video, originally posted on YouTube by DDP, Hall challenges Page and Roberts to a game of, you guessed it, WWE 2K14. The legends get back into the ring by playing a few matches but DDP and Jake get a little upset when they don’t get their way.
First, Page is angered when he realizes he is not featured in the game (don’t worry DDP, the fans are upset about it too), especially since there are three versions of Hall and DDP was in last year’s game. Hilarity ensues when Hall suggests an alternative based on the fact that a current star uses DDP’s finishing move.
Then, Roberts gives up after botching a top rope move and storms out of the room after declaring he’s “going back to Pong”.
The three legendary grapplers are connected through DDP’s Yoga program, which has helped Hall and Roberts get over their drug and alcohol addictions and get back into shape, over the course of the last few years. DDP’s program has been successful thus far and the trio seems to be good friends.
I mean who else can you beat up in the virtual wrestling ring if not your friends?
Well, Hall thinks he may have the answer to that with a little challenge at the end of the video, but you’ll have to watch it to find out.
That is, if you aren’t afraid of “The Bad Guy”.
A quick overview of the new consoles
The launch of new gaming machines is always an exciting time because new systems don’t hit the market very often, and it’s so much fun to try out the new technology, ogle over the beautiful new graphics and to blast enemies or rush past them at top speeds.
Plan to buy a new console? Sac City Gamer has an overview of what to expect.
Sony PlayStation 4
Release date: Nov. 15
Specs: eight-core X86 AMD Jaguar CPU, AMD Radeon graphics engine, 8GB of GDDR5 memory, 500GB hard drive.
The new PlayStation console features a sleek look, a brand-new controller design, and an enhanced PlayStation Eye camera (sold separately, $59.99). Gamers can record and stream live gameplay and use the PlayStation Vita (sold separately, $199.99) as a second-screen or for Remote Play. A PlayStation Plus subscription ($49.99 annual) is now required to play online but works across all PlayStation systems and has plenty of benefits like free games each month. Sony also promises future backward compatibility with PS1, PS2, and PS3 games via its Gaikai streaming service.
Must-play exclusive games: “Drive Club” (2014), “Infamous: Second Son” (February 2014), “Injustice: Gods Among Us (Ultimate Edition)”, “Killzone: Shadow Fall” and “Knack”.
Microsoft Xbox One
Release date: Nov. 22
Specs: eight-core AMD processor, 8GB of DDR3 memory, HDMI in/out, 500GB hard drive.
In addition to gaming, the new Xbox can connect to your cable provider so users can seamlessly switch between a session of Call of Duty and the newest episode of your favorite show. The controller has been refined, the Kinect (included) camera has been improved tremendously and the new interface will be cleaner, smoother and easier to use. Everything can be controlled by voice or by using the controller.
Must-play exclusive games: “Crimson Dragon”, “Dead Rising 3”, “Forza Motorsport 5”, “Halo 5” (2014), “Killer Instinct” and “Titanfall” (March 11, 2014).
Must-play multiplatform games: “Assassin’s Creed IV”, “Battlefield 4”, “Call of Duty: Ghosts”, “Madden NFL 25”, “NBA 2K14”, “Need for Speed: Rivals”, “The Crew” (2014) and “Watch Dogs” (2014).
2K grapples with greatness
With the demise of THQ, 2K picked up the license for the WWE games in early 2013 and on Oct. 29 released their first entry into the series WWE 2K14 for Xbox 360 and PlayStation 3.
As someone who has played this series religiously since the very first iteration in 2000, and watched it go from good (SD) to amazing (SD2, 4, 5) to pretty bad (SVR, 2008) and back to greatness (SVR 10, WWE 12, 13) I was excited to see what a different company, especially one with so much know-how in the sports game department and a bigger budget, would do with the license.
Now, of course this year’s game was largely worked on by THQ since it was pretty late in the process when 2K took over, but the changes, additions, and influence of 2K are very obvious here and the game improved 10-fold over last year’s entry.
But who’s to say that the same game wouldn’t have been published by THQ had they not gone out of business? I guess we’ll never know, but I still say 2K’s influence shines through in many ways, which I’ll detail below.
Overall, the game doesn’t bring many new features to the table, nor does it do anything particularly innovative, but what it does do is improve greatly on the solid engine that has been in play since WWE 12. Many of the bugs and glitches that made WWE 13 a less-than-amazing experience are gone and all the great WWE game features like the creation suite, Community Creations and the TV-style presentation are here and better-than-ever.
Where the game shines most is in the improvements that were made, especially in gameplay. It’s all the little things that add up to make this game one of the best WWE experiences in recent memory.
Story (Single Player)
30 Years of WrestleMania
The story in this game is a little different from most single-player game modes. Instead of a season mode or something similar, much like last year’s Attitude Era mode, WWE 2K14 features a mode full of recreations of some of the company’s greatest moments. This time, however, the matches don’t focus on a specific era, but rather on the greatest events from wrestling’s Super Bowl, WrestleMania.
With WrestleMania XXX (30) taking place in April of 2014, THQ/2K choose to focus on the past 30 years and all the best moments of those events. The player is tasked with recreating specific moments from these matches and reliving history. Complete with commentary that represents each match’s historical comments, cutscene backstage promos, video packages to set up what lead to most of the matches, cinematic entrances and an all-star roster, the 30 Years of WrestleMania mode is a ton of fun.
The mode features approximately 45 matches that run the gamete of the likes of Hulk Hogan vs. The Ultimate Warrior from WrestleMania VI, to Shawn Michaels vs. Diesel from WrestleMania XI, to Undertaker vs. Kane from WrestleMania XIV, to The Rock vs Stone Cold Steve Austin from WrestleMania X-Seven, to Goldberg vs. Brock Lesnar from WrestleMania XX, all the way to The Rock vs. John Cena from 2013′s WrestleMania 29. A full list of matches featured in the mode can be viewed at 2K’s website.
Each match has a set of goals for the player to complete, things like “grapple the opponent by the announce table when they are in critical condition”, which will then trigger a cutscene of a historical moment from the match. The player controls whoever won each match and must also win the match. By completing objectives, unlockables like legends, arenas and attires become available for use in other modes.
The mode is far from perfect though. Sometimes cutscenes don’t trigger when they should and some objectives can be confusing or downright difficult to complete because of when they occur or lack of explanation. The AI can be very random as well and will often times go for a pin while you’re trying to set up a move to complete an objective, which can be frustrating because the pin kick out meter isn’t exactly perfect either.
But overall the mode is a ton of fun and the matches, for the most part, are recreated very closely to their real-life counterparts. The mode also features historical photos and videos which are unlocked as the player progresses.
The second part of the single-player experience is the Streak Mode. No, this is not a mode where wrestlers run around the ring in the nude. It’s a mode that pays tribute to the legendary winning streak of The Undertaker. The Dead Man is 22-0 at the event and the game has a great mode to help players relive some of his greatest moments. Well, actually it’s more of a way to recreate history.
There are two parts to this mode: Defend the Streak, a mode that plays like a gauntlet, and Defeat the Streak, a mode that plays like a boss battle.
In Defend the Streak, players as faced with an ongoing number of wrestlers who come out one-by-one as you play as either Undertaker (current) or Undertaker (retro) and try to pin, submit or KO as many opponents as you can.
At the end of the match, the player is ranked against other people who’ve tried to match up to Undertaker’s legacy and an online leader board keeps track of the best Undertakers. There is even an unlockable exhibition mode, called Slobber Knocker (a throwback to the mode from the early games in the series) where players can play through this gauntlet as anyone.
This mode is a lot of fun, especially because of the inclusion of the leader board. It’s a blast trying to beat other people’s score and trying to see how long you can survive.
In Defeat the Streak, players are tasked with choosing a wrestler from the roster (superstars, legends, or created wrestlers) and beating The Undertaker. This mode is set up like a boss battle in that Undertaker is extremely difficult to beat. He can do all sorts of things like turn off the lights and spawn behind your wrestler following a finishing move or like easily kicking out of pins. In order to unlock Undertaker’s extra attires, it is required to beat Undertaker with all the superstars (well, those included, sorry Giant Gonzalez) that Undertaker has defeated over the years.
Again, this mode features a leader board to make replayability a big focus. Though the mode can sometimes be a bit cheap and difficulty can be random, it’s a lot of fun trying to take out the Undertaker. Every time you play it, the match plays out differently so there is definitely a high level of replay in this mode.
The last single-player mode in the game (aside from exhibition) is Universe Mode. This is the fourth game in the series to feature this mode and it gets better and better every time.
This is one of those areas of the game I mentioned before where there aren’t a lot of additions or innovations, but where the improvements from 2K really shine through.
Aside from being able to hold tournaments and have rivalries this year, there isn’t much new that was added, but the cutscenes trigger a lot more often and the settings options (like turning injuries on or off) actually work this year.
Also, 2K/Yukes separated the My WWE option (a feature that allows players to customize show affiliation, teams, etc.) into two separate sections, one for exhibition play and one for Universe, so that if a tag team breaks up in Universe, it doesn’t mess up your teams in exhibition mode. Also, players can have more matches per show now and there are many other small improvements in this mode as well.
The user interface is excellent and easy to navigate, and the presentation, like having an in-game recreation of WWE.com display news and information, really adds to the immersion.
However, the mode still has a lot to improve on and there are still issues with cutscenes working properly. The mode desperately needs better statistic tracking and the rivalry mode, while a great addition, is annoying since it makes a match on every show between rivals. In other words, if CM Punk and Undertaker are rivals, they will face each other on every show until the rivalry ends. This is pretty unrealistic and can be repetitive.
Still, Universe Mode is better than ever and can be a lot of fun to play through. The customization options are great and it really creates a lot of replay value.
Play Now (Exhibition)
The Play Now mode is the standard exhibition/quick play type mode. All of the same match options are here from past games with the addition of the unlockable Slobber Knocker match and the new Gold Rush Tournament (a variation of King of the Ring that allows the end goal to be a championship as opposed to just a tournament win).
The title match mode is also back this year and players can even compete for created championships (more on that later). The user interface has been reworked a bit and is overall smooth and easy-to-use.
The gameplay this year is another area where 2K’s influence has helped a lot. Many of the glitches and bugs have been worked out from the past couple of years and the gameplay is smoother, faster and overall a lot more competitive than in the past few games in the series.
The AI goes for finishers more often and doesn’t just spam reversals all match long. The new baseball bat weapon (in place of the mop) is fun to use, the new OMG moves, like the apron DDT, are great and the reanimated/motion-captured moves make the game look and feel very true to the real-life product.
The addition of occasional gestures, like adjusting one’s elbow pad or motioning for an opponent to “bring it”, which happen automatically, really add to the realism. The added selling of moves is also a welcome change where opponents will look “laid out” after a big move, signaling to the player that it’s time to attempt a pin. This is something that was in past games and I’m glad they brought it back.
Weight detection works better this year, though still not as good as in games like WWF No Mercy. The adrenaline system is nice too because it keeps opponents from spamming running moves as if you run too much, your wrestler will run out of steam.
Overall, the gameplay is largely the same as in WWE 13, but there are so many small improvements, bug/glitch fixes and overall smoothed out elements in 2K14 that the experience has become a lot more fluid and fun. There are still areas that could use improvement like bringing back the ability to walk backstage, the ability to fight off to the side of the ramp or in the crowd, and bringing back the two-button reversal system, but overall the gameplay in WWE 2K14 is the best the series has seen in a long time.
There’s not much to say about the visuals for WWE 2K14. They are the same as they have been in the past few years. However, I will say this: 2K’s budget is obvious in this game. Every wrestler that should has their entrance attires, most wrestlers have multiple attires, the lighting is better and overall, the graphics are smoother, brighter and more vibrant.
The crowd still looks terrible and some of the character models are pretty bad. Kaitlyn, in particular, looks horrible. Created superstars blend with the in-game grapplers better than ever though and the clipping and graphical glitches have been cut way down this year.
For next year’s game, since it will likely be on next-gen systems, I think this is the area I’d like to see the games improve the most. I mean, there are a lot small things that add to the overall appearance of the game, like having facial hair look realistic as opposed to painted on (see picture of Ryback), but in the grand scheme of things, the graphics in these games have been behind for a long time.
The arenas, however, look excellent and the visual presentation of the game is amazing. Yukes does a wonderful job recreating the look and feel of WWE TV and it gets better every year, but the character models and audience can definitely use improvement. Still, the graphics are pretty good and the small changes, once again, add up, making a big difference this year.
The sound in WWE 2K14 is probably one of the best improvements in the game.
Every move sounds brutal now, as it should, with much louder and more accurate crashes and bangs as wrestlers hit the mat. Chops to the chest can be heard as the skin on skin collision occurs. Weapon hits sound great this year and the audience, music and other sounds blend together well.
Perhaps the best new feature is superstar voices like Daniel Bryan chanting “NO!” and R-Truth shouting “What’s Up?!” during matches and entrances.
Unfortunately, the commentary is just as repetitive, uninspired and boring as ever. Let me make one thing clear though, the commentary in the 30 Years of WrestleMania mode is really well-done. Jim Ross, Jerry “The King” Lawler and “Mean” Gene Okerlund do an excellent job.
But it’s too bad that outside of the mode, the commentary is plagued with many of the same lines we’ve been forced to listen to for the last 10 years.
Michael Cole and Jerry “The King” Lawler repeat the same comments every match and often times say things that don’t even make sense to what’s going on in the ring. While this can be comical, at times, it’s mostly annoying. Along with the graphics, hopefully WWE 2K15 will fix this problem and give players all-new commentary.
It would be nice if there were a way to turn commentary off, but there isn’t. Turning down the voice volume also loses the announcer voices so when wrestlers make their entrances, there is no announcement of their name or hometown. At the very least, next year, there should be separate volume options for announcements and commentary.
Probably the best addition to this year’s game in regards to sound though is the Jukebox Mode. This is a simple addition that the series has needed for a while now. It basically allows players to choose which music they want and don’t want to hear on the main menus. Players can also add custom music to the soundtrack.
It’s a great way to change it up when playing the game for hours, creating that perfect wrestler, but is also welcome in the case of that one song that just drives you nuts. With the new Jukebox function, those annoying songs can be turned off.
The creation suite is back this year and it’s pretty much the same as last year. But that’s not a bad thing. All of the favorites like Create-A-Superstar, Create-An-Arena, Superstar Threads and Create-A-Moveset return in WWE 2K14 along with all the other great modes.
These modes are by-and-large the same as in WWE 13 with only very minor changes being made here and there. The best improvement to Create-A-Superstar is that Yukes untied the weight and height from each other so that you don’t have to have your wrestler be a certain height in order to consider them a heavyweight or super heavyweight.
There have also been improvements to Create-An-Entrance, but again, nothing major. Players can now choose which parts of the entry way to have lit up or turned off and gone is the list of “Superstar 1″, “Superstar 2″, etc. for preset entrance motions – they are now listed with cryptic names like “Father of Extreme” for Tommy Dreamer. This makes it a bit easier to figure out which motions to use.
2K also removed the ability to make custom entrance videos for created wrestlers for some reason. My guess is that it was causing glitches. Surely, they was a good reason to remove it. I can say this though, the save file is much smaller now so maybe that had something to do with it.
Also, Superstar Threads now allows players to customize not only attires but entrance attires as well. So no more John Cena with pink shorts and a purple entrance shirt. He can now wear all pink!
Another mode that was improved on this year is Create-A-Championship. This is a mode that fans have requested for years since it was taken out of the series back in the PlayStation 2 days. In WWE 13, players could customize belts but the mode was very limited. This year, while the belt creation itself isn’t nearly as robust as it was back in the PS2 days, the belts can be saved as new championships and defended in many modes within the game.
The only real new addition this year is the Superstar Heads option in Create-A-Superstar. This allows players to use the head and body of in-game superstars to create wrestlers or new attires for those wrestlers. It’s pretty limited though and only has a few wrestlers to choose from. Still, the ability to save these as alternate attires for the superstars is pretty cool.
However, it does take up a created wrestler slot regardless of whether you want it to be a separate version of that wrestler or an alternate attire. To help with this though, 2K has upped the slots for created superstars from 50 to 100.
While the creation suite hasn’t changed much, it’s as great as always and I guess it’s a case of “don’t fix what ain’t broke.”
The online mode is also pretty much the same as in WWE 13.
Community Creations, ranked and player matches and the WWE Shop for downloadable content are all back this year.
So far, on the PS3 version, lag hasn’t been too much of an issue for me and community creations is working as it should. It’s very smooth and fast, in fact.
Other than that, there isn’t much different here. Let’s hope the servers hold up and the Community Creations section of the online continues to work properly.
The DLC program will work similar to WWE 13′s this year in that there will be 3 packs and a season pass.
The game once again has a robust and exciting DLC plan. This year, the DLC will add Fandango, Big E. Langston and the New World Order!
For $19.99, players can buy the Season Pass for WWE 2K14 and get all the DLC at a discounted price. 2K says players will save about 25% by buying the Season Pass as opposed to buying all the DLC individually.
In addition to saving money, players who get the pass will also receive two more wrestlers and a bunch of badges for online mode.
The Season Pass does not, however, include The Ultimate Warrior playable character, which was a pre-order DLC or the Undertaker (American Bad Ass) playable character, which was exclusive to the Phenom Edition of the game.
The packs included in the season pass are as follows:
Available now: Accelerator (unlock everything, customize in-game superstar attributes) ($1.99 or free with Season Pass)
Pack 1 (November): NWO Pack – The Giant (free for all), Kevin Nash, Scott Hall, Macho Man, Syxx, Curt Hennig, Scott Steiner ($8.99 or free with Season Pass).
Pack 2 (December): WWE Superstar and Moves Pack – Summer Rae (free for all), Fandango, Big E. Langston, Brie Bella, Nikki Bella, 30 new moves and taunts ($7.99 or free with Season Pass).
Pack 3 (January): WWE Legends and Creations Pack – Virgil (free for all), Bruno Sammartino, Dusty Rhodes, Rick Rude, Jake Roberts, 14 more Superstar Heads ($8.99 or free with Season Pass).
Season Pass Exclusive (November): Kevin Nash and Scott Hall (Outsiders), over 10 new online badges.
For more information on DLC, please visit 2K’s website.
This is probably the best part about any wrestling game, but WWE 2K14 particularly shines in this department.
With 3 single-player modes (30 Years of WrestleMania, Streak Mode and Universe Mode) that can be played over and over and still grant a ton of fun for wrestling enthusiasts and casual fans alike, a creation suite rivaled by no other game, a robust online mode that, as long as it works properly, can bring hours and hours of enjoyment and a roster that makes games like the first Smackdown jealous to no end, there is a ton to do here and if you really love wrestling, you’ll never get bored.
Grab a few friends for local multiplayer and the experience is even better.
Despite the game’s flaws, areas that still need improvement and lack of new additions, it manages to be one of the better wrestling games, on a pure gameplay level, that we’ve seen in recent years.
This is a game that gamer’s will be playing not only up until the release of the next installment in the series but for years to come as well.
Though WWE 2K14 doesn’t bring a lot to the table in terms of new features, matches, modes, or other such things, it’s a game that can compete with the likes of Fire Pro Wrestling and WWF No Mercy in regards to gameplay. It’s smooth, fast, fluid and fun.
The modes and matches that are here are great, the create modes are in-depth and valuable and the multiplayer provides a great way to take out some anger or aggression against virtual grapplers all over the world.
In the end, the game isn’t perfect but the influence of 2K on this year’s installment to the series is clear and the outlook for future games in the series is bright. WWE 2K14 is a great game and should provide hours of fun for those who choose to step into the squared circle against the immortals of wrestling.
Did Sony delay its PlayStation 4 racer on purpose to help GT6′s sales?
The recent delay of Drive Club for PlayStation 4 has had me scratching my head.
I mean Sony pushed it as a big launch title for the new system. They even had pre-order bonuses announced on the PlayStation Blog fairly recently and were offering it on PlayStation Plus free, but while it’ll still be free for subscribers (well, a version of the game anyway) it’s now scheduled for release in early 2014.
I got to thinking why Sony would push back such an important launch title, especially with Microsoft launching the Xbox One alongside Forza Motorsport 5. A few days after the game’s delay was announced, I visited the PlayStation Blog and realized what I think is the reason for the delay.
A post I came across gave me a good idea as to why Sony, perhaps, pushed the game back. The answer? Gran Turismo 6. GT6 being on PS3 and not PS4 was already a weird decision but considering how long it took to get GT5 out, it makes sense to some extent. They spent all that time (and money) to finally put out Gran Turismo 5 and it would have just gone to waste if they released GT6 on PS4.
While I fully expect a port of Gran Turismo 6 to eventually hit the PS4, it wouldn’t make sense promoting two big racing games at once, especially when one is free for just about everyone considering a PlayStation Plus subscription is now required for online play on the PS4. Furthermore, it’s never a good idea to bury a top title with another one.
Now there could be other reasons why Drive Club was pushed back like maybe that other game everyone is playing (I’ve heard a lot of valid arguments for Watch Dogs being delayed for this reason too) or maybe it really did need more polish, but the juggernaut that Gran Turismo is for Sony’s bottom line is probably the culprit.
What do you think? Do you think GT6 is to blame for the delay of Drive Club? Sound off in the comments and keep it locked to SCG for a Disney Infinity review, WWE 2K14 review and more!
Both games have been pushed back to spring 2014
Apparently the games needed more development time and were not yet as polished as Ubisoft had intended.
“Our ambition from the start with Watch Dogs has been to deliver something that embodies what we wanted to see in the next-generation of gaming, said the Ubisoft Watch Dogs development team in a statement. ”It is with this in mind that we’ve made the tough decision to delay the release until spring 2014.”
While The Crew was slated to release for the PlayStation 4 and Xbox One in 2014 anyway, it was originally planned to hit store shelves in the first quarter. It will now release in the second quarter along with Watch Dogs, which was originally scheduled for release on Nov. 19 in North America for both current-gen and next-gen systems.
Ubisoft’s CEO Yves Guillemot added that the company has a strong outlook for both the next-gen console cycle and the upcoming year.
“Fueled by strong momentum for PlayStation 4 and Xbox One, calendar 2014 will see the return of growth to the console market” said Guillemot. “Combined with the quality of our line-up and our strong financial situation, this growth will allow us to achieve record operating income in fiscal 2014-15 and 2015-16.”
Though the delay of The Crew makes sense and is a lot easier to stomach, Watch Dogs being delayed is a bit of a head-scratcher. Why Ubisoft would wait to delay the game so close to release is hard to fathom.
What do you think? Do you think the extra development time will make for a better game or do you think Ubisoft made the wrong decision here by killing the momentum they had with the game’s marketing. Sound off in the comments section!
As always, for further updates on this story and to stay caught up on all the biggest and best news, reviews and gaming goodness, keep it locked to Sac City Gamer.
Check out the latest live action trailer for the upcoming Pokémon X and Y titles. I'm quite confused as to why they decided to go this route, I don't see anyone being captivated by a Pokémon trailer in live action format.
What do you think of the trailer?
Pokémon X and Y are set to release tomorrow (October 12) worldwide, exclusively for the 3DS.
SCG has been up and running for one year!
Sac City Gamer is proud to announce that our site has been up and running for one year.
More recently, we became a dot-com and expanded our audience.
In the coming year(s), we plan to expand to a full site here on WordPress and hopefully gain many more followers. If you enjoy Sac City Gamer, tell your friends! Don’t forget to follow us on Twitter and Facebook.
SCG counts down 10 games that took advertising too far
Throughout the years that video games have existed, advertisers have tried to find ways of taking advantage of their popularity.
From adding game logos to billboards in-game, to having sponsorship sweepstakes, to downright advertising through in-game items, characters or levels, ads in games aren’t a new thing for those of us who have gamed for a long time.
But sometimes advertisers take it way too far. SCG takes you on a trip down memory lane with 10 games that took advertising to a sickening level. Let us know in the comments below if you agree with us, disagree with us or if you can think of any that we’ve missed.
10. Burger King games (Xbox, Xbox 360)
With any console launch, the library of games is usually pretty bare for the first couple months. To help solve this when the Xbox 360 launched, Burger King teamed up with Microsoft to create three games, which could be purchased at the many locations of the fast-food chain alongside a value meal or separately. Think of it as sort of a Happy Meal for gamers. The one good thing was that these games could be played on Xbox or Xbox 360, making the transition to the new system a little less painful since buyers would already have some games to play. The bad thing about it was that they weren’t very good.
Click the jump to see the rest of the list:
New GTA game blows sales records out of the water
Maybe you’ve heard that Grand Theft Auto V is pretty popular right now, but did you know it’s more popular than any other game in history?
The game made over $1 billion in its first few days on the market (including pre-order purchases) and has sold an estimated 15-20 million copies so far. The crazy part is that it’s only been out for 17 days.
In fact, according to Forbes.com as well as many other sources around the web, the game’s launch was bigger than any other entertainment property’s launch. Ever.
“By comparison, Activision’s Call of Duty: Black Ops 2 hit $500 million in day-one sales, making it the biggest entertainment launch in history at the time,” said Forbes contributor Erik Kain in a Sept. 20 article. “And that’s not just video games. Black Ops 2 topped all media launches, including blockbuster films. Grand Theft Auto V topped the previous record by $300 million, which is no small feat.”
Kain went on to explain that while other entertainment properties managed to bring in around the same amount of money as GTA V, Rockstar’s newest masterpiece did it quicker than any of the other releases.
“In other words, Grand Theft Auto V not only hit $1 billion in sales faster than the fastest-grossing video game, it beat the three biggest film launches of all time by 16 days,” said Kain’s article.
When you take into account that Rockstar spent approximately $275 million to make the game, it seems Rockstar, like the three protagonists in the game, is sitting on a nice little pile of cash.
Though the success of the game is wonderful for Rockstar and its parent company Take-Two Interactive, it brings up the question as to what this says about society. Does it say that society seeks the experiences of criminals who run around stealing cars, killing people and having sex with prostitutes or does it say that society is simply interested in a quality product that will bring its members a great deal of value for the money invested?
We here at Sac City Gamer would be inclined to argue the latter. Everyone wants to escape reality from time to time. If we didn’t then movies, music, video games, sports and every other form of entertainment would be much less prominent in our world.
So while you wait to get online and enjoy the game even further, tell us what you think about Grand Theft Auto, its impact on society, what the success of such a game says about us as people, gamers and as a society in general and what you think about Rockstar’s accomplishment in creating such a quality product, which it was able to market so well as to secure such high sales.
We’d also like to announce that we’ll have a review of the PlayStation 3 version of the game soon, so keep it locked to SCG.