Tuesday, 25 November 2014

How CCP Rekindled My Interest in Eve Online

I could be talking about how unhappy I am with Ubisoft for continuing to show how they don't care about releasing finished games that have had any form of QA, especially on the PC, with the release of Assassin's Creed Unity and Far Cry 4. I could also be talking about more Gamergate controversy. But I can't be bothered with all the negatives that have been bombarding my favorite hobby for the past few months. So instead, I'm going to talk about one company that I lost faith in turning my opinion around almost completely.

Eve is my second oldest gaming love. Starcraft would be my first, and that was another love recently rekindled with the amazing WCS finals at Blizzcon 2014, but we aren't talking about that. When I first saw Eve, it was at a friends house back in 2004, at a time when my PC was terrible and I didn't even have internet at home. He was mining in some little Caldari ship (I later learned it was actually the Ibis, the rookie ship for the Caldari), and was telling me that everything in the game was made by players, and every player was on the same server. At this point I had been playing Freespace: The Great War, and space games were a genre I loved.

It wasn't until 2 years later that I came across Eve again. By this time, I had constructed my first real gaming PC and had bought an Xbox 360 for some console fun. A few friends had come over to LAN (remember those?) and while the rest of us were updating or getting set up, one of the guys logged onto Eve to update skills. This prompted a conversation, and I ended up buying Eve at the end of the following week.

I stopped playing as much in 2013, mostly due to being burnt out on the community side of things, but also partly because I wasn't finding anything new and exciting between releases. You see, CCP used to have a six month dev cycle for Eve, meaning that twice a year an expansion was released. These expansions would generally have one or two major changes, balance fixes to both ships and in game career paths, and occasionally a new ship, module or structure. Some of the expansions were lauded as being amazing, while others lead to people shooting monuments in protest. In true CCP style, expansions were hit and miss, and the lack of changes that made any impacts to me burnt me out on the game.

Andie Nordgren (aka CCP Seagull)
So what's changed? First, a new executive producer for Eve Online, Andie Nordgren (CCP Seagull), was finally appointed. Seagull has gained the admiration of many old jaded bittervets by basically telling it like it is, without the spin that many came to expect from CCP. In fact, Seagull admitted that Eve had some very serious issues affecting the health of the game in an interview with CSM9 member Xander Phoena on his Crossing Zebras podcast. The honesty has been a refreshing change of tone from the previous "nothing is wrong, we're working on it," or the complete lack of comment that we usually got from CCP.

The other big change is a switch to a six week development cycle. Now instead of two large expansions each year, we get several smaller releases each year. The advantages of this style of development have become obvious. When something is ready to come out, it comes out with the next release, at a maximum of six weeks waiting time. Things no longer have to be rushed out for a release date, or pushed back as far if they can't make the deadline, so there are less broken features released.

A number of quality of life changes also made to the game have brought me back. The removal of the 24 hour skill queue limit has been the largest one for me. No longer do I feel like I have to log in to update skills, meaning that Eve has become less of a chore. The upcoming removal of clone costs has made me more inclined to put myself in situations where I might lose my pod once the change hits. The much needed UI changes have made information more accessible and easy to read. Another change that doesn't really affect me, but definitely has an effect for the new players is the removal of in corp aggression without consequence. Dubbed AWOXing by the players, this new change means that you can no longer shoot a corpmate without first dueling them, or else you end up with Concord destroying your ship. Alongside this change, you can now kick someone from your corp regardless of if they are docked or not. Where before you could only kick them if they were in a station, now it puts that action in a queue and they are removed at the next downtime.

All in all, CCP has changed it seems, and in my opinion that change is for the better. Some seem to be complaining that the removal of consequence free in-corp aggression and the removal of clone costs are CCP removing some of the harshness that Eve has become so famous for. While I love the harsh side of Eve, I fully understand why CCP is removing these things. AWOXing hurts new players and makes older corps and alliances more reluctant to recruit new faces. Clone costs were the very definition of a game mechanic that just exists to exist, not actually adding anything to the game beside a constant cost to gaining more skills or putting your pod at risk.

But the biggest thing to get me truly back to the game? This recent Eve trailer called "This is Eve". I'd recommend watching it in 1080p/60fps for the full effect.
I can't describe properly how much this actually represents what Eve is all about. Some of CCP's more recent trailers have shown someone flying a frigate like a fighter, as though the game is some sort of twitch based game. The "This is Eve" trailer shows what exactly makes Eve so unique and why it's player base is so loyal to the game. The player interactions. Eve is simply a means for thousands of people to build empires, partake in space politics, or even just be a guy flying with others.

Keep it up CCP. I love the new six week cycle, and can't praise CCP Seagull enough. But more than anything, keep making trailers that actually show people what Eve is all about: The people playing.

As always folks,

GAME ON!

Sunday, 2 November 2014

Indie Dev Drama Llama: The Slaughtering Grounds

We were so close to the end of 2014 without another indie dev melting down about criticism. SO CLOSE! But don't worry, this one is at least hilarious, which kind of makes up for how annoying it is that yet another dev doesn't realise that reacting poorly to negative criticism really doesn't help their game do well.

The game in question is an FPS called The Slaughtering Grounds, developed by ImminentUprising and published by Digital Homicide Studios LLC. A little bit of research reveals that they only have one other game, currently in early access called Forsaken Uprising. Both games have received largely negative reviews by users on Steam, citing bugs and sloppy design as the main reasons to avoid them.

Jim Sterling made a video about The Slaughtering Grounds as part of his Squirty Plays series where he records himself playing a game for the first time and making comments about said game. In fact here's the video:

Soon after this video was released, this post appeared on the Steam page for The Slaughtering Grounds. It appears that the developer (because I'm assuming its one person who made this crap) has gotten their panties in a little bunch and decided to "review the reviewer" resulting in one of the most hilarious dev responses I've ever seen. I'm not going to link to the video, because that would make it too easy, but I'm sure another link that I've provided will take you there. Jim, in his usual way, had a laugh about this, and posted this video, having said laugh about the developers hilariously inept "review of the reviewer".

So again I find myself saying: Indie Devs out there, please don't react like this to critics. It makes a bad situation worse for you, because now no one is going to play your game. Yes, it's hard to get told something you worked on is bad, and your initial reaction will probably be to do something like ImminentUprising has done, but please don't. Take the criticism and use to drive you to make better games and you might not get judged so harshly next time.

As always folks,

GAME ON!

Thursday, 23 October 2014

Gamergate

I don't like writing about this sort of stuff. In fact I've put this off for well over a month because I just didn't want to get involved in the whole thing, hoping it would blow over. But it seems like its only getting worse, and I need to get it off my chest.

I self identify as a gamer. I have grown up loving games, starting with my first ever gaming experience at a friends house: Sonic 2 on the Sega Mega Drive (the Genesis in the US). I truly fell in love with games playing Starcraft and Starcraft: Brood War. Games defined a large part of my childhood, and some of my favorite memories are of playing games with friends, or even just on my own. As I got older, and games got more and more accepted in the mainstream, most of my close friendships were forged over a mutual love of games.

When the Gamergate stuff hit the fan in August, I really didn't have an opinion about most of it. It all seemed to be about one developer in particular, Zoe Quinn, and I frankly had never played any of her games (and still haven't). I don't care about her sex life, and most of the "evidence" seemed circumstantial at best, downright reaching at worst.

I'm starting to pay attention now though, and the more I see, the more it sickens me. Death threats and harassment on both sides of the argument, with each side thinking that theirs isn't doing anything of the sort. When people doxx others, threaten their families and force them to leave their homes, it becomes a major issue in my book. Because as soon as this hits the mainstream media, "gamers" are suddenly associated with these things and I frankly don't want to be labelled as someone who harasses others in any form.

I'm all for a more transparent media scene for gaming. I'm also all for more diverse characters in video games. That being said, I'm 100% against death threats, harassment and the general mob mentality that seems to have taken hold over the internet over the last few months. If you are one of the people who made death threats, whether you support Gamergate or not, sit down and take a long, hard look at just how worked up you got over something that makes very little difference to playing good games. I don't care how angry someone on the internet makes you, death threats are never a valid response to any argument. If you harassed others over this, try and remember that person on the other side of the screen is a person. Your actions affect them, just as theirs affect you.

Just be nice to each other people. It's not that hard.

Wednesday, 20 August 2014

Eve Online: SOMERblink closes down

Wow this last week has been insane in Eve, and it's all revolved around one name: SOMERblink. If you are like me, you may have only been peripherally aware of SOMERblink. I knew of their existence, just like I knew that there were members of the community who didn't like them. I also knew from listening to the Crossing Zebras podcast that they were involved in some sort of controversy almost a year ago. So when my twitter started melting from people talking about the latest Somer scandal, I decided to write a bit of an overview of the entire situation, starting with the scandal a year ago. Buckle in, because this one is a long one. Let's delve into it.

To explain the issues, you need to know what SOMERblink was. Started four years ago by Somerset Mahm (also known as Somer), SOMERblink allowed for people to gamble with their isk (the in game currency for Eve Online). The form of gambling is a system called a micro lottery, which operates similar to a raffle. People buy a ticket (or tickets), into the raffle (or as SOMERblink called them, Blinks) for a chance to win a rare or expensive ship, game item, or a PLEX. These tickets are limited for each item, meaning that you can't buy a hundred tickets for something you want (although you can buy out all of the tickets if you are fast enough). If Somer had just kept it at that, they would have been perfectly fine. But before we get into what they changed, we need to look at some previous issues Somer had with the community in Eve.

The layout of a typical game of Blink.
A little under a year ago, Somer and CCP came under fire from players in Eve for a planned giveaway at Eve Vegas. CCP had planned to give away some extremely rare ships, including a one of a kind ship that had been given out as a prize for winning the Amarr Championship in 2003, the Gold Magnate. When that ship was later destroyed in 2004, there was no way for anyone to obtain a Gold Magnate. Of course when CCP announced that they were going to be giving two of these ships to Somer to use in the lotteries, players were outraged that a piece of Eve's history was going to be given to a website who would profit a huge amount for its lottery.

Later in 2013, a mail was leaked from a SOMERblink employee stating that each member of the staff at SOMERblink would be receiving an Scorpion Ishukone Watch from CCP. These ships, which cannot be built in the game, are used by CCP as prizes for community events and are estimated to be worth between 15 to 20 billion isk. At the moment there are a known 132 of these. CCP's reason for giving these rare ships out? As a thanks to "one of the most awesome community sites we have." This caused a lot of controversy among the community, mainly because this deal all happened behind closed doors implying that CCP wanted to keep this a secret for some reason. Even other Eve based gambling sites distanced themselves from SOMERblink, with Eve-Bet stating that they thought those ships should be reserved for "more deserving winners and not sites that can afford to purchase them off the market like everyone else."

The first way SOMERblink tried RMT.
Now we get into the part that Somer changed. While all the attention was on Somer and SOMERblink from these two events, FunkyBacon, an eve blogger who also hosts an Eve Radio show posted this blog post about SOMERblink. In it, he details a way that Somer had been making money by what was ostensibly selling isk. Like selling gold in WoW, selling isk for real money (RMT) is not allowed in by CCP as detailed in the EULA (specifically section B of Conduct). How was Somer able to do this? FunkyBacon used the image to the right to detail how this worked. SOMERblink had a link to a website called Markee Dragon who sell Eve game time codes that can be exchanged for PLEX - an in game item that can either be used to add 30 days of game time to the account, or traded on the in game market in exchange for isk. In return for directing traffic to their site, Markee Dragon give Somer a referral bonus. Somer then gives the player 200 million worth of credits to be used on his site (essentially giving the player 200 million isk, but only for gambling use).

NoizyGamer, another blogger who talks a lot about RMT and botting in MMOs, made a post that was extremely well researched and in depth on the whole situation. His research lead to a discussion with the Chief Operating Officer of Somers previous GTC reseller - Shattered Crystal. During the conversation, Noizy found out that Somer had been let go as an affiliate after a bidding war on the referral bonus percentage. Standard referral bonuses are 5%, but Shattered Crystal had to let Somer go after the bidding hit 8%, and with the volume of GTC that the link on the SOMERblink website had sold, Noizy estimates that Somer was making around $7500 a month with his incentive to buy from him, if he was indeed at 8%. Eventually, CCP were forced to make a change to the rules regarding selling time codes, and Somer had to stop offering the bonus credits.

Screenshot from NoizyGamer's blog. Find it here.
And that leads us to last weekend. A reddit post on /r/eve shows how SOMERblink have setup a new form of credits, called PLEX Credits. Members of the CSM are alerted to another possible RMT scheme by Somer, and FunkyBacon makes another post explaining what he understands is going on. The biggest part of all this? Somer claimed this had been "vetted and approved by CCP," which lead to concerns that CCP was again allowing some form of incentive from SOMERblink to buy from their affiliate link, rather than elsewhere. CCP Falcon, the community manager over at CCP, posted a thread on Evo-O acknowledging that they were aware of the situation and they were reviewing the proposal that Somer had provided to the sales team at CCP, along with the legal and information security teams.

The biggest question I've seen asked is this: How is this RMT? Once again, FunkyBacon provided us with an updated version of his previous diagram to show exactly how:
Seriously guys, go read FunkyBacon's blog. He's even a CSM member.
In this situation, the player clicks on the affiliate link on the SOMERblink website, taking them to Markee Dragon, where they buy PLEX as usual. Markee Dragon pay Somer the usual affiliate cut. Doing this gives your account on SOMERblink a PLEX credit. This credit is basically a token that SOMERblink use to guarantee that they will buy that PLEX back - at a higher than market price. That reddit thread that I linked earlier estimated the price that Somer would give was around 45 million isk more than market price in Eve (average PLEX price in Eve is currently around 780 to 790 million isk), so a total price of 830 million isk. The best part of this in my mind, is that as FunkyBacon pointed out in his blog post, if SOMERblink then use that PLEX in one of their lotteries, they bring in 936 million isk, meaning they profit a little over a 100 million isk. It truly is a brilliant scheme: Somer profits in both isk and real life cash.

Click here for large version. Thanks to Noizy again for this picture.
So the question has to be asked. If this was "vetted and approved by CCP," why did Somer shut down SOMERblink when CCP Falcon posted that they were investigating the situation? Noizy gives us some insight here in an update to the situation he posted the day after his initial post. Somer posted a link to an email chain between himself and the Vice President of Sales at CCP, Lisa Bell-Cabrera, and a copy of the proposal to her. Unfortunately, the email chain can no longer be accessed, but Noizy did get a screenshot of the proposal shown above. It's interesting to note that under the section marked Justification, Somer explicitly says that "Blink provides no extra isk or bonus Blink credit for buying through the link." However they are technically providing extra isk, by buying that PLEX at a higher price than a player could otherwise sell it. It's a bit :tinfoil:, but it's certainly possible that Somer intentionally worded the parts about buying the PLEX back vaguely so it seemed like there was no additional ISK being provided. In any case, the whole proposal reads like a shady sales pitch, and

And that leads us to where we are today. A rather sharply worded message was posted at the top of the SOMERblink website that read:

Hey friends,
Thanks for all the years of Blink that we've spent together. It's been a long four years-- some of it longer than others! Unfortunately, as of today, Blink is going to go on extended-- perhaps indefinite-- hiatus. CCP has gone back on everything they said several months ago, and the resulting environment is so hostile that it's not one we want to try to operate in, if CCP throws us under the bus.
If you have prizes waiting, they will be fulfilled. You can claim prizes as normal. Bonk tickets have been refunded to your account balance. We will begin refunding all account balances of people that have played in the last 6 months, starting with balances over 10 million ISK. As always, we're not in the business of stealing your money. It's been an absolute pleasure to meet many of you, through Blink, Eve, and our lotteries channel. Thank you for the experience.

CCP Falcon also posted the official response to the whole situation on the forums. In it, he details the fact that none of the ideas for promotions that Somer had provided were approved by the appropriate people "namely, the Legal Team," and that Somer had "no basis to assert that the live promotion was "approved by CCP"". In an interesting twist, Somer's characters were all banned permanently for violation of the EULA and Terms of Service, meaning they will have to start a fresh account to play Eve if they choose to come back.

If there is one positive I can find about the SOMERblink scandal, it's that they are paying back isk to players despite the fact that they could easily shift that over to other accounts and be space rich. Maybe it's because they are already space rich from all the earnings of Blink that they feel they should pay them back. In any case, its a small silver lining to what is otherwise a very rocky story. I can't help but think that if Somer had simply put some sort of advertising on the site to make money, none of this would have happened. They could have even still had the link to Markee Dragon to earn the affiliate cut from time code sales alongside the ad revenue. Instead, Somer got greedy, and had to try and come up with these schemes to earn fast money. Protip: If you have to be deliberately vague in a proposal, your proposal is probably shady.

If you haven't exhausted yourself on this topic, I'd highly recommend reading all the linked blog posts from NoizyGamer, FunkyBacon and the forum posts by CCP Falcon. They go into so much more depth than I can in a single post, and each one of them is a really good read.

So if you stuck around to the very end of this long winded post about the life and times of SOMERblink, congratulations. I'm off to go and shoot some rats for a while. As always,

GAME ON!

Wednesday, 13 August 2014

Broadcast for Reps

I don't have a whole lot to say today, I just really wanted to share something with you.


This was posted on the Eve subreddit, in a thread regarding Robin Williams, who recently passed away. Robin committed suicide, and had a history of depression alongside alcohol and drug abuse.

To get personal, I've struggled with depression for many years. I generally don't talk about it with anyone. I'm only writing this today because this image made me tear up and feel so much better about Eve's community. This image has touched me in a way that, I felt that I needed to share this with others, because no matter where you are from, we all play the same game.

I quit Eve last year, while I tried WoW, as I was totally burnt out on the community and needed a change of pace. This lead to the most active time for me writing, as WoW offered many new avenues to learn about. However, I've been back quietly playing Eve for the last few weeks. Just some mining and trading here and there, nothing too insane.

Now I'm so glad I did. The Eve community often gets a lot of people commenting on how ruthless we can be. And it's true, we can be ruthless. Our game is one of the most competitive I've ever played. But on the other side, the vast majority of the Eve community are just cool people. They play the game in a way they enjoy, and in game conflicts remain in game. I've had corp CEO's who showed more interest in me than actual people I know in real life. The few Eve players I've met outside of the client are really fun people.

So to close, no matter who you are, or even what game you play, you are never alone. Tell someone if you need help.

Broadcast for reps, and the logi wing will pick you up.


Fly safe, and game on.

Monday, 28 July 2014

July Update

It has been well over a month since I wrote anything here. Oops. I haven't forgotten about it, and I swear I still love you. You see, I've been on holidays. I took a four week break from work, and visited my family in this time. Of course, me being me, I still played games throughout this time. So what have I been up to?

Well firstly, I started my play through of Pokemon X. I've already beaten Y, and will be using that game to try and accomplish something I've always wanted to do, but never had the opportunity or drive to do before: collect every Pokemon. With the advent of internet trading (I kinda skipped it with the DS generation of games), and the help of Reddit, I should be able to accomplish this task. But before I start, I want to beat X to collect some of the unique pokemon from it. I'll probably keep a small update going on that here. Maybe a section of the Random Ramblings.

Second, I bought Battlefield 4, albeit almost a year late. I've always been a massive fan of the Battlefield franchise, with most of that time spent on BF2, a game I will always look back on with fond memories. I've really tried hard to not pick faults with BF4 while playing it, as I realise it's a new game aimed at a newer generation of gamers. But damn is it buggy. I normally don't do this, but with BF4, I made a list of bugs that I encountered in both the single player and multi player. Currently that list sits at around 15 things that happened more than once, with about 4 of those being completely game breaking and requiring restarts of the game..

For all its flaws though, there are moments of absolute brilliance in the game. For every bug, there is a moment that just feels awesome. From flying a fully loaded troop transport helicopter to a capture point, to taking a full squad out and saving a point you have captured, BF4 does a great job of making you feel that you made a difference in the game. It's just a shame that some of the bugs can rob you of the fun moments that a Battlefield game has to offer. Along with this, it's a shame that most of the community plays the maps that don't have vehicles, one of the defining features of a Battlefield game. A personal gripe as well is the completely random nature of battlepack unlocks. You may get unlocks for guns that you don't use rather than targeted unlocks that suit the weapons you actually like.

So that's what I've been up to. Expect some of my thoughts on the Curse of Naxxramas adventure for Hearthstone soon, as well as some other updates on my gaming. For now though, I need to get back to beating the 4th gym in Pokemon X. As always,

GAME ON!

Wednesday, 18 June 2014

Watch_Dogs Graphics Controversy

In 2012, a short gameplay video of Ubisoft's Watch_Dogs was shown at E3. Touted as the next graphical step in the console wars, it was received extremely well by both critics and gamers. The hype for Watch_Dogs was very real, and to some, it was supposed to be the first truly "next gen" title for the X-Bone and PS4. Developed by Ubisoft Montreal, the studio who brought us the Assassin's Creed series, Rainbow Six: Vegas 1 and 2, and Farcry 3 and Blood Dragon, Watch_Dogs had the pedigree to be something special both in gameplay and, more importantly, graphically.

However, when it finally released on the 27th, it immediately became apparent that there was a pretty big difference between what was shown at E3 2012, and what we actually got in 2014. For those who haven't seen the difference, this image will give you an idea of just how different it is:
The lighting is different, textures appear to have been downgraded and the crowds in the world are less dense. Alongside the very obvious graphics downgrade, the PC version has been plagued with bugs. Players have reported strange frame drops, mouse acceleration issues, and a stuttering where the game seems to freeze for a split second. Before the game was released, people called out Ubisoft for the downgrade in some of the more recent trailers. A Ubisoft PR rep responded with a simple "nothing was downgraded" and left it at that.

But, this was proven to be a lie. Last week, a modder by the name of TheWorse posted on the Guru3d forums about some files he had found while searching for fixes to the stuttering issues on the PC version of Watch_Dogs.
After release and this stupid stuttering problems I started searching for fixes etc.
Then I saw many threads talking about the engine when I realized it was based on dunia 2 so I tried to unpack the files which obviously not worked.. so after searching so much for the unpacker I found it, started playing with it and after a long time of testing I ended up getting the E3 Bloom from 2012 working.
After studying how bin hex worked and downloading many tools to convert files etc, I was able to integrate and enable many effects. I told myself to keep trying and trying and that is what I have done.
 As you can see in the picture to the right, the config files still contained all the settings to activate the effects shown in the E3 gameplay footage. Some news outlets are calling this a "mod", but in reality it's a simple config change to activate what many considered the selling point of the game. To add to that, TheWorse was able to find fixes for the stuttering issues in the PC version, all within the files of the game. To add insult to injury, a picture surfaced of a line of code that had the comment "This is PC only, who cares" written above it (although this honestly could easily be a fake).

And the result of all this? Reddit blew up, twitter went crazy and Ubisoft went into damage control. PC gamers were/are obviously angry that a game that should have been a showpiece on our platform was seemingly hamstrung to bring it closer to what the modern consoles can do, and that we are getting no clear answers from Ubisoft at this stage.

The question remains: Did Ubisoft deliberately lower the settings to bring PC down to the console level, and if they did, why? There is no reason I can think of that makes sense. It's no secret that Ubisoft's history with the PC is full of controversy. In 2012, the CEO of Ubisoft Yves Guillemot made the incredibly uninformed statement that "only 5 - 7% of PC gamers pay, the rest is pirated". While I am a fan of the Assassins Creed series, they are some of the least optimized PC games on the market, and the always online DRM with Uplay has a history of dropping out and losing all progress.

But the thought that a company would deliberately hamstring a PC version of a game to make it run the same as the version on the consoles is disturbing. It's no secret that the PC versions of games are going to be superior to consoles as the hardware is better. The biggest downside would be because there isn't standardized hardware, they have to spend more time optimizing the game (and that's one of the big reasons PC ports can be bad, as they aren't optimized properly), but the vast majority of PC games will look and run better than a console. Why a company as big as Ubisoft wants the PC versions of their games to below their full potential is beyond me. Hopefully this isn't a sign of things to come from Ubisoft.

As always,

GAME ON!

Edit: Ubisoft has replied. In a post on the news page of the Watch_Dogs website, they state:
The dev team is completely dedicated to getting the most out of each platform, so the notion that we would actively downgrade quality is contrary to everything we’ve set out to achieve. We test and optimize our games for each platform on which they’re released, striving for the best possible quality. The PC version does indeed contain some old, unused render settings that were deactivated for a variety of reasons, including possible impacts on visual fidelity, stability, performance and overall gameplay quality. Modders are usually creative and passionate players, and while we appreciate their enthusiasm, the mod in question (which uses those old settings) subjectively enhances the game’s visual fidelity in certain situations but also can have various negative impacts. Those could range from performance issues, to difficulty in reading the environment in order to appreciate the gameplay, to potentially making the game less enjoyable or even unstable.
Thanks for playing Watch Dogs and stay safe on the mean streets of Chicago.
-The Watch Dogs Team
So far the vast majority of feedback I have seen to this post has been negative, and people are quite obviously sick of the rhetoric from the devs over the graphics controversy. I personally don't think this is the end of the discussion, and with news about Farcry 4's possible graphics downgrade, I'm hoping this really doesn't continue to be the norm for the gaming industry.

Let's hope not.