Saturday, June 16, 2012

Free-to-Play

Whenever a new subscription-based MMO comes out there's this invisible countdown that begins in the collective unconsciousness of the game community: time till "Free-to-Play". Sometimes the countdown isn't so invisible, sometimes it's the topic on everyone's lips whether it's being whispered or shouted. As a perfect example, in the first few weeks after Star Wars: The Old Republic's release, web comic giants Penny Arcade released a strip about SWTOR, the punchline having to do with when they thought the game would go Free-to-Play.

We seem to have this image in the MMO community that if a game is developed as Free-to-Play, then it's because the developer is small, doesn't have enough money, or doesn't have confidence in their product to compete in the subscription world. When an existing subscription game goes Free-to-Play many of the same things are assumed. In either case any deviance from the classic subscription model towards Free-to-Play is viewed as failure. I can understand the reasoning, the subscription model has been king since the days of Ultima Online and the general thinking is that if people liked your game enough then they'd be willing to pay for it month after month. When a plurality of MMO's are being developed for or quickly turn to a Free-to-Play model and when even successful subscription games like WoW and SWTOR introduce Free-to-Play at least up to a certain level, one has to ask: is it Free-to-Play that is a sign of failure or is the subscription model itself what's failing?

The late 90's PC gaming landscape that brought us the first modern MMO's in the form of Ultima Online, EverQuest, and Asheron's Call was much different than that of today. The subscription model made a lot of sense in a world where half as many households had computers and nearly one quarter as many had internet access as do today. It was a world that had yet to turn to digital downloads as a primary source of content and where the a-la-carte mentality that pervades the acquisition of entertainment media today had yet to take hold. MMO's games were being made for less money for a smaller, more hardcore audience, one that wouldn't think twice about paying a subscription fee for their gaming. Even at this early stage however the question was asked: "will gamers be willing to pay for more than one subscription game at a time?"

Take a moment and think back to the internet of the late 90's. Frames and midi were all the rage on web sites, AOL was still a pay-by-the-hour service, and dial-up was the connection method of choice for most households. In those days internet monetization was still just a vague blur in the distance. Nowadays MMO subscriptions (and games in general) are but one of many services and products we purchase over the internet nearly every day. While we've certainly gotten used to paying for things online, subscriptions aren't generally the monetization model of choice outside of the MMO space. People have become much more accustomed to paying only for what they want and what they use. Culturally we've shifted to a mode of thinking where micro-transactions and a-la-carte are viewed as a better deal. Subscriptions on the other hand fly in the face of this cultural shift and though people will settle for subscriptions where they're required (and where they still see the value in premium services such as Hulu and Netflix), in general they seem to like the idea of paying only for what they use instead.

When you take all this into account it's hard not to see subscriptions as the dinosaurs they are. When you go back to the dawn of the early MMO's when it was a three horse race people were unconvinced that many gamers would ever subscribe to more than one service at a time. Nearly 15 years later there are even more choices and it's not just the MMO's asking for money any longer. We know that there is a limit to the number of game subscriptions people are willing to pay for at any one time and we know that the majority of them are already paying for World of Warcraft. Why then are we all competing against each other for that one top slot? Imagine if the same were true for first person shooters back in the late 90's, if you had to subscribe to them like you do MMO's. If everyone had a subscription to Quake, how many fewer people would ever have picked up Unreal and Half-Life? Would we ever have seen the types of advances in technology, game play, and story-telling in FPS that we've enjoyed over the last decade or would there have been nothing but a bunch of Quake clones desperately trying to win away that market share?

Subscriptions are simply an unsustainable business model for a genre as a whole. Instead of creating a competitive environment where market share can be more easily spread out, subscriptions create a king of the hill competition with every new game trying to get that coveted top spot. It's bad for consumers, it's bad for developers, and it's bad for MMO's a whole. Historically speaking, limiting choice rarely succeeds as a means of controlling a market. The music industry was essentially attempting to do this by fighting peer-to-peer downloads while failing to adopt their own a-la-carte digital distribution systems. As a result, a lot of music was stolen and the big record labels missed the opportunity to control the digital space and drive their business, instead they now find themselves following in the wake of more savvy entrepreneurs.

I've been saying for a couple years now that we've come to the end of the line for subscriptions in the MMO world. Recent releases have shown that the amount of money and the amount of risk involved in trying to get that top spot and be the game that the majority of players subscribe to without question ends up as a losing proposition. MMO developers need to let go of the macho pride they have that surrounds the idea of the subscription model. Anyone developing an MMO right now seriously needs to be looking at alternative payment methods. We need to be looking at free-to-play, micro-transactions, pay-as-you-go, and whatever else we can come up with. Monetization of digital media is changing every day and we've done a piss poor job of keeping up.

When we finally stop trying to take on WoW (or whatever the next king of the hill ends up being) we're going to find ourselves in a much better position and while the fans may be against us at first, they're going to end up with better and more diverse products as a result. If we can turn MMO's into a true competitive landscape where it's no longer about being #1 across all MMO's, but about being number #1 in the myriad sub-genre MMO's that will inevitably crop up then we all win. Back when it was 3 games competing for the top spot it made sense, but now that there's 10 times as many of us and an internet full of digital media for sale, we can no longer afford to look at the subscription model as the only avenue of success. We owe it to ourselves, to the fans, and the genre as a whole to change. We were the pioneers of this digital landscape and there's no reason we shouldn't continue to be well into the foreseeable future.

DISCLAIMER
The views expressed on Plenty For All are purely the opinions of Brian J. Audette and are not at all affiliated with, representative of, endorsed or supported by BioWare, EA, it's shareholders, partners, or subsidiaries.

Friday, June 15, 2012

I Heard You Driving In My Car

Earworms, we've all had experience with them at one point or another whether desirable or not. I find that on most days I wake up with one song or another stuck in my head. Instead of loathing the endlessly repeating tunes, I've learned to take this as a suggestion from my brain for what I should listen to on the way to work that day. Granted I realize that not everyone carries their entire music collection around with them like I do (iPod Classic FTW), but I've found that acquiescing to my brain's song selections is a great deal easier than trying to fight it and I often end up listening to something I would have never thought to have played otherwise.

PS. The title of this post comes from the Failure tune "Stuck on You" ... a song about an earworm.

Monday, June 11, 2012

E3 2012 - Part 4

Here it is, my final E3 post. When all is said and done, while technically we didn't see a lot of new stuff this year, we saw a lot of stuff that was still in early production or only mentioned in passing last year and it's all stuff that is on the horizon for the next 12-18 months. I'm coming away from E3 very excited, even if I know I'll never have the time to play all these games.


Hawken (video link)
These guys have got to be annoyed that a new Mechwarrior game is finally coming out because before that, this was going to be the only stop for giant pilotable mecha action. If you like big robots (and if you grew up with Robotech and Voltron like I did you damn well better like big robots) then Hawken is a dream come true. Even with a new Mechwarrior game in the works, I think there is still plenty of room for success for both projects. If history (and source material) is any indicator, Mechwarrior is likely to be a much more detailed game, bordering on simulation. Based on what we've seen so far of Hawken, it's less heavy on the simulation and instead concentrates on kicking ass. Hawken looks like it could be the Counerstrike of mecha games and I'll gladly take that and still enjoy the brutal simulation I assume we'll get when Mechwarrior Online launches as well.

Deadlight (video link)
Zombies may come and go in TV, Film, Comics, and Literature, but in video games they seem to be a mainstay. At the very least zombies are a humanoid enemy that it's totally OK to kill. Personally I can't get enough of zombies; they're easily my monster of choice when it comes to horror regardless of how they're portrayed. Deadlight not only gives me zombies, but it does so with in the style that seems to blend part point-and-click adventure with the "metroid-vania" formula. The end result is something that (if it works) will likely constitute pure digital crack for me.

Metro: Last Light (video link)
The first Metro game is one whose premise and visuals I loved to death, but that turned me off in several other ways. The town sections were boring, the barter system was confusing (mainly due to a UI that didn't let you see what ammo went to which guns you currently had), and the shooting itself wasn't quite tweaked enough. It was 75% of a great game though and someday I may finish it. From initial impressions I've heard regarding Last Light, it would seem that at least some of my issues have been addressed. If anything, the video (above) that I've seen of the game features some interesting first-person stealth and that's always going to turn my head. Along with the aforementioned visuals and setting of the first game, if Last Light has indeed smoothed some of the edges off its forebears, then that 75% of a great game may get to 100% quite fast.

Miner Wars 2081 (video link)
When it comes to space games, I'm something of an aficionado and that generally leaves me clamoring for information about anything new in the genre since it has been by and large dead for over a decade. Once a PC staple, the space genre didn't evolve quickly enough away from requiring pricey peripherals and towards keyboard and mouse and just sort of disappeared. Every once in a while a new space game will come out, but they're usually small and seldom very innovative. Miner Wars 2081 doesn't look like it's going to save or reinvigorate the genre at all, but it's breaching the MMO space in an interesting way and it's utilizing game play that reminds me an awful lot of the hallowed Descent series, specifically the third installment. It may be nothing more than a curiosity of mine at the moment, but I'm interested to see how this one plays. It seems like a sound formula for a genre I enjoy. 

A Game of Dwarves (video link)
This is another game that I didn't take a look at until several days into E3. Once again the name turned me off. "A Game of Dwarves"? It just sounds like they're trying to blatantly associate themselves with A Game of Thrones and such pandering doesn't sit well with me. The thing is, I kept seeing posts about this game all week and so eventually I had to see what the fuss was. I have to say, I like what I see. It appears that what they've done here is combine Dungeon Keeper (the classic dungeon builder/defender game) with Dwarf Fortress (the indie 4X-style micromanagement simulation). What they end up with is a game that has the sim and management elements of Dwarf Fortress, with the direction and ease of Dungeon Keeper. I've gotta say, it's a damn brilliant combination and I can definitely see myself spending some time with it.

Quick Thoughts - Prometheus

I'll have my final E3 report up later, but I wanted to give some quick thoughts on Prometheus while they're still fresh in my mind.


Ultimately, you should go see this movie, but realize that while the production is magnificent, the same cannot be said of the script. If you are willing to comb through the details of the film in search of rumored symbolic elements then you may have a better opinion of this film, but regardless those elements do not excuse the script for it's flaws.

It's a well-made movie though and more head-scratching than disappointing. It should make for a very interesting Blu-Ray, assuming it gets the proper bonus features.

Saturday, June 9, 2012

E3 2012 - Part 3

I'm back with the penultimate installment of my E3 coverage. First up, another game about zombies:


ZombiU (video link)
Nintendo (like mobile phone game developers) is largely trying to entertain an audience that is not me. Because of this fact I believe I should be forgiven for thinking that the Wii U was simply a Wii add-on for the past year. As it turns out, this is a new system entirely and as with most Nintendo systems, I have found it difficult to muster any enthusiasm for it. That is, until I saw ZombiU. While it may not be the best example of the Wii U out there and it may not even be that great a game, ZombiU is the kind of demo that gets someone like me interested in something like Wii U. It seems that Nintendo has realized that while motion control is cool, people still like real controllers. That tactile part of gaming is still very important to us and until we start using haptic holographic displays like in Mass Effect, it is likely going to be. The Wii U seems to combine the good parts of motion control with the tactile usefulness of a controller and the augmentation capability of a second, personal touch screen. ZombiU appears to put all of these elements to good use and while the trailer is very heavily produced, I'll at least keep an eye on it and the Wii U over the next several months.

XCom: Enemy Unknown (video link)
I actually knew about this game a bit before it was announced last year. A co-worker knew someone at Firaxis working on it and spilled the beans. Make no bones about it, I can't think of any developer better suited to finally bring us a real XCom game than Firaxis. For one thing, they understand that turn-based gaming is a choice and not a relic of the past. For another, they have a track record of releasing top-quality products such as the Civilization series. From everything I've seen of this new XCom it looks to be both a faithful adaptation and a much needed modernization for this series. I am very much looking forward to playing this and saving the world again like it's 1994.

Company of Heroes 2 (video link)
I had some really good times with the original Company of Heroes, most of it in multi-player. While my circle of friends were waiting for Relic to release Warhammer 40k: Dawn of War II (a game we thought we'd all spend a lot of time with but didn't) we played a ton of CoH. As far as multi-player RTS games go, CoH is easily my favorite of all time. Where other games rely on gimmicks and require non-stop micro management and twitch RTS skills, CoH was a decent meld of old and new. With tactics, area control, approach, and timing all being crucial factors, CoH reminded me of the old days of Age of Empires II albeit with a much more modern approach and an excellent supply line/control point system. There isn't much on display from CoH 2 at the moment, but I have to hope that it will follow closely in it's predecessor's footsteps.

The Unfinished Swan (video link)
I don't think it was until day 2 of E3 that I actually checked out the video for this game. The name spoke to me in a way that turned me off. "The Unfinished Swan", it just sounds like one of those obtuse Japanese games meant only for native or serious otaku consumption. Eventually curiosity got the better of me and I took a look. What I found at first glance looks like some kind of first person version of the PS2 game Okami or Epic Mickey for the Wii. The Unfinished Swan is a game where (at least initially) you are presented with nothing but a blank white screen. Without any visual cues, there is no way to know where you are going or even if you are going anywhere at all. The player can throw globs of paint at the world though and when they do, the shape of the level is partially revealed. Apparently there is more varied game play later on, but initially it's a concept that's intriguing and one I'm surprised we really haven't seen up till now.

Aliens: Colonial Marines (video link)
Aliens is the movie that made me an unapologetic James Cameron fan. I probably watched Aliens more than any other movie during high school and I was very much into the extended universe that could be found through books and comics. To my adolescent mind the world of Aliens had so much more going on than what was being shown and I wanted to explore those Stygian depths. Aliens: Colonial Marines is more or less a direct sequel to the Aliens movie. From what I can gather (and based on my knowledge of the film) the titular marines are likely the rescue party that Ripley and the others were going to have to wait 3 weeks for on planet LV-426 until it was revealed that the fusion reactor for the atmosphere processing plant was damaged and was going to blow. Gearbox has been working on this game for quite some time and I have to assume they've just been shifting around resources between it, the Borderlands games, and Duke Nukem Forever because it seems like this should have been out a year ago. Still, the game looks great and I trust Gearbox quite a bit so they can go ahead and take their time to give me the best xenomorph extermination simulation around.

Next: Mechs, Mines, and Mutants!

Thursday, June 7, 2012

E3 2012 - Part 2

And so we continue our journey through my E3 experience from afar with the next 5 titles on my watch list for the next for 12-18 months:


Watch Dogs (video link)
The first two people I encountered at work this past Tuesday had only one thing to say to me "did you see the Watch Dogs video?" I hadn't even heard of this "Watch Dogs" before they mentioned it so no, I hadn't seen the video. The tone of voice used by my co-workers insinuated that I needed to see this video immediately and the comment that it was "as if it was based off of William Gibson's novels" only amplified this fact. I went back to my desk and spent the next several minutes with my jaw dropped completely open. Drawing on the kind of modern cyberpunk espionage action that's been at the forefront of William Gibson's latest trilogy of novels, Watch Dogs is just grounded enough in reality to be approachable and familiar, but goes off on the kind of paranoia-induced information distopia spur that nudges it just over the line into the realm of sci-fi. While there still aren't too many details about exactly how the game plays, how open world it is, and how their unique multi-player spin actually fits into the big picture, I'm nonetheless excited for this game and I'll be glued to the Internet for more further information in the coming months.


Star Wars: 1313 (video link)
I don't even know what Star Wars is anymore. There was a time not so long ago when this IP was fairly easy to nail down, but as the expanded universe has ... expanded, Star Wars has really just become an all-encompassing sci-fi universe. I guess this technically isn't a bad thing, the only problem is that the non-Jedi elements of the Star Wars universe just don't seem to have the same branding and unique flavor as the rest of the IP. A lot of times it just ends up feeling like generic sci-fi. Still, if it's fun to read, watch, or play, I guess I can't complain and Star Wars: 1313 looks like it may have the right formula to succeed. While the game play they've shown so far appears to be very tightly scripted, it nonetheless looks like a step in the right direction. Utilizing the now traditional cover-shooter play style and incorporating some Uncharted-style platforming is definitely a much better choice than the dial-a-combo snore-fest mechanics of the Force Unleashed franchise and stepping away from Jedi altogether is both bold and somewhat refreshing choice. What remains to be seen however is how this title is going to make itself relevant to the Star Wars universe and steer away from being just another sci-fi 3rd-person shooter. Back in the day the Dark Forces franchise had the same obstacle and ultimately gave way to the Jedi Knight games and one of my favorite expanded universe characters: Kyle Katarn. Does Star Wars: 1313 have the potential to do the same thing? Perhaps ... if The Force is with it.

Assassin's Creed 3 (video link)
I liked the first Assassin's Creed game, though as most people seem to agree it was a bit repetitive. Still I really dug the idea of the setting and the mechanics; platforming, plus light stealth, plus inventive melee equals a win in my book. I've heard that many of the weak spots in the formula were strengthened or dropped from Assassin's Creed 2, but I never got more than an hour or so into the game to see them. Someday I will finish it, but at present time I still haven't gotten around to it. Regardless of that minor road bump and regardless of the fact that Assassin's Creed 2 spawned something like a half dozen mini-sequels, I'm looking forward to the franchise's third big installment. One major reason for my excitement is the shift in time and location to Revolutionary War America, an underused time period in games and certainly one that's never gotten the action/adventure treatment in recent memory if at all. The other reason is the video (linked above) of the naval combat. I don't know how big a part of the game the naval game play will comprise, but it certainly looks like they spent a decent amount of time on it and it's easily one of the best ship-level representations of naval warfare I've ever seen. Otherwise I expect the game to follow a similar format to the existing Assassin's Creed games, but the setting alone makes this all the more interesting in my opinion, so it looks like I'll have to be getting back to Assassin's Creed 2 sooner rather than later.

The Last of Us (video link)
What is it about the post-apocalypse that so captures people's imaginations? Is it the age-old psychology of learning to face real fears in the safety of a fictional world, or is it simply a power fantasy wherein we long to believe that we have what it takes to survive where others have failed? Regardless of the reasoning, there's something about the alien but familiar nature of a post-apocalyptic setting that I find compelling. The Last of Us takes place 20 years after a strange fungal outbreak ignites a sort of zombie apocalypse. The protagonist is tasked with escorting a 14 year old girl outside of a militarily controlled quarantine zone and what follows seems to be part Ico, part Uncharted, and part Resident Evil. Did I mention the game is being developed by Naughty Dog, makers of the Uncharted games? Based on the E3 footage they've shown this year I'm expecting an action/adventure rollercoaster ride that will likely run the emotional gamut. Naughty Dog have shown a certain affinity for engaging video game characterizations and situations and judging by what's on display in The Last of Us, they don't plan to disappoint.

Beyond Two Souls (video link)
No, I still haven't played Heavy Rain. Having just bought a PS3 a couple months ago there simply hasn't been time. Not to sound like a hipster or anything though, but I was playing David Cage's games long before anybody gave a rat's ass about him and his company Quantic Dream. Having experienced both Omikron and Indigo Prophecy (aka Farenheit) I have a pretty good idea of what Mr. Cage and crew are all about and I'll get to Heavy Rain at some point I assure you. His latest game once again appears to be in the same vein as his more recent offerings in the sense that the "game play" is all about controlling real people in more or less real situations. I have to hand it to him though, many developers (cough ... Hideo Kojima ... cough) make the mistake of sacrificing game play due to their cinematic and story-telling ambitions. David Cage makes finding and/or injecting game play into cinematic story-telling his primary design goal and he is more or less successful. These games may not be for everyone, but as a fan of the classic point and click adventure genre, I see this as a recently grown branch on the evolutionary tree. This latest game seems to be heading back into the sci-fi/paranormal territory covered by Indigo Prophecy with a young woman (played by and modeled to look like actress Ellen Page) on the run from some agency or other, seemingly due to the telekinetic powers at her disposal. The trailer offers us but a brief glimpse into the narrative, but it's enough to pique my interest and put this one on the watch list for the future.

Next: Aliens, zombies, and ... swans?

Wednesday, June 6, 2012

E3 2012 - Part 1

Let me start by saying that I haven't personally attended E3 in about 10 years. I went once about a year after being laid off from Turbine with hopes of networking (something I'm not good at and have since learned is a lousy way to get into game development) and while that effort didn't quite pan out, I did get to see the floor show. The best way I can describe E3 is that it's like being stuck inside a giant pinball machine. E3 is all loud noises, flashing lights, and wall to wall people. If you've ever been to PAX or a big comic book or anime convention then you've experienced only the barest hint of what it's like being at E3. Simply put: it's a madhouse ... a MADHOUSE!

Viewing E3 from afar is a much saner activity and these days it's easier to do than ever. Sites like e3feed.com do a great job of acting as aggregates of E3 information from across the web and gaming news blogs like Joystiq and Kotaku are jam-packed with info on everything their teams see. As a gamer and game designer I can't get enough E3 news. This is the week when many of the biggest announcements that will direct the path of the industry over the next year are made and it's also when all types of titles due to launch within the next 12-18 months are unveiled or on display.

We seem to go through cycles in the game development biz. First there's the console cycle where every 5-6 years a new batch of home gaming systems are released. The beginning of a console cycle is always a little shaky, but by the end people are pulling out all the stops. We happen to be coming to the end of a console cycle right now. Another cycle is a bit more discreet and it's tough to put a finger on it. Still, it seems to me at least that every other year is a great year for games, with tons of amazing titles on display. Last year was decent, this year seems to be one of the great years.

At this point in the week most of what is newsworthy has already been posted as the big developer press conferences have come and gone and the floor is now where the action is. Usually you'll hear about a few lesser publicized games in the last couple days, but these days the majority is unleashed right up front. With nearly 20 titles on my watch list from E3 this year, I figured it was as good a time as any to start talking about what I've been following. We start with the relaunch of a classic PC franchise:

Tomb Raider (video link)
Truth be told, I was never a fan of this series back when it was a "thing" in the late 90's. For me the controls were always awkward and the save system infuriating. Luckily this genre has come a long way, with perhaps the most perfect expression being the Uncharted series of games by Naughty Dog. Watching footage of this new Tomb Raider, it's impossible not to see the Uncharted influence. The nice thing is that from what I've seen so far, it seems like they've done a good job with it. While I hope there's a little more exploration in this game than is usually on offer in the Uncharted series, I think I'll be happy with whatever I get from this title.

Splinter Cell: Blacklist (video link) 
Not even a full week before E3 I had remarked to someone in my office that maybe one of our co-workers who was leaving for a job with Ubisoft, was going to work on an unannounced Splinter Cell game. It turns out that our co-worker will not be working on this game, but Ubisoft did indeed have a Sam Fischer in it's hat. The original Splinter Cell was one of the game I spent a bit of time with at the E3 I attended 10 years ago and it was the first game I bought for my original XBox. I sort of lost track of the Splinter Cell series after the 3rd game however, which incidentally also seemed to be the point where they started messing with the action/espionage formula. Even with that in mind, it's nice to see the franchise return and even though there's no stealth in the portion of the game that they've been showing off, I'm interested nonetheless.

Sim City (video link) 
What can I say? I'm a Sim City fan way back to the Super Nintendo port from the mid 90's. I've played every version since then and even though not a ton changes, I still get drawn into crafting a bustling virtual metropolis. Since Sim City 4 several years back there have been a few attempts by other developers (and even Maxis itself with Sim City: Societies) to innovate in the city building genre. Perhaps the closest to Sim City itself is Cities XL, a series that while lacking in some of Sim City's nuance and polish, pushes boundaries and adds features that the genre was sorely lacking. I was happy to see in the footage shown of this new Sim City that many of these features appear to be incorporated. Even more enticing is the online option where you can connect to and bargain with your friends cities. A really good city sim has been a long time coming and the game that started it all looks to raise the bar again here. I know I'll be spending some long nights pleasing my virtual citizens and crafting a sim utopia.

Dead Space 3 (video link) 
I was a big fan of the original Dead Space. Not only was it artistically interesting, it utilized an interesting new IP, and polished its survival horror game play to a brilliant shine. Dead Space 2 (which I finally finished just recently) was also an amazing experience. While it featured a bit more action in the mix, it was still survival horror and made me jump more than a few times. Having seen what's on offer in this latest installment, it's not difficult to assume that they're adding even more action elements and while it may be true, I'm not willing to jump to that conclusion just yet. A lot of what they've shown off is co-op and a lot of what they've shown off is shooting. I know from experience that horror is a tough sell not just on the E3 floor, but on video in general. It's tough to make a sizzle video of anything horror related and seeing as how they obviously want to feature the new co-op feature, I'm not surprised there's a lot of action. Even if there is more action in the mix and the horror is tamed, I'm still going to dig this title. There's more to this series than getting scared and I enjoy those other elements just as much.

Dishonored (video link)
Just hook this game straight to my veins. With its mix of stealth and action and its unique steampunk setting this game is basically the ideological successor to the venerable Thief series of games. In fact, I'm pretty sure the guys in charge of Dishonored would agree with that given that Harvey Smith actually worked on the last Thief game when he was with Warren Specter at Ion Storm. Dishonored goes a step and a half beyond Thief however with a much more stylized world and a much more open game play feel. Unlike Thief's Garret, the protagonist of Dishonored has access to an assortment of supernatural abilities, allowing him to teleport, possess living creatures, see through walls, and more. This is the first time we've seen any Dishonored game play at work and it fully lives up to the expectations set by their CGI teasers last year. As far as new IP's go, this is one I'm looking forward to in a big way.

Next: Ubisoft reads my mind with Watch Dogs, there's a 3rd person Star Wars game that doesn't look like it will disappoint (re: Force Unleashed), and we find the best looking boat-level naval simulation I've ever seen in the least expected place.