Outfitted by the Wardens of Annuminas June 19, 2013Posted by Wilhelm Arcturus in entertainment, Lord of the Rings Online.
Tags: Annuminas, Evendim
What with a war on in EVE, I haven’t spent as much time in LOTRO as I might have otherwise. But I still manage to get into Middle-earth now and again when fleets are not forming or I do not have the time set aside for what might turn out to be a multi-hour operation.
My last post on LORTO was saying, “Oh wow, I am in the Lone Lands already!“
This time around I am saying, “Oh wow, I am done with the Lone Lands already!”
I have been trying not to pass the guild designated goal levels, which hasn’t been that hard, since it seems like every time I get close they go up. I thought I might stop in the Lone Lands, but then the bar was raised to 35. And once I hit 30 around Ost Guruth I decided to wrap up my time in the Lone Lands. There was more to do. I had not yet finished up the Red Maid or the swamp area. But I was ready to move on.
I like the Lone Lands as a zone. There is a comfort going through it, knowing where to go for all the quests. It is the one zone where I really feel like a ranger, so familiar am I with the terrain. But at best now it ranks as my second favorite zone, at when I hit level 30 I was ready to go to my current favorite: Evendim.
Revamped Evendim that is, not the original which caused so much pain… and required so much swimming… back in the day.
You can certainly make the case that it should not be my favorite. It is designed in a way that has been declared “bad” by those who purport to know best. In a game where the now maligned quest hub structure is common, Evendim takes the quest hub idea almost to extremes.
You show up at a quest hub, you get a quest with a big reward that essentially tells you that you must do the quests of a handful of other NPCs in order to get that reward, and then you are stuck servicing all their varied whims.
That might have ended badly had the quest design not been above par for the game. There are the requisite “go kill an oddly specific number of something” quests, but they are well leavened with all sorts of other different, and sometimes goofy, tasks. Like collecting farm animals for hobbits.
You also get to set things on fire now and again. The zone seems to set you against the idea of boats.
And occasionally being asked to go to some high point in the zone simply to look (/look command) at the zone around you, which if nothing else puts the grandeur of the zone right in your face so you can’t miss it.
The quests are also pretty well focused around the story line of the given location. They give a feeling that there is a legitimate task at hand and that you are helping them along with something more urgent than, say, collecting lynx pelts so they will have warm clothes for winter.
And then there are the rewards for the zone. The Wardens have their own currency which can buy three pieces of very nice gear and getting your standing with them up to the “kindred” level opens up some more options. Finally, finishing out the quest line in the zone fills in a few more pieces, leaving you rather well equipped if you finish the zone.
So far I have managed to horde enough of the currency to buy the three pieces of the Forgotten Hope armor set available from Cannuion.
I also managed to make it “kindred” status with the wardens rather quickly this time around. In the past I have been well into the final set of quests in the heart of Annuminas before getting there. This time around I was a “made warden” before I got to the series of quests at the tombs of the kings.
That opened up my next weapon, the level 40 halberd from the reputation vendor as well as the special mount.
I am now level 39… because our goal level got raised to 50… and on the last couple of quests in Annuminas, after which I will have the final piece of the captain’s Forgotten Hope armor set and be done with the zone. Of course, that last bit is a doozy, even with Orchalwë and my herald in tow. Actually, especially with those two in tow, as they seen to find joy in pulling in adds. But even if they were perfect, the the Banners of the Iron crown is a tough nut to crack alone, and I have to go in there no matter what, as it is also the final location to finish off Orchalwë mission. I might have to get Gaff over to help me.
Then I will be fully outfitted, level 40, and ready for the next zone. I am clearly not playing enough alts if I am moving this fast. And, honestly, I have stopped so often in the past at this point, I am not quite sure what the next zone is.
Angmar I think. Off to Angmar.
Tags: Fountain, Null Sec, Quote of the Day, The Mittani
The CFC goes to war on a simple, tested strategy: grind the moons down, and only later bother grinding sov. Hostiles should be either massacred or blueballed to ensure their playing experience is ruined. Relentless metagaming should take place such that the conflict is as demoralizing and unfair as possible. To us, sov is essentially meaningless once jump bridges have been snapped; what matters is that our foe does not want to log into the game. We have taken out superior forces by ruining their gameplay to the point that they do not bother logging on; this was how we dealt with the massive Raiden pre-nerf Titan blobs in the Tenal campaign. You can kill a hostile spaceship by blowing it up, or by ensuring that it never logs in in the first place.
Now that such a huge and ridiculous band of hangers-on have joined the ‘independent’ TEST to fight their war for them, it is important that the CFC remembers how we fight: it has been months since Tribute, our last grinding hellwar, and we have many newbies. At every turn you should consider how to ruin the fun of the foe, while still enjoying yourself. We care nothing for ~honor~, ‘gudfites’, or any of the pubbie views of how warfare ‘should’ be. We have massacred, griefed and blueballed our way across the galaxy since Red Alliance first taught us how to win sov wars in late 2006, and there is no reason why we will change our methods now.
The Mittani, GSF CEO Update: Slouching Towards Bethlehem
The Mittani, back from E3, has provided an update on the war.
The update itself contains salve to sooth all possible worries of the rank and file, including my own concerns that we had let things get out of our control on the diplomatic front. We are told that TEST is screwed and hurting for money, they fear us and so are staging out of low sec right from the start, their allies are only in it for the fights, and that we have managed to break off Black Legion from TEST’s pack, in large part due to TEST’s promiscuous ally policy. (Though, with that last one, there are some tales as to what transpired floating around.)
Oh, and we are all heroes, having stepped up and worked overtime to launch the invasion. Go us!
Now, how much of the CEO Update you believe will no doubt reflect where you stand. If you are from TEST or one of their recent allies, you are probably standing on your chair shouting, “Lies and damage control!” and wondering how The Mittani’s trousers have not yet burst into flames. The comment thread on the post over at The Mittani (he’s both a space tyrant AND a web site!) is running about as you would expect.
You will also see on the comment thread a recurring mention that this sort of update is really only focused at an internal audience, that it is a morale booster for the troops, and that you should view it in that light and not blow a gasket.
That is a lie.
There is a long history of posting the CEO updates publicly. They used to get reposted on Kugu. Now, with with access to their own gaming news site, updates get posted in the GSF forums and to the front page nearly simultaneously.
These sorts of updates are clearly crafted for public consumption and often contain sections directed squarely at the enemy. They are propaganda. They are part of the meta game. And an enemy has to parse this sort of thing whether they agree with it or not. They have to ask if we really believe what was said, if things really are going to our plan, if people will keep logging on if fights dry up. Enemy leadership won’t express any doubts to the rank and file, but they have to assess the message and decide where it should fit in their world view. And if an enemy blows a gasket over an update… and does something stupid… so much the better.
Other alliance heads mask their updates in secrecy. We hear about them through leaked recordings and transcriptions.
The Mittani publishes his updates for all to see and makes them do double duty. They bolster the morale of the troops and attempt to raise fear, uncertainty, and doubt in the enemy and its leadership.
Fountain: Who is Winning Ten Days In? June 17, 2013Posted by Wilhelm Arcturus in entertainment, EVE Online.
Tags: Fountain, Null Sec, TEST
Perpetual optimism is a force multiplier.
Everybody thinks their side is winning.
There is a huge temptation to look at the last battle, the last kill vs. loss report, the last sovereignty change and to pronounce that one side couldn’t possibly winning because look how badly they just did. That is what most of the forum and comment thread crowing is about right now.
The thing is that fights, even losing fights, are motivators for both sides. Such fights are why a large majority of the rank and file show up every day. We want to blow things up. We want to use all those skills we have trained, to fly all those ships we have bought. It is fun.
And so we have had 10 days running of thousand plus ship fights. The war goes on and the pitched battles continue because it is what most of us want.
As for other indicators of winning or losing, they seem rather mixed.
The CFC’s biggest claim to winning is that we have deployed forces to Fountain and have taken and held systems in the region. The last I heard, we have also knocked out more than a score of TEST moon mining stations, the key assets over which this war is being fought. Executing to plan, as one might say. And the “not winning fast enough” theory was discredited last year with the campaign in Tribute and Vale. The CFC has proven they can stay in the fight over the long haul.
On the flip side the CFC diplomatic corps wasn’t able to set favorable terms for the battle before hand. This has always been part of the power of the CFC, the ability to rig the odds in advance through back channels.
This failure has allowed TEST to run a very successful “Come Kill Goons” campaign as it sought allies. Who would have thought so many people would respond favorably to that rallying cry, right? Hah!
Meanwhile, who has the CFC picked up? Fweddit. There is a propaganda victory in that, what with Fweddit sharing with TEST an origin in Reddit. But the CFC can’t really run a “come shoot shit posters from Reddit” counter campaign now, can they? (Though, hey, well played Fweddit! Thanks!)
So the CFC is looking at a lot of motivated enemies who seem pretty united on the “Kill Goons” part of the strategy. This has meant not only facing fleets of equal size at all turns, but has unleashed a series of attacks in the CFC backfield. The convoy route to the Fountain front is camped and disrupted regularly. Gents has had some capital ship assembly arrays at home destroyed, while Goonswarm lost a system in Tribute. Life is getting difficult for the CFC and will remain so for some time, barring a diplomatic break through.
On the other side of the battle, TEST’s biggest claims to winning right now is that they have all these allies ready and willing to shoot Goons, that they are causing the CFC pain, and that they have shown the wherewithal in the past to ride out a sovereignty grind until the other side gives up.
The problem with their claims is that it is hard to explain away the fact that the CFC continues to hold 10% of Fountain despite efforts to retake systems. The sovereignty change listing for Fountain shows a lot of flips in ownership, but TEST has not been able to push the CFC back. Moon mining operations in the region have been thoroughly disrupted. Plus, historically, a focus on defense has always been a losing proposition. TEST and its allies really haven’t brought the fight into the CFC homeland in any significant way to distract them from Fountain.
And then there are the TEST allies. What happens when you invite so many wolves into your camp to defeat a bear? Where do all their interests lay? Granted, that is more of a post war diplomatic problem, which won’t matter if TEST loses.
All of the above is great fodder for forum wars and comment thread battles and, more importantly, feeds the propaganda war. Because it is the propaganda war that likely to have the most impact over time.
It is very difficult to take sovereignty from an actively resisting alliance, even when they are vastly outnumbered. Remember how long the Walltreipers Alliance held out in Delve last summer?
But if an alliance loses heart, if it starts thinking it cannot win, that the fight isn’t worthwhile, if members stop showing up for fights, if people start hauling things out of null sec “just in case,” well, then the war might be over. Remember White Noise back in early 2012 or, going back to Delve last summer, how Nulli Secuda folded over their treatment by Against All Authorities even as Walltreipers was holding firm. Nulli wasn’t beaten by external forces, they simple ceased to believe in the fight. That is all it takes. And then there was Northern Coalition (who ironically now live in the south) and their retreat from Tribute and Vale after they tired of the sov grind. (And in one of those “the more things change” events, Northern Coalition, Nulli Secunda, and former White Noise ally Raiden are all in with TEST at this point.)
That is how I imagine the war in Fountain will be decided.
One side or the other will decide the fight isn’t worth it and stop showing up.
Again, at this point, everybody thinks the opposition will fold. How can they not, facing such odds?
As long as both sides hold on to that idea, and barring and serious shift in the balance of forces, the war will grind on.
TEST Knocks 7-8S5X Into Unclaimed Status June 15, 2013Posted by Wilhelm Arcturus in entertainment, EVE Online.
Tags: 7-8S5X, Fountain, Null Sec
1 comment so far
This morning there were a number of fleets in motion laying what appeared to be traps and counter traps. The CFC had a Caracal fleet out shooting structures. TEST sent fleets out to chase off or kill the caracals. I was sitting on a titan with Mister Vee’s Hamgu fleet waiting to jump in once TEST was committed. And then TEST had carriers set to bridge in once we were engaged. And then we brought in some capital ships. All of which lead to another large battle in 10% time dilation.
While local was just shy of 900 when I got popped, people were still bridging in, so I bet we ended up past a thousand players again.
But the strategic upshot for the moment is that TEST killed the territorial control unit in the system, rolling back the CFC sovereignty claim on the system.
The tactical result was pretty close as far as I can assess, with both sides showing up in about equal numbers. They killed a lot of Tengus and Tempest Fleet Issues, we killed a lot of Rokhs, Apocalypses, and Apocalypse Navy Issues.
Since I spent a good portion of my time in the fight jammed, I had plenty of time to take screen shots. The most unique ship I saw during the battle was an Osprey. Actually, there were three in our fleet. I am not sure I have actually seen an Osprey since I started mining back in 2007. Anyway, pictures.
(Another report on the battle.)
Quote of the Day – On Existence Before MUD1 June 14, 2013Posted by Wilhelm Arcturus in Ancient Gaming, entertainment, MUDs.
Tags: MUD1, Quote of the Day, Richard Bartle
1 comment so far
There wasn’t anything before MUD1…
Richard Bartle on MUDs, from the Birth of MMOs interview
That is the best I could do in trying to extract an inflammatory, out of context quote from the article. (Hey, it inflamed at least one guy.)
And the article ends up with something of a “But what of MUDs?” theme, where it is pointed out that the very limitations of MUDs make them easy to use. It is all done in text, so it is much easier to whip up a virtual world when you do not have to worry about art assets, something that lead to an explosion of MUDs during the late 90s.
As for an audience for MUDs.
Sure, they’re not going to have the success they once had if people have been conditioned to judge graphics as being the mark of a good game. They will still appeal to connoisseurs, lovers of language and people with vivid imaginations, though.
Somebody will play them.
Left unanswered: How are today’s MMOs impacting MUDs?
I know I have seen changes in TorilMUD over the years that have clearly been because of what has happened in games like WoW, things that would have been anathema a decade or more back.
Another Fight in J5A June 14, 2013Posted by Wilhelm Arcturus in entertainment, EVE Online.
Tags: Fountain, J5A-IX, Null Sec
add a comment
Another day, another 1,000+ ship fight in Fountain.
Screen shots from Gaff, who was there in a Caracal.
That is pretty much a giant battle every day for the first week of the campaign in Fountain. A hectic pace for a what will no doubt end up being a long war of attrition.
Traveling with Caracal Fleet June 13, 2013Posted by Wilhelm Arcturus in entertainment, EVE Online.
Tags: Fountain, Null Sec
Hey, I can take fuel out of the jump bridge!
What is the password for the bubble on the gate?
How do I use FoF missiles?
-What voice coms are like when we don’t have a solid mission
A couple of years back I was having some sort of comment thread argument with SyCaine about the absolute near-nil likelihood that I personally would ever see a thousand ship fight in EVE Online. At the time it was something that had happened once and took a good deal of pre-planning by CCP for it to even work.
Since then much has changed.
Early last year with the war in the north, I saw a number of battles where the total number of pilots in local exceeded one thousand. I was impressed by the battle at EWN-2U, where the total number was around 600. That seemed like a lot.
Likewise in Delve last year, such large battles happened a number of times. Remember 49-U6U?
And with the war of conquest going on in Fountain, I was in 1,000+ ship engagements every day for the first five days of the war. Hell, we had a thousand ships in J5A on our side alone when TEST declined to show, and two thousand on the gate in B-DBYQ when the final timer battle broke out. If there is a serious fleet op coming up, there can easily be a thousand in local in B-DBYQ with no enemy in sight.
I am starting to wonder if EVE is can keep itself together in the face of its ever growing popularity. Last year, one of the side effects of Burn Jita was that the system reached a population cap and you couldn’t get in. Ha ha, very funny, all those people sitting on gates trying to get in.
I logged in last weekend with my Jita alt and was kicked to an adjacent system. Jita was just full. It seems it has been reaching its population cap lately, even without Goon help. Meanwhile, once sleepy Amarr has been hitting a thousand players in local and has had the Jita treatment applied and now resides on an exclusive node.
It is getting busy in EVE. As Nosy Gamer asks, is 60K the new 50K in EVE?
So in the face of all of that, it was kind of nice to go on a small fleet op last night.
And by small, I mean Lyris only had about 200 people in his Caracal fleet when we pulled out of B-DBYQ in search of… something.
There were other fleets going up and off to do things, but we did not really seem to have a concrete mission. We jumped into fountain. I had actually just escaped from Fountain, having been stranded there after the big “server is going down” interruption of the the big fight in EI-O0O the night before, when we were all told not to log back in when EVE came back up. I take it we were not doing well. But with the call for fleets last night I logged back in and slipped past a gate camp that just happened to be warping off when I landed on the gate.
Back in our staging system I swapped out for a Caracal and joined the fleet just in time to start hunting the very same group that was camping the gate. We chased one group around for a while, picking off a ship or two now and then. I got on a kill mail for a Merlin and an Enyo, both tech I frigates.
I did not even do any damage. I got credit because I had missiles headed to the target, but both were gone before they got there. The odds were heavily in our favor. But that is the face of PvP in EVE a lot of the time. A dozen ships sit on a gate or a drag bubble killing single passers by and telling people they were in a “skirmish.”
There, stuck into Fountain and, I would guess, acting as a screening force for other operations… we were in the pipe that TEST deploys though… word came down the line that we had serious business to which to attend. Somebody was shooting up a jump bridge on the convoy route from VFK-IV to our staging system. We were detailed to go put a stop to that.
Unfortunately, that meant traveling back out of Fountain and then half way up the convoy route to the jump bridge under attack.
At this point our fleet size began to work against us. Push 200 ships through a gate or a jump bridge and time dilation kicks in, slowing everybody down. Well, everybody in the fleet. The people shooting the jump bridge were unaffected.
Tidi also seemed to aggravate some of the new Odyssey bugs, like that one with the overview where it cannot identify the pilot for some reason, so you get a list of neutral ships where the pilot name is the ship type.
Every new expansion brings its own little bundle of joy.
We struggled up the convoy route and managed to land in the our destination system just in time to hear that the fleet that had shot up the jump bridge had just left, their mission complete, the jump bridge now off line.
So we warped to the jump bridge where Lyris put people on repping it.
As a shield tanked fleet, our logistics were able to repair the shields on the jump bridge, but the slow acting armor repair drones they carried couldn’t begin to make a dent on the armor damage. The vast majority of the jump bridge hit points are in the armor, the ratio being 1 million shield hit points to 15 million armor hit points.
Lyris tried to whistle up an armor fleet and some triage carriers to come help, but was eventually told by the command structure not to do this. Apparently, when a jump bridge has been knocked offline, it is easier just to get rid of the old one and install a fresh module than it is to try to repair it in the field. The POS repairman would be out to take care of things later.
That mission… well… done if not accomplished… we headed back to B-DBYQ as it was getting to the end of US time zone prime time and people like me needed to get off to bed. Those on summer vacation or in Asia-Pacific time zones carried on the fight.
And the whole night, I never saw more than 800 people in local. The first time so far in the war.
Of course, that was in part because there had been a giant fight in PNQY-Y earlier in the evening, before I got on. I just missed that one.
Thousand plus ship fights seem to be a regular thing in this war.
TorilMUD offers a Web Client June 12, 2013Posted by Wilhelm Arcturus in entertainment, MUDs, TorilMUD.
Tags: HTML 5, Web Client
1 comment so far
The crew running TorilMUD just announced that they have a beta HTML 5 web client available for people to try out. It offers some pretty reasonable features.
- Scripts in the Cloud: Create aliases and triggers once on the web client and use them from anywhere.
- Script packages: Organize scripts into “packages” that are shared throughout your account and usable by every character.
- Aliases: Create aliases with support for variable matching and multi-line commands.
- Triggers: Design powerful triggers with the use of full-featured regular expressions.
- History: Recent commands can be easily traversed via the up and down arrow keys.
- Scroll lock: Auto-scrolling intelligently pauses whenever you begin manually scrolling, and will resume when you scroll all the way down or enter a command.
- 256 Colors: Goodbye 16 colors – the web client has 256 colors all the time.
Right now the Web Client is only usable if you have created an account and rolled up characters through a traditional telnet client, but I imagine that if things go well, all of that will eventually be included.
The URL for the web client is in the article linked above, and it sends you to an account login page.
Logging in gives you a list of the characters you have associated with your account. The concept of an account login is still somewhat new as well. Back in the day, every character had its own login and password. Once logged in, you get a list of the character on your account.
Once you choose a character, hey presto, you are in the game.
From there, things look very much like a standard MUD client that supports ANSI color. That used to be one of the big things about TorilMUD, and its predecessor Sojourn, the full on support and usage of color in their text.
My old main character was still there.
You can go about your business in game, or camp out and select one of the other characters associated with your account.
And it all looks good and responds quickly.
Now color is great, but not really required to play the game. You could open up the Windows command prompt and telnet into TorilMUD and play it if you so desired. Why people don’t do that instead opting for a purpose built MUD client is for things like triggers and aliases.
Triggers are automated responses to text coming from the game. I mentioned those the other day. The simplest ones can be things like drinking from a container when you get the “You are thirsty” message.
Aliases are short cut commands that set off more complex actions. One of my oldest ones would let my type in “cpff Rarik” which would then output “cast ‘protection from fire’ Rarik” to the game.
These two items are not required to play the game. I played Sojourn/TorilMUD for the first five years with an ANSI terminal emulator that supported 10 simple macros I could configure on the fly. Everything else I just typed by hand. (Which made me a very fast typist in time.)
But life is definitely better, especially doing zones… the TorilMUD equivalent of raids… when you have 15 other people in your group and you have set responsibilities and need to both see and respond quickly to situations in the midst of what can be an incredibly spammy flow of text. Buying zMUD back in the day was an investment I do not regret in any way. I think at one point I lost my key when a machine died and I just bought a second copy. It was totally worth it.
And the beta TorilMUD web client supports triggers and aliases.
You can create groups of simple triggers and aliases to help automate some of the more mundane tasks in the game.
And, anything you create gets saved in
my butt the cloud… well, on their server in any case. People throw around the term “cloud” pretty loosely, despite it having a pretty specific meaning. (Hint: If my data is on a single server or in a single location, it isn’t in any sort of “cloud.”) Anyway, scripts you create are there for you when log into the game from other locations.
Leaving aside some bugs in the current implementation, the HTML 5 web client for TorilMUD is like that basic Craftman tool kit you buy for somebody when they first get their own place. It has a couple of screw drivers, an adjustable wrench, and a few other items that will cover very basic situations.
A MUD client like zMUD, on the other hand, is like the super deluxe Snap-on tools setup that has you covered for just about every obscure need.
So with zMUD I can have conditional triggers, triggers that parse multiple terms in a single statement, triggers that turn off or on other triggers, triggers that highlight text, triggers that parse data and write to a log or a database, triggers to generate statistics, a whole world mapping subsystem, the ability to pipe specific data to other windows, and a myriad of other things that let you create your own custom client and UI.
Plus… and this is a surprisingly important point for me… zMUD maps the 10-key pad on your keyboard to be movement keys. The almost immediate, fall flat on my face moment for me with the web client was moving. I had to think about how to do it. I have to press “n” and then return to move north, rather than just spamming out directions on the 10-key as I have been trained to do for the last 15 years. Ah well.
No, what this web client represents is a way for new players to see a MUD in the best possible terminal emulation while giving them some of the basic tools of the trade, all within a browser interface.
It is an easy gateway into the world of MUDs. And for that, it is a fine solution.
See the TorilMUD web site for more details.
Rift Goes Free to Play Today June 12, 2013Posted by Wilhelm Arcturus in entertainment, Rift.
The time has come, the day is here. Trion Worlds has followed through on their plan and changed Rift from a monthly subscription game into yet another contestant on the free to play field.
I actually have not been playing Rift for a while now. Not because of the business model transition, but because our Rift group is on summer hiatus so I have been off in Middle-earth and New Eden.
Never the less, I remain mildly bemused at the change. The new currency has been unleashed.
Once down the cash shop path you start, forever will it dominate your destiny. Consume you it will, until lock boxes and random card packs seem like perfectly reasonable ways to generate money and you start to pander shamelessly to the so-called “whales.” Or something.
They still want people to subscribe, and hand out a set of benefits according to the store page.
You can even buy subscriber benefits in 1, 3, 5, 15, and 30 day increments with the RMT currency. And then there is REX, which lets people exchange in-game currency for RMT currency benefits.
So Trion has a plan. I have no doubt that, during the initial “happy time,” everything will seem just dandy, with more people playing the game and revenues jumping. And if you don’t mind the game selling just about anything from their cash shop, life will be good.
And if that sort of thing… or the whole equity equation… bothers you… well… I guess there is still WoW and EVE Online. Though WoW is bad at the equity thing in its own non-cash shop way.
Addendum: Happy time… engaged!
PlayStation 4 Wins June 11, 2013Posted by Wilhelm Arcturus in entertainment, Hardware.
Tags: PlayStation 4, Wii U, Xbox One
Microsoft went first. I think this sums it up.
Remember that Sony had all day to soak in MS's presentation and KNOW they were about to destroy them. How good a day was that for them?—
Chris Hanel (@ChrisHanel) June 11, 2013
It is hard to come to a conclusion besides “Total Victory for Sony” at E3.
The PlayStation 4 will:
- have a base price of $399, $100 less than the Xbone
- support used/traded/rented games
- not require an internet connection to play
- not have that creepy always on Kinnect watching your every move
I am not in the market for a next generation console, but if I were I know which way I would be leaning.
Still, it is only June and the PlayStation 4 isn’t due out until the holiday season. There is still time for Sony to follow its tradition of screwing something up with each console launch.
Meanwhile, I thought I heard somebody mention something called a “we-you” or some such. It was hard to tell with Shigeru Miyamoto sobbing in the corner.