Only days after giving the key reselling service a list of demands, prompted by a wave of public criticism, Gearbox has announced that they have begun the process of decoupling themselves from G2A.
Tagged With bulletstorm
Yesterday, Gearbox got hit by a tidal wave of backlash for partnering with controversial key resale site G2A. It got so bad that popular YouTuber John "TotalBiscuit" Bain publicly threatened to stop covering Gearbox's games unless something changed. To their credit, Gearbox listened, and it now has a list of demands for G2A.
Recently, Gearbox announced that it's partnering with game key re-seller G2A for a collector's edition of Bulletstorm. Problem: Over the years, G2A has been subject to widespread criticism for lax security, enabling fraud, and making money at developers' expense. Predictably, Gearbox has taken serious flack for the partnership.
You can judge a first person shooter almost entirely on the strengths of its shotguns. A good video game shotgun is a bold and challenging weapon; a bad shotgun is a feather duster at a distance of more than a few feet. A good shotgun makes you feel like a champion, capable of taking on the world. A bad shotgun makes you wonder why you aren't using another gun.
Bulletstorm was one of the best games of the last generation, tragically ignored because of an awful marketing campaign, an even worse PC port, and the fact that EA wanted audiences to spend $US60 for a seven-hour campaign, which is a steep price by any metric. It's too bad because once players got past all that, they found a clever score attack game based on "skillshots", or unique enemy kills. Even better, Bulletstorm featured great characters and storytelling, incredible gunplay, wonderful enemies, and an astounding world.
Games don't often disappear from Steam without good reason... or the fiery hatred of thousands of angry gamers. Yet People Can Fly's Bulletstorm has ducked off the store with no fanfare, leaving us to wonder what might have prompted its disappearance. Or not.
The high-ranking members who left Bulletstorm studio People Can Fly last August have just announced their first game, The Vanishing of Ethan Carter.
Names such as Mortal Kombat and Grand Theft Auto are longtime punching bags in an often-clueless discussion of violent video games in the mainstream. So it was no surprise to hear Wayne LaPierre, executive vice president of the National Rifle Association, invoke them in a rambling attempt to deflect blame for last week's mass killing of 20 six- and seven-year-old children from the assault weapons that gunned them down to a culture he alleges inspired such acts.
I'm having the same, recurring nightmare of late. It's one of those stupid ones where something that's normally inane and innocuous becomes unreasonably horrible. Here's what happens: I'm in Pandora, out on a mission -- to kill someone, probably -- when I notice something. Maybe it's a a box or a locker. And the second that I notice that, everything else fades away: there is only the lootable object.
And here you thought Fine Art was just about the guys making the stuff that goes in the game. Today, we're looking at the work of design firm 1910, who design stuff that goes before or on top of a game.
Bulletstorm, one of 2011's more surprising critical successes, wasn't as big a hit at the register, with Epic Games boss Mike Capps telling GameSpot that "From a sales perspective it was good, but not amazing. I think EA was hoping we'd do better."
I've yet to see convincing evidence that a first-person shooter (or indeed, any kind of non puppet-based shooter) could work on the Xbox 360's Kinect motion controller. That said, if I had to pick an FPS that would work well with the hardware, it would probably be People Can Fly's highly physical Bulletstorm.