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JJames3dCG Blog

The Casual Market and its Impact on Gaming

The battle of hardcore gamers versus casual gamers…It’s a discussion that hasn’t been around that long, but already we’ve seen it shape the landscape of video games as we know it. For better or worse those two terms, Hardcore Gamer and Casual Gamer, are playing the deciding factors in what games are being made, and the future of our industry. The influence it has on everything from concept to game design to the final release, is startling.

In a recent interview with IGN’s own Luke Karmali, Final Fantasy: Lightning Returns’ director Motomu Toriyama had this to say,

in those days we aimed to make the most out of the specs of the popular consoles to be able to offer cutting edge, supreme gaming experiences to our users. Since then though, I think the environment in which gamers play has experienced quite a drastic change. Now, we need games angled towards more casual gamers as well as those for more high-end players, like Lightning Returns.

All gamers can be essentially distilled down to one of two groups; group A) People who enjoy playing games as a personally enriching hobby, or group B) People who don’t generally play games, but will spent short periods of time with just the right ones, commonly as a means to pass unused time. These two groups are separated by their level of interest and reason for playing. The game they chose to play isn’t as important as their reason for playing it. People in Group A are better known as “hardcore gamers” or "Core gamers". People in Group B are better known as “casual gamers”. Let’s take a look at some of the differences between the two, starting with the core gamer.

The definition of hardcore gamers can vary greatly, depending on whom you ask. But in the most rudimentary sense of the term, it refers to people that play games to enrich their lives through this specific hobby. Now it truly doesn’t matter the number of games you play, or the length of time you play them, as peoples’ available time for gaming varies based on a number of factors including; age, responsibilities, employment status, marital status, having children, and amount of disposable income to name a few. Overall though, hardcore gamers generally like a challenge. They like to feel like their time spent with a game has been an accomplishment of some sort, whether that accomplishment be fully exploring a vast open world, achieving that 100th consecutive headshot, or leveling a characters attack power to 9999. Hardcore gamers play for the love of the game, typically more than one genre are played, and each day some amount of time is spent playing or thinking about playing with a high level of passion involved.

Casual gamer, is a term that has sprung up as recently as 2006, around the time of the Wii’s entry to the market. Nintendo had an idea, to spread the love of gaming to ALL people, not just those “hardcore gamers”. Nintendo wanted to see very young kids, mothers, grandmothers, grandfathers, aunts, uncles, under 5, and over 50, ALL playing (and buying) their games. The Wii was just the console to do that. The Wii sold approximately 20-25 MILLION more units, than the most popular Sony PlayStation and Microsoft Xbox360 consoles did. How did Nintendo do it? They got the “casual gamer” buying. People who generally don’t play games, but can enjoy a game, for a short period of time, if it’s just the right one and easy enough to pick up and play. Generally speaking, casual gamers are not concerned with seeing and doing all there is to do in a game. In fact, most of the games that casual gamers tend to play are rather simple, straightforward, and singular in their task dispersion, so as not to overwhelm or put-off the buyer (player) from continuing with the experience. Where a hardcore gamer will see difficulty in a game as a challenge, and push forward until persevering, the casual gamer gets frustrated and simply puts it down. It’s the lack of passion for the game that allows the casual gamer to easily move on from something when it becomes too demanding.

Now, as with anything that has extreme opposites, there’s always some crossover. Some hardcore gamers actually prefer simpler non-challenging games from time to time. Likewise, some casual gamers actually long for a good challenge here and there. It’s this crossover that developers are interested in. The conversion of the casual gamer, to the hardcore gamer is a good thing in terms of sales. If developers can get more casual players playing (buying) their game, that translates into more sales. The average sales for most AAA titles are 1-5 million units sold. Developers would love to entice casual gamers into that sales total, bringing it to something more like 10-20 million units sold . Just look at the consoles themselves as an example. If you consider the PS3 (80million sold) and 360 (80 million sold) the hardcore consoles, and the Wii (100 million sold) the casual console, who wouldn’t want to get their hands on the casual market more often! Therein lies the rub.

If the traditional core gamer is what made the video game market what it is today, how do we go about incorporating the casual market without adversely impacting what the hardcore have come to know and love about video games? What good is it to reach a bigger casual market, if you lose the core audience in the process? Isn’t it just trading one for the other in terms of sales? A good example of this is Final Fantasy. FF is a long running well established series, traditionally considered a core gamers game. Remember what Final Fantasy: Lightning Returns’ director Motomu Toriyama said about the needing of games to be angled towards the casual market….Take a look at this chart below, found on VGChartz, detailing the sales of popular Final Fantasy entries. Note the hardcore focused titles compared to the casual skewed titles and their sales.

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Final Fantasy XIII only sold as much as XII because the core expected it to be a like-minded experience to the rest of the franchise. Notice how XIII-2 sales suffered. Final Fantasy XIII wasn't a complete failure, I can say that as a longtime fan of the series I somewhat enjoyed it, but it wasn't on par with previous entries of the series. Not because it wasn't turned based, but because the heart and soul were missing. The challenges of exploring were missing. Strong story elements were missing. Those elements are integral to core gaming experiences. Part of anything that's of any value to us, is hard to attain, difficult to acquire. That's where the satisfaction upon completion comes into play. You look back at your arduous journey, and think to yourself, "Man, I did that! I made it through the difficult times, and came out on the other side more accomplished for doing so." A true sensation of any accomplishment in life, but especially true in games, specifically those of the past, where fitting casual gamers into the mix wasn’t yet a focus. That's been a common complaint these days that "games are too easy" or "it's for the casual gamers". Something gets left on the proverbial cutting room floor of the game when trying to make a hardcore game satisfying for the casual market.

"At the beginning of the project, [Lightning Returns] was going to be a very, very hard game with a high difficulty level. But we wanted to make it more accessible for all users rather than just core gamers, so there are some areas and elements we decided not to include in the final version. Now, looking at the game as it is, I do sometimes feel that…okay, even though it was the right decision for us to exclude those elements in order to make it more accessible, I might have been able to still make it intuitive and easy enough so that those not so proficient at gaming could enjoy it.” – Final Fantasy XIII: Lightning Returns gameplay director Yuji Abe

The mashing up of these two worlds, the casual focused gamer and the core gamer, is a perplexing one. Do I want to see more people enjoying games on the level I do, of course! Do I want the games industry to survive and thrive, off a boosted sales report due to the added figures of the casual market, definitely! Where I take issue, is when the games become so convoluted in their creation, thanks to the urge to satisfy both sides, that they are no longer appealing to either. By definition, casual gamers aren’t interested in the core game experiences, or they would be a core gamer!! The best resolution for this issue is one that is already in place, and has been being used since almost the dawn of gaming…..the difficulty setting (Easy, Medium, Hard). The difficulty setting used to be the way that less experienced or novice players could take part in the game without experience in the genre or feeling overwhelmed by many of the games challenges.

Instead of removing core mechanics, or entire sections of the game because it might be too difficult for the casual audience, why not just tone down the difficulty at that location through the “easy” mode selection at the start of the game. For that matter, developers could exclude all the difficult portions they found to be too off-putting to casual gamers, in the easy mode of the game. Entire sections of the game could be removed, general difficulty could be toned down, and so on. Then keep the game as originally intended for the core audience at the “normal” or “hard” difficulty. It’s just that simply. So why not do that? Is it because of the stigma attached to playing the game on “Easy”? Or is it something else entirely?

Game developers have seen firsthand how much money there is in the casual market thanks to things like the Wii, mobile phones, tablets, and browser based games. Like it or not this trend is not one likely to go away anytime soon. I just hope for the sake of the industry, that they figure out how to please both core and casual players alike, without compromising what makes the game/genre great. Otherwise we might find ourselves relegated to compromised visions of masterpieces like the Final Fantasy series has seen of late.

-Rendermonk

Remembering Dragon's Dogma

Man, was this a great game or what! I recently revisited Dragon's Dogma, and while there were sum glaring issues with the game, it was definitely a stand out title for me this generation. When I sat down to write about the game, I found that I had done a great write-up on the demo, back before the games release. I wanted to share that with you all, as it does a great job of really capturing some of the better aspects of the game. For anyone that hasn't played Dragon's Dogma yet, SHAME ON YOU!! Stop what you're doing, read this, get excited, and go get this game. You can pick it up for about $25-$30 bucks. You can thank me later.

NOTE: What follows is my initial impressions of the Dragon's Dogma demo for PlayStation3. The impressions found in the demo ring true of the final games release as well.

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Today's PlayStation Store update included a demo of Dragon's Dogma. I've been following this game for a while now and it's been looking very promising. As of about a month ago I began losing interest in this game, as it just seemed too generic or too similar to other recently released action games. So when the demo was released today, I figured I'd better check it out just to be sure that letting it fall off my radar was the right choice.......boy was I wrong!

As I booted up the demo, I'm brought to the opening screen where I have a few options available to me.

1) Play through the prologue of the game

2) Go through the Character Creation Editor

3) Play through one of the games quests (involving a Griffin battle)

4) Options.

Naturally I wanted to start with option 1, the prologue, but my kids were running around like crazy animals and I knew I wouldn't be able to focus on what I was doing. So I started with the Character creation. I've always been fascinated with people and how they can spend so much time on these editor, but I guess people like choices and this offers you plenty. You start by picking your gender, then delve deeper into three or four main categories. It's at this point that you can say "Great, that'll do" and move on. Or you can choose to further customize things in all the greater detail we've come to expect from this generations character editor systems.

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For my main character I stopped at the basic customized male. Next you create your main Pawn. Pawns are your AI controlled partners basically, that level with you as you play through the game. It's nice that you get a chance to customize them as fully as yourself. But, it's boring enough to sit through character creation, let alone read about it. So I'll stop there by saying if you like customizing your character with great precision, you won't be let down by Dragon's Dogma. I should mention that if you do spend time customizing your main character and pawn, the demo will carry that information over to the full game, which is great! That's that.

Now that my kids have finally scurried off to another room, I feel it's safe to begin the Prologue demo without much interruption. You start in this underground cave type area, with your pawn informing you that it's pretty dark, better pull out your lantern. So before any hacking or slashing take place, I'm prompted to "press select" to open my inventory screen and equip the lantern. Upon doing so I notice a UI that is reminiscent of Demon/Dark Souls in terms of looks and feel. All items have weight, and your characters equip weight does affect your movement. You have your character and pawns name, life bar, and stats on the left, with the inventory items on the right. Fairly straight forward and simple, items are categorized into 4 or 5 sections, and all items have two descriptions, one that's lore heavy and the other that's shorter but quickly informative.

I equip my lantern, and I notice that the description says that the lantern takes oil, and I have a fairly good amount. This immediately lead me to an interesting conclusion....that this game will factor in many, many facets, all the way down to your equipped lantern and its internal oil level. This adds a depth to the game that ventures into RPG territory, something I'm extremely pleased to see. With my lantern equipped and the cave illuminated nicely, I began familiarizing myself with the controls. The D-pad is used for commanding your pawn. L1+square/triangle/circle are for your shield/shield attacks. L2 sheaths your weapon. R1+square/triangle/circle are for sword attacks. R2 is used to grasp, more on that later. Square alone is a light attack, Triangle alone is a heavy attack, X jumps, and circle is used for picking items up/examining/conversing with your pawns. As I slashed and thrust my sword daftly through the air, I noticed a little red stamina bar beneath my health dropping. So stamina will play a big role in this game, as when it runs out, your character is left exposed to attacks as he doubles over and gasps for a bit. I'm sure the weight of your armor and items equipped will factor in here as well adding some planning and strategy to your battles. No Dynasty Warriors hack-n-slash here.

With the control scheme fully within my grasp, I finally heed my pawns cry's to push on forward. We are met with some resistance in the way of goblins and hacking them to the ground with plenty of attacking options just feels right. Great attention has been paid to the weighted feel of your attacks. Each blow lands with crushing weight signaling that the combat will be an exciting undertaking instead of a monotonous or laborious chore. You'd think this wouldn't need to be stated as it is mainly an action game, but with all the AAA titles that have released lately with such a lack luster combat system (Skyrim I'm talking about you here), it truly is worth noting when a game does it right. The remainder of the prologue has you and your team fight off some harpies and battle a Chimera beast as the conclusion of this section of the demo. Several times during combat, I noticed the camera focus in on one of my mage pawns as they cast spells to enhance my blade with fire. They did this all on their own and it's clear that the AI has received plenty of attention, and will not be a hindrance, but a blessing in this game.

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The Chimera battle did allow for me to get in close and use R2 to grasp and climb up onto the beast. While atop the Chimera I was able to use light attacks until my stamina bar ran out before being tossed off. Whenever I performed a heavy attack it then caused me to lose my grip and fall off afterward, regardless of my remaining stamina. So it's a trade off, but I'll leave it to you to find out which one works best for you. Come to think of it, I did also try to grasp one of the goblins in a prior battle with R2 and while holding him my pawns would launch attacks at the detained enemy. I didn't try all the attack options while grasping the goblin, but I can confirm that you are able to throw them which then leaves them open to further unguarded attacks.

That's it for the prologue part of the demo, and so far so good. My excitement level for this game has definitely jumped to PRE-ORDER status, yes. Next I moved onto the quest level of the demo. Feeling like I've got a strong understanding on my swordsmanship skills, I'm ready for anything at the onset of this quest....except for the fact that it starts you out with a bow!! Thrown off for a minute I stand there starring at the group of goblins in the distance missing my sword. That feeling of longing was quickly remedied as I launched a volley of arrows into the group of goblins with a single button press, followed swiftly by a “Triad Flaming Arrow” attack that shoots several arrows into the incoming line of 3 goblins. Now that I've got my footing with the bow I feel unstoppable! As I launch wave after wave of arrows into the enemies, I'm no longer stepping backward, but forward! Just before I'm able to take out the last of the goblins, my prowess of invincibility is quickly squashed by the GRIFFIN LANDING ON MY HEAD!!! The tides have turned and I'm back to backpedaling with my bow. Thankfully my pawns are there by my side for reinforcements. It's just then that I realize that I'm not simply an archer....but a Rogue (SWEEEET) L1 is now used for brutally efficient dual wielding dagger attacks, while R1 is the bow skill set. With my new found daggers I lay into that bird like a Thanksgiving turkey.

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A few minutes later me and my crew are successful in subduing the griffin. I collect my booty, and a "Quest Completed" banner appears in the upper left-hand corner of the screen. With that my demo concluded. Still hyped up from the skirmish I restart the quest to play it again. This time being fully aware that a huge griffin was on the approach, I was a bit better prepared. Again I tried the grasp and climb mechanic that feels so closely evocative of The Shadow of Colossus, but with less difficulty. Hanging from the griffins hind-quarters, I relentlessly stab and jab with quick successive light attacks causing moderate damage. After being tossed off, I hustled back up to him, this time ascending the head. To my delight, attacking the head with the same light attack did considerably more damage since I was attacking the head instead of the rear (as it should be). Again, it's something small but noticeable. Having the attack damage vary based on your attack location on the body of your enemy, adds to the realism and strategy. It took considerably less time to fell the beast attacking the head instead of the tail.

The entire demo playthrough took only about 30 minutes. So it was just a small taste of what lies ahead. And yes some of the combat felt a little chaotic at times, and the controls/camera aren't perfect. But given the size and scope of this game, I have to say this is shaping up to be a highly anticipated game on my must buy list. If you haven't already, do yourself a favor and check out the demo…After that, go pre-order this game!

-Rendermonk

The Game We Can't Stop Buying

I was just about finished with my mid-morning gaming news check, where I bounce from site to site, scouring the net for any and all tidbits of game related news I can find, when I came across a “17 Minute Walkthrough” of Batman: Arkham Origins. Normally I would have skipped a video like this, as I don’t like to spoil my $60+ purchase with oversaturation of the game through previews, interviews, trailers, and weekly clips. But this is a game that I already decided to pass on, so there was no concern of spoiling anything. I clicked the link and settled in with my cup of coffee to see just what this game had in store for those that intended to purchase it. I watched Batman glide through the air gracefully. He flip kicked from one enemy to the next seamlessly without a hitch with the freeflow combat system. He visited the bat cave and underwent a training tutorial on a concussion detonator. Then something became grossly apparent to me……nothing has changed, and not in a good way.

Now, some will say, “If it ain’t broke don’t fix it”. But when it comes to video games, repetitive is the one thing we can all agree is not a desired feature. The first game, Batman: Arkham Asylum, was hands down the best Batman game we’d ever seen up to that point. So clearly a sequel was a good idea. Who wouldn’t want more of a good thing? But that’s where things get tricky, right. When iterating on an idea, there’s a fine balance required of keeping what worked, getting rid of what didn’t, and serving it all up in a manner that’s fitting with what came before, but doesn’t tread so close to the original that it feels redundant. That’s no easy task. However, having also played the second game in the series, Batman: Arkham City, it was clear that developer Rocksteady had done it again. They superbly achieved that elusive task of replicating what worked, while still managing to give us enough “new” without us noticing it was essentially the same game.

So what parts made up the whole that led to enjoying this game a second time? Well first of all there was the gear. New gadgets that improved Batman’s arsenal, which really fleshed out the gameplay, leading you to better feel like you were “the Batman”. Most notably, was the open world and enhancements to the freeflow combat system. Arkham City also features a rich narrative with several big name Batman villains to take down. Each of these areas of improvement was critical to the acclaim of Arkham City. Without them, the game would just be Arkham Asylum, right?

That brings us to the upcoming game, Arkham Origins. After viewing this 17 minute walkthrough, I’m inclined to believe my initial gut feeling about this 3rd installment was right. With nothing new on offer, why make the purchase. I can’t help but wonder, if after the success of the first two games, if this third game isn’t just a reuse of the games’ assets with some story twists in an effort to milk the series for more money. Honestly, this $60+ retail game could have more likely been a $4.99 DLC pack called “Arkham Assassins”.

And it’s not just Batman games that are doing this. Think about Assassin’s Creed and Watch Dogs as great examples. Assassin’s Creed has had so many iterations, with so little change that it has worn itself too thin, almost to the point of worn out. Now look at Watch Dogs. Here’s a prime example of overly reusing assets. Ubisoft, seeing that Assassin’s Creed is wearing thin; decide to repaint, reskin, and call it Watch Dogs. Isn’t it essentially still an Assassin’s Creed game? The similarities are uncanny both in gameplay and in mission structure.

We find ourselves yearning for a new game, a new…experience. Why then do we continue to gobble up these carbon copies of games? Is it simply because most people just don’t see it? Is it because we don’t care, we liked the first one so the next one has to be just as good?? Or has this convention of re-skin, reuse, and repeat become so accepted by the gaming industry, that we can’t tell the forest from the trees anymore. Take a good hard look at your buying habits concerning video games. Are you guilty of perpetuating this cycle? I know I have been. Are you tired of the video game industry being comprised of the same 9 or 10 experiences??? Don’t spend almost $100 on a game you’ve already bought 2 or 3 times. We speak with our wallets; let them know this next generation of gaming has to be different, filled with innovation and new ideas, not just reused, re-skinned, and reiterated.

-Rendermonk

It's about the Legacy, not the launch lineup

Since the reveal event back in February of this year, Sony has had a near flawless execution concerning the PR and soon to be launch of the PlayStation 4. Many believed that it was a mistake not to show off the new console design at the reveal event, but I personally felt like it was the right choice to prolong interest surrounding the new console, which at the time still had a very long 9 months ahead of it until launch day.

E3 was handled perfectly. We got loads of games and exciting news for PSVita, PS3, and PS4. Not to mention....the actual reveal OF the PS4 itself. That alone, secured Sony's E3 victory in most peoples eyes. Shortly thereafter we had a strong GamesCom conference, which showed off the PS4 UI, more strong support for Indie devs, and most importantly the official release date of PlayStation 4. Granted, the GameCom camera man was clearly a bit off that day, but otherwise, more solid momentum for Sony games platforms. TGS may not have given us The Last Guardian, but we did get PSVita TV, PSV with LCD, a Gravity Rush 2 announcement, and the words so many have waited to hear.....a Monster Hunter game WILL BE COMING to the Vita!

Since then it's been pretty quiet on the Sony front (except for game delays of Watch Dogs, The Crew, and DriveClub). We did get 2 new commercials, the musical about the perfect day and the history of PS consoles with nostalgia galore.But even though it's only been about 30 days since the non-stop barrage of PS4 awesomeness, stretching from Feb - Sept (7 straight months of positive hype), why is it now, that all people can talk about is how disappointing the launch lineup is?

Sony has been very strategic thus far in the pre-life of PS4, making all the right moves...So why are we so quick to abandon ship, and "cancel our PS4 preorder" over the launch lineup? First of all, here's what you'll be playing day one;

Killzone: Shadow Fall, Knack, Resogun, Blacklight: Retribution, Contrast, Minecraft, PlayRoom, Warframe, Super Motherload Switch, Galaxy Ultra, Tiny Brains, War Thunder, and Putty Squad to name a few.That's not including most of the big name 3rd party multiplatform games like COD, ACIV, B4 and more.

Do you really believe that you'll buy this new console and won't have anything to play? How many games have you played lately? How many can you really even devote your time to, when there's that many good games on offer? See, this is where the real gaming console will set itself apart from the competition. Xbox1 is trying to throw all they have at the consumer in an effort to win back the gamer. But there's more at play here than just the launch lineup when making your decision. You have to think about the platforms history. Looking at both PlayStation and Xbox, which of the two have consistently brought you the perpetual lineup of quality games you can't pass up? In all fairness, I bought a 360 on launch day, and enjoyed it until about 2008/2009....when the games dried up (give or take 2 or 3). Conversely, I bought a PS3 on launch day as well. Of the two systems, Sony's PlayStation platform has been the console that continued to earn my gaming time day after day, month after month, year after year.

So when I see the two consoles (PS4 and X1) going head to head, and I can only afford one, I look at the history of the platform. Sony's PlayStation has been bringing my countless hours of joy since 1995 and hasn't let me down yet. Watching what Microsoft did at the starting line with Xbox 360 only to see it fade into all but obscurity a few years later (in my gaming eyes that is) paints a very clear picture. Here we are again, at the start of a new console cycle, with Sony thinking long term, with the gamer in mind....and Microsoft throwing all their big guns at me upfront, thinking short term, with the TV audience in mind (yea don't think I forgot about that).

When it comes down to it, I'm a gamer, through and through. I can't NOT get the next new shiny piece of gaming tech on day 1. That's my thing. It's got that new car smell. I gotta have it! How can you call yourself a gamer and not be there day one to support and embrace it? So when I look at which company has consistently supported my interests as a gamer, and examine thoughtfully which company has used my interests to trick me into acceptance (and appears to be doing so again, more shamefully I might add) it's not a tough call at all. I KNOW, for sure, that my hard earned money will be well spend on the PlayStation 4. I KNOW, that Sony will bring me interesting, varied gameplay experiences (as proven with the indie support) that won't leave me feeling stale and bored as a gamer. I KNOW, that Sony will continue to support the PS4 well past the PS5's entry on the scene (as proven by the lasting support the PS2 saw, and now the PS3 sees).

You see, it's about the legacy, not the launch lineup.

-Rendermonk

A New Home

Unfortunately, I can't change my original GameSpot Username which is JJames3DCG, to the handle I use regularly now, Rendermonk. But just know that when you see JJames3DCG, It's Rendermonk. Originally I set out to create my own blog in an effort to get my reviews of games noticed. Knowing so very little about website building/hosting, I decided to go the easy route and use wordpress. Pretty easy to use, and upload to, but the host service I used manage to let my site be hacked and completely removed not once but twice over the 9 months I owned it.

Right when I was about to give up on the idea of hosting my own blog spot, I decided to use the blog resources that the bigger gaming websites offer, FREE OF CHARGE!! What better way to ensure heavy traffic and possibly even get picked up, than to write and share, right here on GAMESPOT!!

A little bit about me, I'm a 31 year old father of 3 girls and primarily a console gamer. My favorite genres are RPG and action. I went to school at FullSail and received my A.S. degree in Computer Animation, so I have a working knowledge of what it takes to make the games I play and review. For the longest time I thought I wanted to be a game designer, but the more I thought about it, what I really love is PLAYING the games. (That's not to say that I DON'T want to create them, just that for now I'll stick with playing/reviewing them) I want to share my views and opinions about the games I play, with the world. Ideally to inform gamers, like myself, to take a gamble on a game that might not get as much marketing or ad dollars, but really is a great game and worth your time/money. Conversely, I want to inform you when a AAA game sucks, and isn't worth your time/money. All too often we get suckered into buying these games due to sexy CGI trailers, or months of hype on every form of media known to man. We need to start making informed choices and support developers that make great games regardless of their stature. That's why I'm here!

I look forward to sharing my thoughts and reviews with you. I too love to speculate about the on-goings of the industry...who's doing what right, and who's not. So certainly look forward to thought provoking opinion articles, as well as my personal review of the games I'm playing, both AAA and under the radar. I always love to hear your thoughts on what I write, so if you think an article is great, say so! If you think it's rubbish....KEEP IT TO YOURSELF! No, I kid. Any comment that's worth sharing, is welcomed on my end. Even as I write this, I'm filled with the enthusiasm of starting fresh and sharing all my knowledge and experiences with you right here on GameSpot. Thanks for reading, and Game On!!

-Rendermonk