Music of the Month; Just Begun

Ah, summer. What a time to work. Time to let some of this steam out.

An issue with the current time schedule I have is that all the plans I usually do for the blog in advance will be made sometime next week, hopefully. This means what will be this month’s review will be set into stone at some later date (though the most likely candidate are the two Silver Hawks that came with Limited Run’s Dariusburst Chronicle Saviours‘ limited edition box due to them being essentially re-run of Shooting Game History’s mould,) what will be the mecha design post (though it will be about transforming mecha in order to continue the theme of the year) and I’m pretty sure I’m missing something that’s a monthly occurence. Ah, I’ve got no plans for the music. I need to pick something that would fit this season of heat.

I admit that the A-9 Intruder post from earlier this week was a bit hastily put together. However, I did see a need to take another take on the whole simpler transformation sequence. These are the building blocks after all, and when we understand the 101 basics, we should be able to move ourselves towards more robust designs. This on the other hand is a challenge, as I do see a need for examples that I’ve done myself and then use an existing example. The problem here of course is that in order to keep everything as simple in visuals, and that takes time I don’t really have. However, perhaps we could do a simple combiner next time, or discuss how Japanese media has distinctive different styles of combiners. Super Sentai to this day uses a very robust, very simple combiners due to the necessity of them being build as young children’s toys first and foremost, and thus tend to en up as being bricks with very limited articulation. This isn’t the case with Transformers, but there we see terrible body proportions every which way.

As for other âge related stuff, I’ll probably put up a smallish review on the decals that are being delivered to those who backed up the Muv-Luv Kickstarter. While the time between updates has become rather long, things are going towards the end. I agree with the notion some have made, that seeing updates on the quality of the translation in screencaps and going over what sort of translation issues the translation team have faced would be interesting. Hell, having a bigger post that is all about the translation and the inner workings how and why certain terms and approaches were selected would be beneficial for the sake of transparency towards the backers. That’s the crux; backers are funders of this project, and in the spirit of things, backers should have the right to see the inner workings of the project they’ve invested money into. However, I do acknowledge most people on either side of the fence don’t see it this way, and Japanese companies tend to want to keep tight wraps on what goes in the background. To tell the truth, I doubt most people would even want to know the shit that goes behind the scenes with these corporations. It’s nothing enjoyable and often ends up being massively disappointing and depressing.

There has been some visible extensions of deadlines, to which the translation is probably the culprit. However, as this is a business in the end, there is a need of balance between quality, time and expenses. You can have two, but then you’ll lack the third. Cheap and quick with no quality and so on. While most high-end consumers and core fans of any field tends to say that they’d rather give a company time to finish their piece to perfection, this is stupidly unfeasible. Because these are products that in the end need to make profit, even a Kickstarted piece like Muv-Luv, there is a requirement for a definitive deadline for the translation in which the translation and code has to be brought to a point that is can be pushed out. Anyone in their field could fine-tune something to death if they were given the time, but resources are limited. We’re facing our good old friend Mr. Good Enough again here. It’s not a perfect solution, but a worker needs to be aware of the wants of the customer as well as the needs of the company he is working for, self-gratification be damned.

The exact same goes for any field. For a welder, one could spend a whole day by doing one seam the best way possible with pre-heating the contact points, welding in smaller sections, occasionally grinding and re-welding bits that didn’t go quite as well and overall spending time and money that nobody has. It needs to be up to the given requirements but also needs to be done fast and efficiently. That takes years of training and experience, a rookie can’t do it. Welding is, after all, part chemistry, part physics and part handicraft. It takes loads of experience in actual work to achieve the level where the aforementioned three can be balanced with each other properly.

To let that steam out now, I recently had to pick a new pair of spectacles due to change in my sight. But ‘lo and behold, a rogue spark managed to sneak past my safety goggles and burned itself on the surface. Had to purchase new ones, but at the same time picked up a subscription safety glasses for future work. This in itself shouldn’t be of any interest for you, but if you wear glasses, you should be painfully aware of the amount of money you’ll end up spending. A decent pair of frames usually got for 100€ to few hundred, depending on how much you want to put into the design. The lenses themselves add another hundred to the whole deal, but for whatever reason safety glasses always seem to be around 75€. This is a bit mind-boggling. Modern safety glasses are just as designed as any daily use pieces. Part of what keeps their cost down is that they have a set of pre-determined materials that need to be used and required to cover a larger surface area in order to be safe.

This pretty much begs me to question the profit margin eyewear companies are pulling from your average citizen. Much like with any medical field, these companies are providing a necessity, but at the same time are expected to deliver both fashion and function. While it could be argued that it is unethical to take a higher price from a consumer who is required to wear glasses, we are talking about corporations that aim to make money. Just as any, they’re not your friend, but an entity to create goods for your consumption in exchange of your hard-earned cash. The same really goes for any corporation out there.

There’s a distinct lack of video games in this post, so I’ll try remedy that next time around.

Mecha design: Straightened up A-6

To continue the theme of transforming mecha in a simple form, I’ve decided to take this chance to introduce another simple transformation, but one that isn’t a box and does alter its appearance quite a lot between its two forms. Furthermore, rather than choosing something that flies through the air, I’ve decided to pick one that makes some sense in its setting as well as is water bound; the A-6 Intruder, or the Tactical Surface Attacker Type 81, Wadatsumi.

The unsung hero

Unlike Boxtron from one of the previous entries, A-6 Intruder requires some explanation about its role in-universe in Muv-Luv Unlimited/ Alternative. In a world where air superiority is not an option before a specialised enemy unit has been cleared off from the battlefield, an off-shoot branch has specialised on long-range combat and against enemy strains that are less armoured and smaller, but number in tens of thousands. The A-6 Intruder is the amphibious equivalent of A-10, another TSA. Both of them require to work in tandem, with Tactical Surface Fighters for effective warfare if they’re present. Furthermore, the A-6 has specialised in landing operations. These guys are the workhorse of things, able to take loads of damage and dish out about twice as much, reflecting the real world craft’s resilience. Effectively, they’re walking fortresses rising from the water and taking control of the beach, so the main force can move in.

If you were expecting a design comparison between this and the real life A-6, I’m not intending to do one due to the TSA effectively having no elements to go through. Well, outside the intakes that the 120mm guns were modelled after. The only real connections are the intention and relative role. The real world Grumman A-6 Intruder was a carrier-based attack craft that was designed around long-range and low-level tactical strikes. An interesting juxtapose is that the real world craft had no guns or internal bombing bay, whereas the TSA has nothing but build-in weapons. All the ordinance was mounted externally, and ranged from simple generic bombs to possibility of Mark 43 nuclear bomb. Fun fact, the A-6 delivered the most ordinance during Vietnam War than any other craft, including the B-52.

The design reflects the intended function. While not exactly apparent from its land mode, the whole transformation is made simple as possible while having interesting shapes to go around. Nevertheless, it still has some notably intricate, smaller form changing in its legs.


How the feet are pulled in during submersible mode is rather interesting for the reason that it’s slightly over-engineered. The question whether or not you’d want sharp double-heels when you’re landing on a beach, or walk anywhere on the sea bottom where its muddy as hell,  is a good one and probably the only individual detail that I can complain about. If you disagree, you go walk on the beach with stilettos. Don’t ask why I’ve done that.

The transformation has four main elements that change form. The head, the arms, the legs and the crotch piece. Just like some older Transformers, what A-6 essentially does it that is stretches itself out, with some twisting and turning here and there. This transformation scheme is dependent on water, as its submersible mode wouldn’t function on land. Maybe is space. Luckily, we do have step-by-step CGs from the Visual novels themselves.


Here we see the submersible mode with its head extended from the main body. This seems to be the first step in the whole thing. Overall speaking, we do see that the A-6 is pretty nice overall, though you can see sections on the arms that have crevices. Nothing major going here yet.


The second step is to extend the shoulder and hip joints beyond the main body. This is the first thing that leads to the rest of the breakdown, but to be completely honest, this and extending the head should one and the same step.


Here we see the hands extending forwards. These scene where this particular transformation takes place happens during a battle against a Tactical Surface Fighter. Hence, the arms are coming to grab something in-front of it. In order for the 120mm cannons to face forwards (as in the top image), they are required to twist 180-degrees forwards. The main shoulder pieces that keep the arms and 120mm cannons connected to the main body are still flat.


The last phase  is extending the crotch piece forwards, twisting the 120mm cannons forward while turning the shoulder pieces out and straightening the legs and feet. At this point the A-6 Intruder would be ready to land ashore.

This transformation sequence uses the exact same core idea as Boxtron. The initial shape is mostly dictated by its function as an amphibious weapons platform, which on the other hand does limit how the humanoid form stands up. Well, semi-humanoid, as the A-6 does away with most human proportions.

While the transformation is simple, the main difference with its initial starfish form and Boxtron is not the shape or the sequence, but that it contains third dimension. While Boxtron was strictly a two-dimensional, A-6 needs to rotate and extend sections in the third dimension in order to achieve complete form change. As mentioned, the scheme of designed to work under water and only under water and ultimately the whole design works around this. The thrust is kept to the same direction at all times and the only bit that would seem to have any control over direction is the crotch piece.

Nevertheless, the good old tuck-and-cover method is practised here as well with, well, everything really. The amphibious mode is streamlined in most parts and doesn’t exactly have any hard corners for the water or currents to drag on. The geometry is overall sound. Outside the feet, anything more complex would be redundant.

In-universe the A-6 Intruder isn’t exactly a showpiece, and its transformation gimmick does give it a higher cost, but it’s specialised role makes it shine. While we can debate whether or not the design itself is something to admire, the A-6 is nevertheless a good example of a purpose-designed form changing mecha.

Digging up the past

This post will be a ramble, as it does not have one cohesive topic or a point. I had intended to do a mecha design post, but that got postponed due to headache, local celebration and other things that required most of my attention span. Thus, my concentration is largely bust for anything proper. However, one things does tie things together in a very loose manner; all the things discussed here are about old franchises.

Now that I think of it, I used to write these rants more often, so I guess this is a blast from the past for some.

All this really started few weeks back when a friend tried to convince me to watch Rogue One, a Star Wars Prequel. While I don’t intend to do a review of its design works or the like, I already covered that topic few times over regarding how modern Star Wars is all about recycling old designs and concepts. Granted, sometimes they give them a new whirl, but under this new management it really shows how lacking their department in creating new things are.

Now what pissed you off this time? I hear some of you asking. Kaiburr crystals, or as the new continuity seems to like to put it, kyber. It’s an old concept dating back to the original scripts of Star Wars and served as the item to move plot, but were rightfully dropped. It did return back in the Expanded Universe as the name of the crystal that allows lightsabers to focus energy into a blade. Now, in this new continuity, they’re what powers lightsabers and apparently the Death Star requires tons of it to run, essentially making its world destroying beam a giant version of a lightsabre. Hell, there’s a book about a Hutt taking Death Star idea and making a lightsabre-lookalike battle station named Darksaber. It’s in the book with the same name.

It doesn’t make any sense for a crystal to be powering something. It is now known that we could make hi.-temperature photonic crystals into batteries to power electronics and machinery, at least if we’re to believe MIT. Rogue One does not only rewrite story of Epsiode IV (Vader claims the Rebel blockade runner had received multiple transmissions from the rebels and that they were not on a peaceful mission, while in Rogue One we clearly see there was only one transmission from, which was given to Leia through a disc of sorts, and they were docked with a revel ship Vader himself saw escaping), but it also just throws everything in the face of common sense.

While we can argue whether or not the old Expanded Universe was good or not, it had loads of things that made sense. One of these things that made some sense was that the Death Star was powered up by a SFS-CR27200 hypermatter reactor that was lined up by stellar fuel bottles that powered up the whole station. How do I know this? I got the goddamn Owner’s Workshop Manual in my hand for reference material. But Aalt, the movie says It’s the fuel for the weapon, not for the station. Considering the rebels keep referring to Death Star as the weapon throughout the film, and not station or anything else, they do mean the Death Star itself. Hair splitting, I know. Of course they might retcon this the second time in other materials, but the movie makes it clear what the crystals are for. You’re using secondary material, notice that. Yes, and if we were to ignore all that, powering a space station able to blow up planets with crystals would still be retarded. Not to mention Episode IV mentions a reactor powering the thin, not bunch of crystals.

Enough of that. Rogue One was terribly boring and mediocre, no better than Episode VII for different reasons. Personally, the franchise is beyond my interests at this point and I’ve got no plans to support what I consider an inferior iteration of Star Wars as a whole.

But just as the kaiburr crystal was dug out from its grave to pander fans, so is Netlix’s upcoming Castlevania. I never had objections about turning Castlevania or any other game into a series, but when Netflix announced they’d be making one based on the classic game franchise, I didn’t expect them to go the anime route. Furthermore, I’ll nitpick that this isn’t Castlevania, this is Dracula’s Curse/Demon Castle Legend. There is a very damn good reason why Lords of Shadow was so popular in the end, and it’s because Castlevania had become anime-fied far too much. The franchise was filled with pretty boys and didn’t even try to hit the classic horror movie notes Universal and especially Hammer had laid down. That’s the atmosphere the original three/four Castlevania games carried on them and despite Lords of Shadow being removed from them as well, the fact is that Castlevania is very much Western fantasy through and through. Making it too anime, too pretty, turns the common consumers away and panders only to the core fans. Nothing bad in itself in that, but when your franchise is essentially one of the golden pillars of the NES library and it ends up as a franchise that keeps repeating the exact same console action-adventure for almost two solid decades, something’s gone horribly wrong.

The show won’t revive Castlevania as a game franchise, but it might open up a small market where there is overlap with anime and Castlevania fans, and there is quite a lot of that nowadays thanks to the aforementioned. It’ll probably be bloody, gory and all the run of the mill stuff anime is nowadays and lacks any punch behind it, because everything’s played safe nowadays. There seems to be genuine love behind the piece, I wouldn’t hold my breath over it, just like I wouldn’t hold my breath over the upcoming Star Trek: Discovery.

The third thing that managed to tick me off is Nintendo’s and UbiSoft’s love child that is Mario+Rabbids: Kingdom Battle. The first thing that, and pretty much the only thing I need to say about this, is that it’s terrible. Only very few cared for Rabbids in the first place and saw a detriment on Rayman franchise, and despite the critters getting a game almost annually, the latest ones have been very low-key or on mobile devices. I guess they still sell despite them having zero impact overall, but I guess people like small retarded creatures like the Minions. Perhaps Rabbids are popular in central Europe, as nobody gives a flying fuck about them elsewhere, and somebody paid loads of money to get the Mario franchise in.

However, the one thing that spells that the developers and publishers know that they are having an up-hill battle can be seen on the linked Nintendo World Report’s third picture about the timeline. E3 was supposed to be a surprise announcement that they teased,(people were expecting a new Metroid game) but at least now they can expect people to be disappointed beforehand. In July they would have had the time for convincing the media and gamers, showcasing the lack of trust they have in their own product. The choice of word here is blatantly sad. If your product is good, you don’t really have to convince anyone with anything, you can simply allow the product to do the talking. PR always helps, and this title sure does require some.

Also note how the game’s genre is Crazy combat adventure, further solidifying this blog’s take that most genre names that gets used are utter bullshit. Why is Luigi also in the sniper class with a fucking vacuum cleaner? Yoshi’s clearly the Demoman of the group.

If I was a cynic, I’d almost say all these three above items I’ve ranted about have been made under some sort of committee that aims high sales. While Star Wars is the only one that has universal appeal, anime Castlevania already puts people off by being anime. Should’ve been a high budget live-action show. Mario and Rabbids in the same game, a role-playing game no less, just won’t hit with the audience. Quit wasting people’s time and money Nintendo, and start doing proper high-end 2D Mario games again.

Review of the Month; 8bit Music Power Final

This one has been in the making for some time, mostly thanks to Amazon Japan never shipping my piece. I had to resort to proxy services to get a new copy and the sound jack expansion elsewhere. Rather than keep bitching, let’s jump to the review right away and start with the usual stuff on what’s on the outside.

World needs more pastel blues

Continue reading “Review of the Month; 8bit Music Power Final”

Guilty Gear design comparison: BAIKEN

Baiken is a hodgepodge of samurai tropes. While her initial design does come from Kenshin of Rurouni Kenshin (whom Ishiwatari thought to be a woman at first,) Baiken is quite a lot more than just that. She gets her scar and lost arm from the literary character of Tange Sazen, though which eye has been scarred has been switched around. While Sazen is a man, the very second movie the character starred turned things around and starred Michiyo Okusu as Lady Sazen in Lady Sazen and the Drenched Swallow Sword.

onna sazen.jpg
She may lack the Demon Tools, but Lady Sazen cuts people down like grass

Certainly we can trace some elements of Baiken’s designs to characters like Tezuka’s Hyakkimaru as well, but all this really is to show that Baiken encompasses characteristics from an archetypical ronin samurai stories, including her traumatic past and thirst for revenge. Hell, she even kicks tatami up with a special move, and let’s not forget she gets her name from Baiken Shishido, who probably influenced her use of Demon Tools through his proficiency with the kusarigama, the sickle-chain. However, I do argue that Lady Sazen and Kenshin were the main influences here, and everything else was more or less a supplement to fit popular samirai tropes.  Hell, she even has a pose where she holds her chin like Sanjuro from Yojinbo. Let’s get it on after the jump.

Continue reading “Guilty Gear design comparison: BAIKEN”

An untouched library

There is an excess of video and computer games nowadays. Games are a luxury items from the get go and have always cost a high sum, especially computer and NES games in Europe. The amount of games released per system seems to to grow with each generation with the ease of digital publishing. However, there are fewer games that carry impact on the industry or the consumer crowd, partially due to how large the marketing push for Tripple A titles are getting and partially due to sheer amount of them. Despite the overwhelming amount of games released, some with extremely questionable quality, there won’t be next Video Game Crash. The core gamers will see to it.

A classic gamer seeks to build a library. Not just digital titles in your Steam subscription. That’s what mostly separates a modern gamer from an old-school one. The use of money also applies here. A Steam user builds a backlog so much faster and easier than an old-school gamer who picks what games he purchases and why. Valuing a single game in its entirety, if you will. There is a significant difference between purchasing a game from a store and… whatever the correct term is for getting a license to use game software in Valve’s digital console. The same really applies to GOG to lesser extent. The simple physicality of it all is a significant separation enough, though there is more to it, like owning a copy of a game rather than just having a right to use it.

It is harder and more expensive to collect a proper library than one in digital form. It’s not uncommon to see Steam users that have thousands of games in their Steam library, most of which are barely ever launched. Most of these games come from sales and bundles. It is a common practice to sit idly and wait for games to drop in price, and Steam’s sales have become rather expected even within the user community. These games that just sit in the library really have no value to the player, thus the overall perceived value is low and fetches low amounts of money. This sort of attitude really seeps into other titles easily, where the expectations of low prices has become a standard across the board.

This is a problem of sorts. It twists the market results quite a bit, and when everything is eventually available at a bargain price. The Tripple A titles saw a decline in sales from 2015 to 2016, and the trend seems to be continuing. This directly reflects to the fact that these high budget, highly hyped titles simply do not meet with the consumer demands. This really should tell something to the developers and publishers about their products and about their approach for them.

For these reasons, about 38% of game consumers have stated intending to purchase fewer games than previous year. With an increasingly number of titles in one’s software availability, putting more resources into something you won’t be able to consume and enjoy really seems stupid as hell. We’re getting to a point where people have more games than they can play in their lifetime, even if they were to become full-time gamers.

It doesn’t help that with emulators and such we have the access for most of the games produced. There is an excess of games, but that’s market for you.

Perhaps because of the excess itself one should practice a more moderate approach in their purchasing habits. Considering digital games are pretty much always online, unless if it’s a licensed game, there really is no reason to purchase a game at launch or at sale. While library collecting is a part of the whole high-end game consumer culture, this should not displace the act of playing these games. With digital games it can’t be argued that someone is buying them for value either, as digital games can’t be sold onwards as such, especially not on Steam (which is why Valve had to change the description of their service.)

The fact is, the fewer games you have, the more you’ll be ending up playing those individual games, and thus your library will be end up being far better curated. Switch’s current library isn’t anything to call home about, especially so if we’re only counting the physical titles, but the more reason to practice this self-limiting, selective purchasing. All this really maximises the amount of time a consumer should be spending with an individual game. There is something in common with the idea of practising one motion a thousand times rather than practising a thousand motions once.

It is also easier to appreciate a game when you’ve spent enough time with it. If you’ve ever experienced lower-income households where money is tight, each luxury item is valued. This applies to each and every game purchased, despite their quality. Thank God rental videos and games was a thing, so people could test games before committing to a purchase before widespread use of the World Wide Web.

Collecting a library of games does not necessarily mean the consumer doesn’t have appreciation for the games he has, though without a doubt less than a person who has gone through nook and crannies of his own library.

This excess and the possibility to even collect a large library of games is taken as self-evident. While I did mention that another video game market crash is not likely to take place, an implosion is not. Steam’s Greenlight and Kickstarter have been full of titles that never went anywhere or have questionable quality at best. Anyone can become a game developer if they so choose to, but very few indeed can become good game developers or even successful ones.

I’ve said this before, but this is the first time in gaming short history where we live in an era where you can purchase most major titles from past consoles on your modern one. Not only a new game is competing with its contemporaries, it’s also competing with highly venerated classics. There are very few games that even intends to stand up to the challenge, and sadly there are those who are in for the simple quick-cash and nothing of worth or intending to push an agenda for the sake of it. Eventually, all this will reflect in sales and direction the consumer goes. When one-third of the consumers seem to go back to their untouched game library and rather than investing in new titles, that’s time for some alarm bells.

Games cost money to make and buy, and it would seem that it would be the right time for both consumers, developers and publishers to take a good look how they are spending their money.

A franchise chilled

This and the two previous posts would’ve formed good ol’ fashioned Monthly Three I put into indefinite hiatus, though this time it’s more or less on an accident of sorts. All in all, these should’ve been one long post.

A franchise has to have quality that is expected of it or higher. A fluke here and there is expected, but overall speaking a title in a series has to deliver at least to its core fans. When it comes to games, each and every title seem to be important and a drop in sales will be taken seriously. Seeing how the game industry barely understands how to hit the Blue Ocean market (making games easy or dumbing them down for “accessibility” is laughably weak method,) it is understandable how a franchise can fail miserably when its quality is weakened by newly added elements that are supposedly aiming to expand some aspects of the franchise.

I’m not really sure how Mass Effect got where it is now. As a franchise it was hailed as one of the stronger new franchise introduced during the Seventh Console Generation. Overall, it had a good balance between hitting the census of the consumers of the era (economics have changed quite a bit during the last decade) to the extent of Mass Effect being considered as one of the bigger franchises in the industry on par of the likes of Metal Gear. These are of course up to contention, to my knowledge no Mass Effect game has not been perfect enough to be considered for pachislot conversion.

However, as things tend to be in the industry, game sequels seem to get more attention from those who put the money down on these things. Mass Effect 3‘s colour coded ending has become infamous, but if the rumours are to be believed, EA was the one that put their boot down with the deadlines and BioWare had to relocate the “real ending” to DLC. Whatever the case is, Mass Effect 3‘s ending (and some argue the whole game) is below the average quality the consumers expected from the franchise. The ending is just one of the examples why Mass Effect 3 was panned by the core fans, mostly regarding contradictions in the setting, and inconsistencies regarding BioWare’s statements during development and how the game ended up being.

And a franchise it really is. While here up North we barely get anything relating to the spin-offs or licensed products, Mass Effect 2 and 3 had a huge ad campaign in magazines, television and in stores. Comparatively speaking, game ads have all but dried out from the general media, telling more about how they’re marketed and what the targeted consumers are than about their success. However, pretty much all fans of the franchise I’ve known have talked me about the mobile games, books, comics and whatnot. Even a movie based on the franchise has been under works since 2010, but very little has come of it.

It’s no wonder Mass Effect would go to a small hiatus. The trilogy had come to its more or less natural conclusion and the final part didn’t exactly match up what was expected. At times like this companies tend to take a small break and return when there is renewed interest. However, it would seem the franchise has now been put in ice for the time being due to the lacklustre success of the latest game, Mass Effect: Andromeda. While we can debate the finer details why the game performed worse than expected, the first bit that sounded alarms bells with yours truly when with the announcement of the game running on a new engine, which means you will see, hear and feel Mass Effect like never before. That’s a direct quote too. Clearly they missed the part that games need to play better than any of these.

Andromeda took five years and forty million dollars to develop. That sort of money and time is expected to deliver higher profits and far better reception. Alas, they the developers couldn’t even put a gun the right way in. Then you have issues of gameplay being worse than its ten years older progenitor and animations being absolutely all over the place and the plot’s not all that good either. Effectively, pretty much everything that should make a game great is sub-par. Andromeda overall shows how lack of quality control and professionalism, opting for making whatever brew you think would work the best.

It’s no wonder after an abysmal entry, the games went under hiatus. Sadly, Andromeda is probably the best example of current Tripple A games in the industry. One has to wonder where did the money go during the development. It doesn’t show up in the final production. When a franchise’s fame has taken a hit two times in a row, with the second making pretty much everyone who was involved a laughingstock, it is a good idea to take a step back and put the things on hold.

To use an example with Godzilla, Toho has put the franchise into ice three times over. First one was after the second movie when they had no idea how to continue properly onwards, though I still want to see Bride of Godzilla? realised in some form. The second time was in the 1970’s when the movies stopped bringing in enough profits, though the quality had dropped a lot since then. 1995’s Godzilla VS Destoroyah was supposed to end the franchise in Japan and have Hollywood continue it, but alas that was not to be. Godzilla was brought back fast in 1999, after the American attempt failed, and then was put back into ice after Godzilla: Final Wars. 2014 saw a new American Godzilla, and 2016 showcased us what I’m going to call a the bets modern Godzilla made in form of Shin Godzilla.

When a notable franchise like Godzilla returns after a significant hiatus, it is usually with a new take that is intended to make an impact. If a new Mass Effect game would be done right now, it would carry the baggage of Andromeda for the worse. As much as fans would like to see a game made right away to remedy the situation, sometimes it’s better just to wait for things to settle down and let time give more perspective on things. Whatever was done, be it due to corporate or personal interests from the developers’, the game took a sledgehammer to the franchise and damaged it. A hiatus also allows the developers and publishers to look into other options and possibly put resources into new IPs, though my personal trust in EA or BioWare has never been worth mentioning.

What is apparent that whatever happened during production of Mass Effect: Andromeda, it’s clear that the no research was done on what the consumers really wanted or needed, and that’s probably the worst offence a provider can do; not giving a jack shit about the consumer.