Day of Dragons Dev Accused Of Hardcoding Ban Of Critics


There’s malfeasance (allegedly) afoot in Steam early access. Today’s piece comes to us about the game Day of Dragons, currently in early access on Steam. Day of Dragons bills itself as “an online creature survival game set in a large, beautiful, sandbox open world with multiple biomes and distinct creatures. Rule the world as one of several dragon species, or play as an elemental.”

We here at MMO Fallout have dealt with plenty of dirty Steam devs, but the accusations being levied this week really take the cake. The developer of Day of Dragons, Jao, has been accused of hardcoding bans of two Youtuber critics into the game’s files that apparently cause the game to crash on startup if either try to play. The two Youtube creators are IGP_TV and IcyCaress, both of whom have been very vocal in criticizing Day of Dragons for being a cheaply made prototype using store bought assets. So another day in the indie neighborhood.

The video posted by IGP_TV creates a dump of the game’s memory and then checks the files in a hex editor. Among the code they find six Steam ID’s that have been hardcoded to prevent the game from running.

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Youtuber SidAlpha confirmed through his own investigation that the dump contains the six hard coded Steam ID’s.

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Several parties including MMO Fallout have reached out to Valve for comment. Current Steam Terms of Service for developers state that game bans cannot prevent a user from launching the game. It will have to be seen how Valve respond to these allegations, if they do.

Microtransactions: Workhard Is Definitely A Game


I wanted to talk about Workhard because I spent money on this and I’d honestly feel bad about refunding it.

Microtransactions is the latest column idea I had here for MMO Fallout because I can either play some incredibly cheap/short indie games with what little free time I have nowadays, or I can do the sensible thing and acknowledge that I’m not actually legally obligated to be publishing stuff on the internet even though I’ve been doing just that for nearly eighteen years now.

So I picked up Workhard because it was $1.79 on Steam and looks like a Gameboy game. Shallow, yes, but so is the game. You play as a secret agent assigned to liquidate a gang. With your guns. Sure, why not. So you travel to the right over several levels and shoot people as they aimlessly walk toward you. To aid in your liquidation you have a pistol, an automatic, and a one-shot shotgun that fires one bullet before it needs to reload. The shotgun has a very satisfying punch and can take out pretty much everyone except for the final boss in one hit. Admittedly this is the highlight of the game.

All in all, Workhard will take roughly 10 minutes to beat and obtain all of the achievements. I actually thought that the game was having problems because I kept killing the final boss off-screen without realizing it and the game just goes right back to the main menu.

I’m not angry that I spend the cost of a soft-baked Monster cookie from Target on this game or the fact that it was ten minutes long, but I am starting to wish I had taken that money and gotten a soft-baked Monster cookie from Target.

Wasting Time: The Designers Curse: Chapter One


Today I played The Designers Curse: Chapter One.

Continue reading “Wasting Time: The Designers Curse: Chapter One”

EA Struggles With the Perception They Are Bad Guys


You may or may not know this, but EA has a bit of an image problem. They are consistently denied awards by their industry peers, they are booed at award ceremonies, and consumers won’t stop bringing up their past.

Gamesindustry.biz has an article talking about the EA Originals program, where the massive publisher has been taking independent developers under its wing and fostering a supporting environment that doesn’t quite match up with the company that built up a reputation for its proverbial graveyard of acquisitions. EA Originals is different; the developers are happy, they are allowed to put out experimental titles and reap all of the profits. All EA takes from sales are enough to cover its costs of marketing and publishing the game.

And yet the company just can’t shed its perception of being a pantomime villain.

“25 years at EA and I still struggle with the external perception that we’re just a bunch of bad guys,” says Matt Bilbey, EVP of strategic growth at EA. “We love making and playing games. Unfortunately, when we make mistakes on games, the world knows about it because it’s of a size and scale.”

You can read the entire article here if you’d like, although it seems less like a come to Jesus moment for the developer and more GI.biz running a sponsored piece for EA to pat itself on the back and talk about how great its subscription service is. Maybe if Matt Bilbey paid the minimum attention to the company and what people are saying, he would understand why EA has gained the reputation that it has. Otherwise this reads like another shining example of just how out of touch EA is with its own customers.

Chaturday: The Seeming Lack of Non-Trolling Offensive Games


I’ve been thinking long and hard about Valve’s new policy regarding offensive games and how this could negatively affect their user base, by which I mean I haven’t been giving it much thought at all. My attention, however, has turned to the idea that Steam will be flooded by horrifying, bullying, aggressive, abusive, games designed to be abusive and bullying, because the media told me to prepare for it and when have they ever published sensationalist material?

If you consider the history of offensive or controversial games, the list is actually pretty small once you filter out the titles that were deliberately cobbled together in a week by a guy using pre-built assets. A guy whose motivation is little more than a stupid joke for his friends or to intentionally bait the games press into writing outrage clickbait about his title, thus increasing its sales potential from zero to three because such coverage rarely results in sales if the game is genuinely awful.

Even then, what you are left with is a pile of games that were controversial for other reasons than its direct content, like Persona 5 bullying streamers or Baldur’s Gate pushing a low quality expansion. You just don’t see serious developers, or even semi-serious indie devs, trying to create games in the same vein as Active Shooter Simulator. As incredible as it may sound, there isn’t much money in that sort of controversy, and the negative blowback can be more damaging than any potential sales revenue. Just ask Konami what it thinks about Six Days in Fallujah.

Which leads us to the group that will for the most part be making these games: Tiny fly-by-night indie developers that nobody has ever heard of before, virtually indistinguishable from the troll accounts. If a game like Active Shooter is submitted again to Steam, would it even be given the consideration that it might not be a troll title? Or Gay World? I have my doubts.

I suppose the goal here is two-fold to discourage troll developers: You’re spending $100 to submit a game that has a high chance of being flagged and dumped as a troll game and you’re not getting that $100 back. If, by chance, the troll game gets through the initial screening, odds are it will either be drowned in the sea of Steam games and nobody will see it or the wrong person will see it, raise a ruckus, and we’re back at square one.

Will that discourage trolls? Hell no, and to further my point I point toward the Something Special for Someone Special, a wedding ring in Team Fortress 2 that broadcasts a global message to all servers upon activation. The ring costs $100 and that price hasn’t stopped thousands of people from purchasing it and some using it to broadcast messages like “Anne Frank has accepted Adolph Hitler’s apology ring,” because those messages aren’t checked. $100 for a joke is nothing for a large swath of people, even if the payoff is people see it for five seconds and then it’s gone.

The developer behind Active School Shooter denies that his game was meant to troll the public, a claim that ultimately falls on deaf ears considering his previous list of published titles including White Power: Pure Voltage and Tyde Pod Challenge. Most trolls will deny that they are in fact trolls, meaning Valve will need to use their critical thinking skills to determine if the next Active Shooter Simulator is a troll game.

On second thought, Valve only declared the game a troll title because of its association with Ata Berdiyev, so we might be doomed in that department.

Otherwise I have no opinion on the matter.

It Came From the Xbox Game Pass: Layers of Fear


 

Layers of Fear was part of the Games with Gold service back in March, so if you’ve been a Live subscriber and kept up on activating your monthly titles, you already have this in your library. I activated my copy in March and haven’t given it a try because, I will admit, there is nothing that I loathe more than the horror game genre outside of maybe the mobile gaming sphere and the degenerative effect it is having on the industry overall (a conversation for another day).

My problem with horror games is that they so easily fall into the same hole as many horror films, where ‘psychological horror’ has slowly changed to mean ‘gradually increasing music followed by the OOGA BOOGA BOOGA’ jump scare, as we delve into the past of another protagonist with his insanity/dead family/amnesia/drug problem. I will also admit that I’ve been spoiled on great horror. Resident Evil 7 is terrifying on Playstation 4’s VR, Amnesia/SOMA are fantastic games, and we’ve had years of titles like the old Resident Evil games that still spook if less so in the modern era. But Layers of Fear is worse, it is a horror walking simulator.

Let me explain: Amnesia: The Dark Descent was a great (if sometimes frustrating) game because encounters were sparse and you couldn’t fight back, in fact you couldn’t even look at the monsters too long without going insane. Resident Evil 7 starts you out running and hiding and over time you gain the ability to fight back, although it is still a very haunting game. A big part of horror games is the fear of danger, of death, of failure. It’s not enough to just be in a spooky place, you have to believe that there is something that poses a threat. Take that building block away and the game starts to fall apart. Obviously I’m talking in the context of my in-game character with the level of immersion you’d expect to have with any piece of media.

Layers of Fear does attempt to introduce more immersion by having you grip down with the right trigger and pull open doors and drawers with the right joystick. It would have been a nice touch, were it implemented ten years ago, but here it is janky and more often than not you’ll find yourself fiddling with the controls because, despite the button prompt being up, the game doesn’t register that you’re grabbing hold.

And that’s why Layers of Fear lost me within the first five minutes, after I realized that this was a carnival fun house where no matter how spooky things got, nothing could harm me. The premise of the game is simple, you play an artist returning to his home to finish his painting. As you move around through the house, collecting mementos and reliving memories, you slowly piece together what happened in his life to bring him to this state, as he appears to break down into insanity and the world warps around him. In short: It’s very close to every other ‘psychological horror’ walking simulator to come out in the last five years.

Which is terrible, because Layers of Fear clearly has some talented people at the helm. Much of the credit has to be given to the level designers putting together a house that will give you whiplash as you try to find your way around. The level seamlessly warps, entering a room only for the door to disappear when you turn around to go back, for another door to appear where you had just encountered a dead end. The absolute worst thing you could have happen is for the player to witness these changes, but the game perfectly ensures (without taking control of the camera, mind you) that you don’t.

But then you have a list of horror tropes that I can only assume came off of a checklist, and the game suffers for it and in some cases you’ll find yourself laughing at what was probably intended to be a serious moment. For every impressive moment, like a low-tone gramophone that causes the room to melt, you have six that are cheesy and take way too long to finish up. In one scene, the room fills with dolls that vibrate very fast and then disappear, but are poorly place and half-clipped through objects in some cases like the developer just rushed through that scene. As I said, you know a game has missed its target hard when you’re laughing at scenes that were probably intended to be serious.

And then you have this:

So Layers of Fear can be best surmised by this process: Go into room, figure out how to activate jump scare, find memento or item to pick up (if there is one) and then continue. At best, it’s a good resume item for the artists, level designers, and audio engineers because the folks at Bloober Team do some crazy stuff with the Unity engine. The paintings present in the game are beautiful, haunting masterpieces and the soundtrack is just as unnerving to listen to. It’s a pain, therefore, that the story is so sparse and doesn’t really go anywhere.

Your first play through of Layers of Fear will take around 4-5 hours, which begs the question since the game is free: Is it worth your time? If you’re a Youtuber who makes big money off of screaming into a camera, then you’ve probably already missed your chances of cashing in on this title. If you’re looking for something to make your Xbox Game Pass worth the time, then put this down toward the bottom of the list. #90, assuming you can make it through everything else.

Final Score: 5/10
Recommended for: When you have nothing else to play.

Layers of Fear is beautifully designed, but the scares are often so laughably bad that it’s hard to stay immersed in the world or care about the protagonist or his family. Numerous frame rate dips made this difficult to enjoy further as the game became choppy in some areas. There are so many better horror games to be playing right now, with more interesting characters, engaging gameplay, and better presented spooks that Layers of Fear should be reserved for when you have absolutely nothing else to do.

[NM] Sorry, ODD Games, Retroactive Defamation Isn’t Real


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Here at MMO Fallout, I have always taken the position that a developer’s previous work does not prohibit them from fixing what is broken or improving in future products. While we would like to see a world where games stop launching in a barely functional state, it stands to reason that any game can go from a failure to a success with a simple series of patches.

Nevertheless, it is a new day and that means another independent studio dead set on dragging their reputation through the mud by threatening a member of the games media. ODD Games has been making headlines with the news that the studio threatened Youtuber Nerd³ over his review of Monster Truck Destruction, a $5 mobile port currently sitting at a “mostly negative” rating on Steam with a peak of six users over the past month. Not a single person is playing it right now. The review video has been accused of making false statements about the game, at least in a manner of speaking.

Where the case gets interesting, and where the line gets drawn, is in timing. Factually speaking, nothing said in the original Youtube review was incorrect. Since the review was posted, however, ODD Games has patched Monster Truck Destruction and fixed several issues that were present in the build reviewed. In their threat, ODD Games demands that the video be taken down as the review “can be interpreted as defamatory.”

The letter goes on to give a 48 hour deadline before the issue is “escalated to the relevant authorities.”

Unfortunately for ODD Games, defamation doesn’t cover statements that were true at the time they were said but were later invalidated. It does, however, leave a mark on your company as being that one that uses threats and intimidation in order to get your way, and unsuccessfully at that. Just imagine how different these events might have played out had you simply sent an email asking for a fresher review? I can’t guarantee that your request would have been answered, but you can hardly do worse than this.

Greed Monger Officially Dead…Again


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Greed Monger has once again been cancelled, leaving everyone who pledged the over ninety grand out of luck, again. The MMO was Kickstarted to the tune of ninety grand, only to face development issues and eventual cancellation under Jason Appleton and Electric Crow Games. Appleton handed over the title to ex-employee Jason Proctor who has, in turn, announced that the game has been cancelled.

After careful consideration giving GM’s track record and the number of people we still have in the community we have decided it’s best to put Greed Monger to rest for good. There is no way that Greed Monger could support it’s self with as small of a user base as we would have.

We’ll have to see if this is the last time that Greed Monger is momentarily resuscitated. For now, it appears that the game is back where it was always headed, the defunct category.

(Source: Greed Monger)

Divergence Online Slips Back Into Obscurity


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Divergence Online is an on-again, off-again MMO looking to replace the defunct MMO Star Wars Galaxies. But while Star Wars Galaxies still has thousands of people playing it, albeit on private servers, the first couple of months in early access seem to have left Divergence Online in the dust. This weekend brought in a peak of 5 concurrent players while the last month or so has seen server populations as high as twelve. There are presently two people online at 9:00pm EST on Sunday evening.

Granted, for all the grandstanding about internet celebrities demanding free copies of the game, it appears that gamers haven’t exactly been rushing for the chance to fund a trip down nostalgia lane. Divergence Online peaked at 63 concurrent players during its initial launch phase on Steam and sharply declined over the following weeks. Steam Spy estimates upward of 2,400 people own the game. Given a genre that relies on an active userbase, Divergence Online may have trouble bringing in new customers to fund its early access development.

Meanwhile, if you’d like to play a functioning version of Star Wars Galaxies with an active community, it exists.

(Source: Steam Charts)

[Column] As Far As Greedmonger Goes, No.


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Greed Monger is back! Yes, that Greed Monger. The one that was funded on a dream and a promise, by developers that had neither the funding nor experience in order to create said vision, only to crash and go under to the tune of $100 million in backer funds. The one by Jason Appleton who threatened to sue MMORPG.com because people were saying mean things on the forum back in 2013. As far as MMO Fallout plays into this, I mostly refused to cover the game as a general rule once a developer starts throwing legal threats around.

So now the game is back up and running by James Proctor, and our official stance on it is: No. If Greed Monger runs another crowd funding campaign, we will not cover it. If anything, as I have said before, the previous incarnation of Greed Monger is likely to pop up again in our coverage should another crowdfunding campaign appear. If they post dev blogs to promise new features, we will not cover that either.

This isn’t an ultimatum. If the game can prove itself to be a real, functioning product, we may resume coverage. Yes, I realize that MMO Fallout isn’t a big website and isn’t as much of a move and shaker as the big websites are. I’m not writing this as a threat, but to be forward and honest with our readers.