Wednesday, 25 November 2015

Star Wars Battlefront EA Review [Gaming]

This is our first home console Battlefront for ten years, and just like the fact we're also getting a first proper Star Wars film for ten years, fans have been hyped and ready to get their hands on it at last. From the alpha and the beta, I'd already put in well over twenty hours, with the EA Access trial boosting that up another ten hours. With the full game now released, I still want to play more. Despite the modes being a mixed bag, the gameplay itself is fun. Despite a few minor niggles, the game itself is enjoyable. So let's get to it.



The first thing you notice is how well detailed the planets are. Star Wars fans will instantly recognise Hoth, Tatooine, and Endor, and will instantly recognise Sullust within a few games. Each map is also diverse enough from the others in terms of visuals that it never feels like you see the same colour palette twice in a row. The larger maps of the planets are all different enough, from the rocky crags of Tatooine, the forest and walkways of Endor, the lava flows of Sullust, and the blend of inside comfort and outside harshness of Hoth. The smaller maps are mostly contained to indoor arenas, but even indoors you can tell the planets apart. Foliage will be right up to the windows on Endor, the whiteness of snow layers on Hoth, the Imperial militarism of Sullust, the sand blasted architecture of Tatooine. A few small maps are outdoor ones. Sulfur Fields, Jawa Refuge, Swamp Crash Site, and Dune Sea Exchange, with Ice Caves being equally outside and inside. All the maps have little details you can find, such as the Wampa door on Hoth or the Sarlacc pit on Tatooine.

Aside from the visuals on a grand scale, there are also the visuals on a deeper level. Everything looks Star Wars. The rough and worn-in weapons and vehicles. The Aurebesh writing on surfaces and screens. Even the lasers themselves, and the impact off different materials looks Star Wars. Of course, the looks don't mean anything if it doesn't sound right. Thankfully the game does that right as well. TIE Fighters screaming through the air. Chaotic blaster fire from numerous places. The ee-unk of the AT-AT as it walks. The memorable score from the films. The comms instructions and soldier commands. It all feels right. The only place it doesn't is the heroes and villains, and the voices they have. They sound close to the original voices, but there is enough difference to them that it sounds off. The same can be said of DICE's original score that sometimes intersperses the film score.



Of course, a game can look good and sound great, but unless it has great gameplay it isn't going to hold interest for long. Depending on how you feel a game should be, this will vary. The game has a more arcade feel to it in terms of gameplay. One main weapon, one charge card, and two star cards. There are also item pickups scattered across the maps. The weapons have set categories, so the stats between weapons of the same category don't vary too much. The charge cards are abilities of sorts, such as giving the weapon a damage increase or reducing its cooldown time. The star cards are where the grenades, secondary weapons, and jumpack are located, and you are allowed two of these. Once you unlock the second hand, you'll be able to have two star cards and charge card as your main hand, and a set in reserve that you can swap to on the respawn screen. The charge cards are powered by charges, and each individual charge card comes with 25 charges once bought. Extra charges can either be bought with credits earned, or found on the maps with one equipped. Once you reach level fifteen, the trait cards become available. These cards are separate from the hand, and stay active at all times. These cards act as perks. You will always stay at level 1, which gives a small boost in the chosen trait. Getting a killstreak will level up the trait, which increases the boosts active. Get killed yourself and you'll get knocked down to level one. All of this combines to give decent options for customising a loadout without overwhelming anyone.

In terms of actually playing, it is fun. You'll be a soldier with your loadout, looking to attack or defend the objectives, searching out item pickups to give you an advantage, and hopefully get a vehicle, whether ground or air. Speeder bikes on Endor are actually on the map to get onto, and not within a pickup. And it's the speeder bikes which feel the most awkward to control. Rather than soldier and AT-ST's, where pushing forward makes you go forward, it instead applies throttle like in air vehicles. Yes, this allows you to control speed, but it doesn't need it when the analogue sticks can control such momentum anyway. Of course, PC players only have buttons, but so long as the speed wasn't set too high, it wouldn't matter so much. Other than that, everything else controls fine. But getting in an air vehicle will sometimes become annoying when you almost instantly get shot down. Just like with spawning. There are no visible spawn points for you to pick and choose from, so you just get randomly plonked on the map. If it so happens you spawn right in the middle of a heated battle, good luck surviving more than a few seconds.


Battles happen fast and fluid, and the number of tactics available varies between modes. In all, there are nine, with a tenth coming with the free Battle of Jakku DLC [which itself will add two maps to the game]. The main mode that has been advertised constantly in this game's promotion is Walker Assault. In this mode, the Rebellion has the job of activating uplinks to call in Y-Wing bombers. The longer these uplinks are held, the longer you'll be able to blast apart the AT-AT the Empire has the job of protecting through three assaults. The AT-AT can only be harmed during the Y-Wing bombing runs, so it is vital the rebels hold those uplinks as long as they can. I've spent most of my time in the full game here, and it certainly is a lot of fun. In one game, the rebel team was so strong we managed to beat out the Empire at the first bombing run. In another, it was the Empire's time to shine as the AT-AT were hardly damaged throughout the full three bombing runs.

Supremacy has five control points on the map which both teams will be contesting over. As a control point is captured, time is added to the timer, so games can go on for quite a while if the tide is always turning. The more of the team in the control zone, the faster it will be captured, but the opposing team within the same control zone can cancel that out. Once the opposing force has been removed from the zone, the defenders need to reclaim the percent back to 100%. Again, this is a very fun mode, with the tide either constantly turning or headed in one direction from the off. It will always need the team to be focused on keeping the field clear to win.

Fighter Squadron takes place fully in the air, with kills being the key here. Every so often, a transport for either side will take off, with the opposing side getting a kills boost if they manage to take it out. The Millennium Falcon and Slave 1 are available from the hero tokens, and while slower than normal ships, pack a punch in terms of weapons, and being hero vehicles means they also have a lot more health than regular vehicles. The fun here seems limited, as while it is fun to fly, the lack of a full flight control set [the ability to yaw being the obvious] means it gets slightly hectic trying to dodge missiles and there is no auto-level for when you somehow end up flying inverted.

Droid Run has you claiming three droids, and trying to hold them for your team. Cargo is a capture-the-flag type mode, where attacking and defending these flags is the means to success. Drop Zone has two teams fighting to claim control of dropped escape pods, with the first to five winning. Blast is a normal team deathmatch mode, with the team who reaches a set number of kills winning. These four modes have been put together as these are the smaller modes, where the objectives are more focused on a singular thing. Being smaller modes also means enjoyment is limited even more than Fighter Squadron. If you enjoy competitive play, these are the modes for you.

Then we get to the Hero modes. Heroes vs Villains pits the three heroes versus the three villains against each other in an effort to wipe the others out. You'll have the help of three regular solider teammates, and if you are killed as a hero, you'll be able to spawn as a soldier and continue the fight. Who gets to be the hero characters is randomly selected over the five rounds, which means that everyone should get to play as a hero at least once. Hero Hunt has one player as a hero with the rest trying to take them down. The person who takes the hero down - read: gets the takedown points - then becomes the hero of either Rebellion or Empire. Now these modes suffer from being focused on the heroes, but Hunt suffers more. Where in Heroes vs Villains there's an equal chance that either side can win, Hero Hunt makes it so the only winner is the person who can both claim and use the hero for longest, meaning there will be one to three standout players with everyone else left with nothing except a possible lucky break.


Fortunately, the single player modes can help with that. You've got the tutorial, with five set missions each dealing with mechanics of the game, whether that be speeder bikes, snowspeeders, or heroes. You'll only play them to gain the stars and possibly never look back at them. That's fine though, as these missions aren't meant to be the main attraction. Battles and Hero Battles pit two teams against each other in the quest for 100 points. In Hero Battles, the hero will let loose 20 points upon defeat, so be careful of that when attacking. You can compete against the enemy AI either alone or with AI backup. Survival pits you against fifteen waves of ever increasing enemy numbers [of strength, that is] with no backup at all except a few pods that will sometimes be dropped for you to claim with some item pickups inside. Both Battles and Survival can be played with a friend on local splitscreen [console versions only], friends online, or a random other. This can definitely even the odds up on harder difficulties, of which there are normal, hard, and master. Each difficulty nets you a star, with two bonus challenges per map. One of these is to collect the five hidden collectibles on the map within one game. The other is a task of making master difficulty a bit more challenging by not getting killed much, as the tasks include winning by not losing a life [Survival] or with the enemy team with less than a certain amount of points [Battles]. Collecting all the stars will take some time, but unless you find either mode replayable on the level of the multiplayer modes, there is little to hold your interest. Not to do the comparison so many seem to do, but the lack of an Instant Action - where all the multiplayer options were available to play solo - or a true single player experience means this is mostly a multiplayer game. That's not a bad thing, as more focus is put to the one area, but catering equally to both players could have been better.


So was this the game fans have been waiting ten years for? Depends how you spin it, but this is a worthy reboot of what could be the most successful Star Wars video game series. Some won't like it for that however. Even now, despite the time sink I have put into this since release, there is something that makes me wish for an evolution of the formula that grew rather than a reboot of the original. Hopefully a sequel will grow this rebooted series as much as the original series grew from one to two.
Is the game worthy of a purchase, though? This is first and foremost a multiplayer experience, so if you want a strong focus on solo play, this isn't for you. For everyone else, I seriously would recommend it. This is the first Star Wars game in a long time that really feels it has been crafted with a lot of love. There is enough here to keep you entertained, and with free updates confirmed, it should grow even without the season pass [access to the four DLC packs when they release, giving access to even more modes, maps, and heroes for roughly the price of the game itself]. Only thing I would say is that if you are unsure about a purchase, hold off for a sale.

Friday, 6 November 2015

The Thunder Strikes Back [Network]

Another monthly update, and it's possibly even smaller than last month. Again, the theme is Star Wars, as the new Battlefront finally releases. I'll be getting a review up for it as soon as, and possibly even getting a few video highlight reels up. Of course, not before another from Pandemic's Battlefront 2.
Just like with Pandemic's Battlefront 1, I'll be doing a special highlight reel video for the second one that shows off the game for it's tenth anniversary [which will be closer to it's date this time]. Again it will be split between two parts, and possibly even a third considering the amount of modes added to the second. It's possible that a special Battlefront retrospective will be added as a blog post here for that as well.
In terms of other content, I'm keeping things close at hand. Nothing new to report on CDS Media, except that I am seriously in need of a boost in terms of keeping updating it. The one thing I am not going to do though, is quit it.
In the mean time, I'll continue gaming and continue animating. That's all for now.

Monday, 26 October 2015

Star Wars Battlefront EA Beta Impressions [Gaming]

Slight exaggeration as it might be, the whole of the Star Wars community has been begging for a proper new Battlefront since the last one ten years ago. It's no wonder that Star Wars Battlefront 2 is one of the highest selling Star Wars games, considering that it let players live out fantasies far and wide within the Star Wars universe. So when EA got their hands on the license, the first thing they did with it was announce they were working on a new Battlefront.

Now, it's no secret that another Battlefront has been doing the rounds, and has been since it was cancelled in 2008-9, but many people - even me - expected that a new Battlefront would expand on what we already had. All the footage from that Battlefront has given us what we'd hoped for. Of course, EA surprised us all and took a new direction. And some still aren't happy about that. No prequel trilogy content, small amount of planets, and nearly everything locked behind power-up tokens scattered throughout the maps.

I'm not saying that's bad, but no matter what, people will compare this new one to the old one [and by some extension the canned sequel] and see the differences. Yes, the differences are there, but it makes for an overall polished and focused experience. Vehicles are power-ups, so you won't see them until they're called for. This makes friendly camping near non-existent as they aren't waiting by a vehicle spawn point to wreck havoc when they finally get in it, and also enemy camping non-existent as they wreck havoc when no-one is in it. The random power-ups also add a layer of surprise, hoping for something good but instead you might get something not worth it. Power-up items will stay with you even after you get killed as well, which is a bonus. The random nature of it also makes one think "Is it worth it" when they see one that might be tricky to get to. And of course, hero power-ups allow anyone to become a fearsome hero. While you one-hit kill with heroes, and have more health, you don't feel all that powerful. You jump just like an ordinary trooper, and the run speed feels the same as a regular trooper too.

The modes themselves are interesting enough, though Walker Assault is definitely a favourite. The Rebels activate and defend uplinks, the Empire stops the uplinks from being active. Once the two AT-AT on field reach a certain point - roughly in line with the uplinks - Y-Wing bombers swoop in and disable the AT-AT shields. The downtime on those shields depends on how long the uplinks remained active. Anything can damage the AT-AT at this point, so the Rebels had better concentrate fire on them. Of course, the Empire's not going to make that easy. Once the AT-AT shields reengage, the next uplinks become active. There are three uplink sections, and if one AT-AT is still operational at the end, the Rebels have lost. If the Empire are good enough, they can make sure the uplinks remain unactive, meaning the AT-AT are safe from Y-Wing bombardment.

I had the most fun here, as it felt like an active battle. Enemy fire could come from anywhere, whether ground or sky. X-Wings and TIE Fighters would join the ground battle, covering the ground in lasers and even torpedoes to try an remove hotspots of activity. Getting to and defending the uplinks was a challenge depending on the skill and teamwork of the opposing team. Those on the Empire would sometimes be at the uplinks and already defending them before they came online. Sometimes the Rebels would be defending them before they activated as well. It also makes for interesting times when the AT-AT get closer to the uplinks and are able to bring their full power to mow down the defending Rebels. AT-AT can call in orbital strikes, though unless you manage to hold on to the AT-AT for long enough, you'll only be firing one of them. An orbital strike is one of the power-ups scattered around the maps as well, which is good for the Rebels if they actually use them on the AT-AT. Of course, being a tiny solider stood up against that massive thing, you wouldn't want to stand in front of it while lining up the call. You need to be able to survive for a few seconds after calling one in for it to actually activate, which also adds a risk-reward factor into it.

Enough about orbital bombardments though, as the mode is fun. I had a blast rushing to the uplinks, fighting to claim them in some cases, and giving the team I was on a major advantage. Whenever I became a hero, I didn't survive long enough to get the hang of them. I did get used to the aerial control enough to put up a good enough fight within the last day, though. AT-ST are also easy to use [most of my issues with controls come from still not being fully used to keyboard-mouse control sets, but putting star card usage on the extra mouse buttons and wheel seemed to help], and when you manage to get in one you can put a dent in the Rebel defence. Aiming of all things - whether AT-ST, aerial, or turrets - did feel loose, but not enough to seriously hinder enjoyment.

Drop Zone tasked players with capturing and protecting escape pods that fell down. First to five wins. Drop Zone is a smaller map mode, and with that comes some things. Since it is only a maximum of 8 vs 8 [Walker Assault is 20 vs 20], power-ups can only be claimed from captured pods. No hero power-ups or vehicle power-ups can be found within them, keeping the action very much focused on the ground. This mode feels more focused than Walker Assault, as the action will always center on where the pod is. This just makes it more fun to play though, so long as you get to the action. Keeping up the defence can be tricky, but being able to defend away from the pod comes in handy. Bunched up together makes for an easy target, so it pays to only have one or two near the pod while others spot for incoming trouble. The mode does hold up, and it's focus helps it, but it does make one wonder how many other modes will involve capture-defend game mechanics. While there's nothing wrong with that, there's the feeling that both modes could be made somewhat different.

Which leads to Survival. One of the single player modes, which can be played with a friend, it tasks you with defeating waves of troopers and surviving through them all. Between the occasional waves, an escape pod will drop allowing you access to power-ups [you have to capture-defend it before you claim them], which will make the fight easier. Within the beta there were only six waves, though the full mode has access to fifteen. On easy mode, it is easy if you know what you are doing, and can also be easy on harder difficulties depending on whether you know the environment you are playing on. AT-ST will show up on certain waves, and can be difficult to take down head on. The key is to chop a bit of their health at a time if you have nothing effective that will work on them.

I could comment on the look and sound of the beta, but the trailers have really shown off that so well. Both really immerse you into the world, and if it wasn't for the power-up icons on screen, it would really feel as though you are in the battle. That's the one thing that feels fully right about the beta. Everything else has some small fault or issue that puts a bit of a strain on playing, but doesn't take you out of the experience too much. Come the full game, I'm sure at least some of these issues will be fixed or patched up later. I'm hoping for all, though. It needs it. But that's not to say it isn't fun.

Links to videos
Rebellion Edition - https://www.youtube.com/watch?v=dfAD6ADcjhA
Imperial Edition -  https://www.youtube.com/watch?v=6JsrkqFXPUs

Saturday, 3 October 2015

Rocking New Hope [Network]

You should know by now that Star Wars is my most favourite thing ever, and what with the number of things happening over the next three months relating to Star Wars, the names of this and the next two monthly updates will be dedicated to the original trilogy. In October we have the start of Season 2 of Rebels, as well as the Battlefront beta. November brings the full release of Battlefront, as well as the novel that bears the Battlefront name - Twilight Company. And of course, December brings the start of the sequel trilogy with The Force Awakens.
As I mentioned, the beta is out this month for Battlefront. Considering what I do best, if the conditions allow it, I will have impressions and a highlight reel up, just like I did for the Battlefield Hardline beta. From what I have seen, I can honestly say this one is bringing back a more arcade feel to shooters, and even if it is different to what Pandemic gave us, the game will more than likely be good regardless. If I do pick up any flaws with the beta, I will be sure to point them out in my impressions.
Aside from that, it really is business as usual. The GTA video went up a bit later than I said, I admit, but the video itself still showcases a custom race to a good standard. The next race I plan to showcase is a long one, but I don't want it split into two parts. Depending on what sort of action is available in it, I might speed the footage up a bit or segment it down to hotspots of action. We'll see. I'm holding off the Elite: Dangerous video until next year now. There's some good stuff coming for it soon that I feel holding off would be better.
As always, keep checking for story uploads on CDSMedia if you are following any of the fan fiction there. And as always, keep checking the rest of the network for updates.

Thursday, 24 September 2015

Super Mario 64-34 - The 30th Anniversary of the Mario! [Gaming]

There's a lot to say about a videogame character who can stay relevant and popular for thirty years, but Mario has done so. Through 2D and 3D, Mario has been a staple in gaming not only with his main series, but also with his spin-offs. Way back in 1985 when Super Mario Bros. released [though PAL regions had to wait an extra two years before they could play] there was a certain charm in how it played, how it felt to control. I wasn't even born when it released, but the classic game stayed within the family, and I had my first taste of Mario platforming with it. Of course, this was nearly twenty years after release, and my only exposure to Mario from before then was Mario Kart: Double Dash on Gamecube.
Sequels to Super Mario Bros. expanded on the game with new items, mechanics, and enemies and allies. The games gave themselves a unique style of their own, so each one looked different from the last. Spin-off games would give themselves their own identity, but follow in giving some new visual flair. When it came for Mario to transition to 3D, he made it perfectly in the form of Super Mario 64 - considered one of the most iconic games in history. Through the Gamecube era, plenty of people would give Super Mario Sunshine a try, but ultimately this was the period in which a certain spin-off and a mascot collection would get their time to shine and begin to rival the main series in terms of popularity.

The DS and Wii era perhaps gave us Mario at his best. The DS gave us the start of a new 2D series [which, while it has evolved over the course of games, hasn't changed itself up much in visuals], as well as the remake to Super Mario 64. The base game stayed the same, but changed the story up a bit to allow us to play as Yoshi instead. Mario, Luigi, Wario, and Waluigi were playable in the form of collectible caps for Yoshi to wear, and after a certain amount of story played the characters themselves would be playable. Of course, the Wii managed to trump even that. Super Mario Galaxy and its sequel are quite possibly the highest rated games in the Mario series. Considered the best of the modern Mario platformers, these games took Mario to space and in doing so crafted some of the most effective level styling. Of course, New Super Mario Bros. Wii added onto what the DS version gave, but couldn't stand once these two had been released.
3DS carved the return of the Mario Land name with Super Mario 3D Land, and crossed both 3D and 2D Mario games together. The WiiU would expand this by reviving the Mario World name in Super Mario 3D World, adding to what 3D Land offered, and allowing the choice of four characters to play as while also allowing four player co-op. Of course, the pure 2D games continued with New Super Mario Bros. 2 and New Super Mario Bros. U.

I could devote an entire blog post to the mass of spin-offs that came from Super Mario Bros., but this one is a celebration of all Mario gaming, and the spin-off are as much a part of that as the main series. Yoshi was guaranteed a spin-off almost as soon as the first game he starred in was released. From Super Mario World, he jumped to Yoshi's Island. It branded itself as a prequel and used the Super Mario World name to form Super Mario World 2: Yoshi's Island, and focused on the Yoshi as a species who helped Baby Mario reunite with Baby Luigi. The spin-off garnered huge acclaim and became a series in its own right, as most spin-offs did. Super Mario Land 2: Six Golden Coins introduced Wario to the series, who later got his own spin-off which developed into a series of its own. Super Mario RPG became a success, which gave it two spiritual sequels in Mario and Luigi, and Paper Mario. Both of which were liked well enough to gain more entries.
RPG's and other platformers are not the only thing Mario became successful at. He became a professional sports star, as well as a doctor. Various sports games come and go, but Golf and Tennis are perhaps the largest collection of releases. Not counting Mario Kart, which these days is less a spin-off that became a series and more like a series in its own right. Dr. Mario is a puzzle game featuring the classic matching colours gameplay of other puzzle games, most notable Tetris. Of course, there is also Mario Party, which has been another mainstay of spin-offs since it first released on the Nintendo 64. Another puzzler, Mario vs Donkey Kong, also makes the rounds quite often. Luigi got a time to shine in his spin-off about ghost catching - Luigi's Mansion - which became a highlight of the Gamecube and a much requested game for a sequel, which it got many years later for 3DS. Mario has also teamed up with former rival Sonic the Hedgehog in the Olympic Games. Of course, the latest spin-offs are something different. Captain Toad featured in a few bonus levels within 3D World, which seemed more about testing the idea than anything else. When the full game starring Captain Toad was announced, it seemed a bit off-beat at first, but people grew to love it. It's a game full of charm and took things out of the box. 3D diorama-like levels where the good Captain Toad could not jump. It certainly made for some good level design. Then there is the newest of the spin-offs. Super Mario Maker allows users to create levels their own levels and share them with the world. Utilising the history of main 2D Mario platformers, it gives a range of possibilities to do something that main Mario games would never do. It doesn't give everything, but what it does give is enough that some pretty crazy levels can be made.

There is something about Mario that everyone likes. I have quested to try as much as possible - at least a game of every spin-off - to see whether it's for me. Mario Kart is an instant love of mine. The Mario and Sonic Olympic titles are perhaps second in the spin-off territory. Mario Party is something I have liked, as is the Wario series. I have never played a game in the Yoshi series, but plan to turn that around quickly with Woolly World soon enough. Everything else I have played - Super Paper Mario, Mario and Luigi Superstar Saga, the latest demos of Tennis and Golf - I have all liked well enough. Of course, Super Mario Maker is becoming a favourite of mine, as Captain Toad already has done. In terms of main Mario, I adore the 3D games more than I do the 2D games. That's not to say I don't like the 2D games, but my preference has always been in the 3D camp. Super Mario 64 DS must have been what made me feel that, though my preference has always been for openness in games that only feel achieved by me in the 3D space.
There's much to be said about the main mascot of Nintendo, but these 30 years show that there are many more years ahead for Mario. People will always be guessing what comes next, whether that be Super Mario 64 HD or Galaxy 3, but one thing for certain is that Mario will keep bringing new experiences to all.

Monday, 14 September 2015

Second Helpings Served [Network]

I deliberately left this update until the middle of the month for a reason. I've been reviewing things to put on my Youtube channel and came up with two particular games. The first would be a series of sorts, running through races I have created. The other would be just small highlight reels, as I do with Battlefront, showing off a particular space-faring game I seem to always talk about. Those games are Grand Theft Auto Online and Elite: Dangerous. In the next week, I aim to have a video up of each.
Relating to CDS Media and those fan fictions I write, I'm sure you've seen that the Animal Crossing story has taken its place back in rotation. And I aim to make it so each fiction gets a part added per week. It's about time it got to that point again.
I am back at university and the second year of animation will soon be starting. I expect the next animated piece will be coming soon from that. I am certainly looking forward to get back into it, though that's not to say I haven't been doing anything over the summer. Though unlisted, I created a short piece just showing two spacecraft exiting from a hangar that has been uploaded. I've been working on a load of unsaved things on Toon Boom as well.
I realise blog posts have been a bit vacant as well, with only the monthly updates, so I'm definitely going to get some done this month. And as I recall, a certain plumber celebrates his 30th this month and year, so I expect that gives you a clue as to something you'll be seeing.
As always, keep an eye out for small updates on both Facebook and Google+, and with that, this update comes to a close.

Spacecraft Flight Unlisted Animation

Sunday, 2 August 2015

Long Time, No See [Network]

And so it has been over a month since the last post here. On this blog. All I can say is I felt events catch up to me. After E3, I took it slow, building things up behind the scenes. There have hardly been any posts on CDS Media, for example, as planning to bring back an older story began. Over the coming days, that announcement will be made, and story uploads will be back to normal.
In terms of Youtube, there is more content coming. Star Wars Battlefront highlight reels will continue, and one of those is lined up. Remember the Sonic Generations video uploaded two months back? That merging of levels combined with a custom song? An announcement of that should be coming tomorrow. And I'm sure there will be another video, testing out something new.
Gamescom is coming up. That's something. 5th to the 9th August, there will a load of games available to play in Köln, Germany. While I won't be going, it will be an exciting time to see what new things come out of it.
A number of things will be coming out of the next two months. And one recent thing to come out was Winodws 10. The next and last operating system from Microsoft, it refines the experience to combine both Windows 7 and 8 in one.
Until next time, bye for now.