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  • By Legolas_Katarn, in Articles,

    This year was the first where I had a This Week In Gaming article posted each week (a weekly article for industry and game news, crowdfunding news, esports new, as well as the best writing and videos I find on games that week), for the end of the year I've compiled some of the best and most interesting game's writing and videos that I've seen throughout 2016.
    These videos cover topics involving game design, developer history, effects of games on wider popular culture, the culture of the industry itself, why games are important, how games can better evoke certain emotions when compared to films or literature, and essays on the games themselves.
    Each of the ten listings might include a single video, a single video series, or videos that might be from different people but focus on a similar idea or subject, I didn't use the numbers to signify better or worse quality.
    1: Satchbag's Goods
    "Firewatch, Gone Home, and That Dragon Cancer are, right now, the trifecta of titles that place their greatest ask in the conversations had after the game is done."
    Satchbag's Goods talks about why Firewatch is one of the most memorable titles he has played this year. His essay covers player choice, art design, the game's music, and mentions a trifecta of titles whose greatest strength can be in the conversations had after they are finished. One of those three games mentioned is That Dragon, Cancer which he has also made an excellent video of, talking about what he feels the win state of the game is, how video games allow you to linger in spaces, faith, purpose, significance, and insignificance.
    2: Story Beats
    "I'm being told stories in ways I've never been told them before. These are tools, and they're tools that don't exist anywhere else."
    Innuendo Studios takes a look at a different game in each episode of this four part series. The games include Dear Esther, Limbo, Ben There Dan That, and Bastion. In the videos he talks about what games can do narratively that books and film can't. The sound, animation, timing, and programming that creates the feel of games and how it engages you. How film can make you feel sympathy, or happy, or proud of a character but a game can make you feel guilty or take pride in your own fictional act of heroism.
    3: Play Conditioning
    "You play games in the manner dictated by the experience of the game itself, and sometimes that manner isn't great."
    hbomberguy takes an in depth and entertaining look at the Dark Souls, Bloodborne, and Fallout games. Talking about what he feels works and what doesn't when it comes to story, lore, world design, themes, and gameplay. The videos are both informative and funny to watch, but the strand that connects the two is in how games can condition people to play them, sometimes in ways that aren't enjoyable.
    4: A Thorough Look At
    "It's probable that games will come later that will depict race with the same unflinching straightforwardness as Mafia 3 while preserving a more compassionate outlook. But, for 2016, the best video games can manage is Ras the Destroyer, come upon his black horse with guns and fire."
    Noah Caldwell-Gervais has been making detailed videos taking a look at games and game series for years, including titles like Fallout, Skyrim, Postal, Arcanum, Vampire Bloodlines, Warcraft, and others that are all well worth watching. This year he has taken a look at three game franchises in his A Through Look at series, Mafia, Baldur's Gate, and Wolfenstein. Out of those, I found his look at Mafia to be the most interesting but if this didn't exist the other two would easily take a spot in this list and they and his other videos should be looked at by anyone who enjoys the above video.
    His look at the Mafia series starts with the first game, which is a more linear and grounded crime story when compared to the other open world crime game of the time, GTA 3, and a focuses on the setting rather than player empowerment. The realistic nature of the cars in the first game and how the commute style gameplay has been one of the biggest barriers to entry. A sequence with an odd design choice that developers later felt should be patched out of the game. The game's ambitions for presentation compared to the realities of what it could do and disconnects between the serious progression of the story when compared to the mechanical situations.
    He moves onto Mafia 2 that he feels uses many of the same ideas of the first but with greater sophistication. He compares the similar but situationaly different backstory of being an immigrant in America in Mafia 2 to GTA 4. How you get to know the character of Vito, can see what leads him to make the choices he makes by exploring his upbringing, his recent life, American culture, and how those choices lead to his rise and fall. How the gendered cliches of Vito, your friend Joe, and the game's female characters ends up being smartly written. How it reaches for political themes and takes an artistic viewpoint on them, exploring crime, identity, gender, and race. How writing choices in the first two games can be due to the game being s a Czech production looking at American culture through an outside lens and how the game says and does what the developers wanted. He ends Mafia 2 by talking about the DLC and how it feels at odds with the narrative and design choices of the game, like it's trying to be more like GTA 3 than Mafia, which brings him to Mafia 3.
    His critique of Mafia 3 focuses on the game being more about a time and a place rather than a character, how that time and place molded the development of the character, the shift in development priorities that could have been brought on by review complaints of Mafia 2, the feel of the combat, the villains being the embodiment of the emotional infant-hood described as the driving force behind KKK and similar group recruitment, and the ways the society is portrayed as only a game can show. How consumerist approach of video games usually sees deviation as a bad thing, how doing something more daring can create more compelling artistic results, and how the worst parts of the game come from the areas where they played it safe. How it tells a deeply American story.
    5: Noclip
    "She would let me sleep while she pressed this button."
    "What would happen if she didn't press the button?"
    "The servers would go down."
    I used to be a member at Gamespot with Danny O'Dwyer, I later joined a site he created called Citizen Game, followed his work after he started working at Gamespot where he worked on another excellent video series The Point. This year I think game's writing gained something special with the creation of the site Waypoint and I think game videos got the same with the creation of Noclip. This Rocket League documentary is the first of what will hopefully be many interesting, entertaining, and high quality looks at game development and culture (the end of the year saw the release of another great look into the creation of DOOM with extended interviews of that series releasing into this month).
    This was a good additional watch that ties in with the first video shared here about the creation of Noclip. This is from an episode of The Lobby, which Danny hosted shortly before leaving Gamespot to start Noclip.
    6: Because Games Matter
    "We believe that these stories can do some good and remind us, in this chaotic world, why games matter."
    Extra Credits shares stories from their viewers of how games changed their lives or gave them hope. Hamish Black, Writing on Games, talks about why he feels that the commonly accepted legacy of Dark Souls is reductive and how the game is an uncompromising celebration of life, and how his experiences with Dark Souls and suffering from depression resonate with one another.
    7: RetroAhoy
    "Story in a game is like story in a porn movie, it's expected to be there, but it's not that important."
    Ahoy talks about the Doom and Quake series, the choices made for their design and original ideas, effects on the developer, and how they influenced gaming culture. If you want to go back further he also did one on Wolfenstein, though that was from 2015, and Noah Caldwell-Gervais also went over the entire series this year which was mentioned on number 4 of this list. If you want to start with Ahoy's take on that, here is the link.
    8: A Critique of SOMA
    "And if you guessed all that, you are completely wrong, just like I was."
    Joseph Anderson discusses the gameplay, story, and themes of SOMA.
    9: The Witcher Expansions Discussion
    "It seems like it's elevating the format of The Witcher to some kind of greater literary purpose. It's a genuine effort by the writers to explore the problems of an old morality play and reexamine them for a new age."
    Super Bunnyhop looks at the expansions for The Witcher 3, where the ideas for the stories came from, the history of the original story Hearts of Stone takes inspiration from, and the themes in the content of Blood and Wine.
    10: Dungeon Design
    "I think these things are fascinating. They're these twisting, contorting, non-linear, maze-like, puzzle boxes, filled with enemies and traps. They have terrific boss fights and unique architecture, and the best ones are these giant mechanical riddles for you to solve."
    Mark Brown, Game Maker's Toolkit, has spent months and multiple videos going over the dungeon design of the Legend of Zelda series, and for those that enjoy looking into level design or the Zelda series, they are a great watch. In a similar but more focused series of five videos, Extra Credits takes a look at the entrance and first floor of Durlag's Tower from Baldur's Gate Tales of the Sword Coast, which he considers to be one of the best teaching examples of dungeon design. He goes over how the dungeon of Durlag's Tower is introduced to the player, encounters design when it comes to monster and trap placement, and how the developers are teaching the player what they need to look out for in the early areas of the dungeon. Some of this being similar to what hbomberguy talks about in his videos on this list, where he mentions how developers get you to interact with a game's mechanics by training you to see them in a particular way.
    Honorable Mention: Game Industry
    "If more of us are less like this because we think about this stuff and try to communicate with each other about it effectively, everything can and will get better."
    hbomberguy talks about Bethesda's anti-critic review policy, using Youtube fanboys as commercials for their products, and the need for critical reviews and discerning customers to help create better games and a better industry. Jim Sterling spends two of his Jimquisition episodes on something that will be relevant now, in the future, and that was definitely relevant in the past (hell we had someone here lose their mind over Watch Dogs). He talks about the people and fandoms that attach their entire identities to products, how game companies allow and often want that to happen, and how media both suffers from and can aid in the creation of the bad behaviors often expected from gaming communities.

    By Legolas_Katarn, in Articles,

    This year was the first where I had a This Week In Gaming article posted each week (a weekly article for industry and game news, crowdfunding news, esports new, as well as the best writing and videos I find on games that week), for the end of the year I've compiled some of the best and most interesting game's writing I've seen throughout 2016. A compilation of the best videos and video series has also been created.
    Articles on company history, game history, what it is like to work and write in the industry, what games make us think and feel, industry growth and effects on people and other countries, and the lessons learned and connections established through games.
    Each of the ten listings might include a single article, articles by one person split into multiple parts, or articles by different people that focus on the same kind of subject. I didn't use the numbers to signify better or worse quality just as a way to separate this year's subjects.
    1: Gaming Company History
    "We had a meeting," McCormack recalls. "We'd not seen him in weeks because he had other things on. He opened the door, walked in and goes, the hero has a dog, and it dies. And then he left and we didn't see him again for another month. We were like, what the fuck? That was it. That was the direction."
    Lionhead: The inside story
    Working on Fable destroyed my life, but I don't regret it
    Ex-Lionhead Employee Tells Wild Story About Threatening Teenage "Trolls"
    Blizzard turns 25! A theme week celebration
    Their future is Epic: The evolution of a gaming giant
    Lionhead is no more, and with that comes a look at the history of the studio and stories from former employees that would likely not have been told if they were still around. Wesley Yin-Poole at Eurogamer does an excellent and detailed write up of the rise and fall of Lionhead. A look at how they worked, highs, lows, corporate culture, strange stories, and the final days. Polygon interviewed a former employee about working on Fable and another former employee talks about a time they tracked someone down who was threatening to release early screenshots of the original Fable. Blizzard turned 25 and PC Gamer wrote articles every day of the week focusing on a different part of their history from the games themselves, the ideas and people behind the games, links and quotes from videos and interviews with the designers, the origin of Battle.net, where their name came from, etc. Brian Crecente looks at the history of Epic in a seven page story covering the founders, what they are doing now, their games, their engine, etc, with links to many other relevant articles.
    2: Video Game History
    "Bringing on more staff bolstered the studio's ranks, but muddied its culture. New recruits came in with opinions and ways of working that clashed with how veterans who had been around since before Lara Croft was a glimmer in Toby Gard's eye had done things. Cliques sprang up. Developers who refused to talk to one another adversely affected development processes that required input from individuals on opposite sides of political fences. Long-standing traditions faded. Back in the early '90s, the tightly knit band of Core staffers went pub crawling together every Thursday night. By the early 2000s, the company was so large that many developers failed to recognize colleagues in the hall."
    20 Years of Tomb Raider: Starring Lara Croft
    Fifa: the video game that changed football
    Starcraft: Ghost: What Went Wrong
    Why Some Video Games Are In Danger of Disappearing Forever
    David Craddock looks at 20 years of Tomb Raider history. From the the creation of the series, disagreements in the direction of the original studio, and the changes over time that lead to the version of Lara Croft we have today. Simon Parkin writes about the history and creation of EA's FIFA, the Chinese Canadian immigrant whose work laid the foundations for the series, and the effects it has had on the sport itself. For those following gaming news in the early 2000s you likely remember there being a lot of hype around the game Starcraft Ghost, with the name disappearing and reappearing a few times over the years and talk about it never officially being cancelled, Patrick Stafford tells the story of what happened during the development of the game. Heather Alexandra talks to game archivists about the need to preserve games, early builds, and gaming history.
    3: Game Industry Abroad
    "I would even argue that the piracy that allowed us to play so many different things actually enabled a different, more inclusive gaming culture, an inverse of the exclusive and discriminatory religious culture of Saudi Arabia. Piracy allowed almost anyone—no matter their family's income—in our school to get games on the cheap. Everyone, it seemed, played video games, so no one was excluded from group discussions."
    The Game Industry of Iran
    The Game Industry of South Africa
    How Games, Piracy, and Religion Come Together in Saudi Arabia
    Sandstorms, Segregation, And Other Challenges Of Running A Women's Video Game Convention In Saudi Arabia
    A look at the indie game development scene in Saudi Arabia
    "Cuba's First Indie Game" Wants To Be Much More Than That
    Most of my favorite game writing involves gaming in other countries and cultures and how it can be used to bring people together. As more and more people start to play video games, the tools to create become easier to acquire, and the ways to distribute become more varied and simple the people participating in the game's industry will continue to get more diverse as will the types of games that can be created, which will lead us not just to having more games but to having more games with interesting new ideas and perspectives. Here are articles talking about the game industry and development in countries that we don't typically hear about or associate with the games industry and how people can be effected by them.
    4: Game Design
    "How game design practice is shaped by business, technology and culture."
    How We Design Games Now and Why
    Developer Katharine Neilf writes about the changes that have occurred in the industry over the years, different design ideologies, the industry being kept kept artificially young, games education sector, and how things might change in the future.
    5: Working In The Games Industry
    "This is not unique to videogames, but often in games, life and work become one thing. It’s not uncommon to sleep in the office, lose touch with friends, or forget what day it is. The attitude of “you’re lucky to be here” is the reward."
    The Videogame Industry’s Invisible Workforce: Part 1: How A Conspiracy Of Silence Erased A Medium’s Humanity
    The Videogame Industry’s Invisible Workforce: Part 2: Self-Destructive Management, the Exploitation of Passion, and Eviction Rooms: The Harsh Reality of Working in Videogames
    The Videogame Industry’s Invisible Workforce: Part 3: Videogames Aren’t Bigger than Hollywood, But Their Labor Issues Are
    Dark Side of the Sun
    The game industry's disposable workers
    Bioware cofounder Dr. Greg Zeschuk talks about working in games industry in a three part blog. Problems with employers treating game development as software development while the media treats them as entertainment. How the industry compares to other industries when it comes to unions, priding itself on moving fast while being slow to protect legacies and professions, how being related to the tech industry helps lead to exploitative working conditions. Poor management mixed with exploiting passion for crunch time. Other good pieces and information are also linked throughout his blogs. John Szczepaniak, author of The Untold History of Japanese Game Developers, talks about the history of Japanese developers that he learned through interviews. Colin Campbell writes about game industry contractors.
    6: Connections Through Games
    "My Nonna grew up the oldest of six kids in rural Italy and, as the oldest girl in the house, her formal schooling stopped in the third grade so that she could help raise her siblings and take care of the house. She grew up in a region of the country that was heavily bombed during World War II, further limiting her already restricted academic possibilities. Like so many young Italian women from her generation, she married young, moved to America to pursue a better life, and largely stayed within Italian social circles. With all of that, she was never really required or encouraged to strengthen her reading and writing skills. Her daily tasks didn’t necessitate a verbose vocabulary; and soon after her immigration, my father was old enough to translate whenever issues did arise. And so, here we were, sitting in front of a PlayStation, struggling against decades of unspoken game design rules and academic disenfranchisement."
    Guest Column: Teaching My Nonna to Read Through Games
    How 1979 Revolution: Black Friday Let Me Relive My Father's History
    Video games can help you to connect and to better understand others, be it with the people you meet online while playing or in the memories made with your your family and friends. Gino Grieco learns about language barriers while teaching his grandma how to play video games. Chloi Rad writes about how 1979 Revolution allowed her to see where her father grew up and playing through it with him was the highlight of her year.
    7: Open World Game Design
    "Fallout 4 funnels you into violence, The Witcher 3 invites you to dance."
    On the failure of Fallout 4 at the hands of The Witcher 3
    Fallout 4 proved bigger isn't always better
    In praise of travelling slowly in Shadow of the Colossus
    Articles on open world game design, the kind of words the designers create with their mechanics and locations in their world. Tauriq Moosa writes about two open world games, Fallout 4 and The Witcher 3, and how the world of The Witcher 3 feels more alive and offers more nuanced storytelling through its design and approach to dealing with other characters. Holly Green talks about Fallout 4 and scale vs blandness in world design. Miguel Penabella praises the design of Shadow of the Colossus, in having slow reflective travel rather than a world filled with junk or out of place side missions to increase value.
    8: Life and Loss
    "But, as someone who is currently sitting in a hospital room watching his grandfather fight for his life, I’m rarely provided any useful references on what it’s like to be in this situation by video games. They don’t tell me how to comfort someone without healing them. They don’t tell me how to continue my life without missing what could be precious, final moments with a loved one. Video games provide escape, not sustenance. It’s because of these narrative trends that I pay attention whenever a game seriously examines mortality. It’s because of these narrative trends that I still replay Final Fantasy IX."
    Guest Column: Learning About Life and Death From a Little Black Mage
    Saving Kate and Saving Myself in Life is Strange
    Fragments of Him offered me catharsis after the shock of losing someone
    Guest Column: My Mother's Games
    Games can teach us about and highlight issues of loss or mental health while potentially offering a cathartic experience helping people to cope. Gino Grieco talks about finding solace in Final Fantasy in the face of a familial struggle, Holly Green writes about seeing herself in the character Kate from Life Is Strange, and Allegra Frank writes about how Fragments of Him helped her deal with a recent loss. Janine Hawkins loads up her late mother's saved games to reminisce on her life.
    9: Writing On Games
    "There's a particular image from Dark Souls that haunts me, as if it bled out from the screen and into my life. I see it everywhere. I am reminded of it daily."
    How 'Dark Souls II' Reflects Our Historical and Political Anxieties
    Guest Column: Digging a Little Deeper: Dwarf Fortress, Fantasy Tropes, and World Building
    How Firewatch Illustrates The Tragedy Of Inconvenient Love
    Valkyria Chronicles Is A Different Kind of War Story
    Brendan Vance writes about how Dark Souls reflects modern life and history. Gita Jackson talks about how Dwarf Fortress allows you to create your own stories. Holly Green writes about how Firewatch deals with the part of a relationship not often explored, its ending. Alexander Kriss writes about how Valkyria Chronicles reconstructs the WWII story through the lens of humanism.
    10: Writing In Games
    “The unbelievably difficult part was, say I'm Batman, and I put down an ice bomb trap, and a guy hits the trap," said Bissell. "You have to communicate to the player, 'oh that was my ice bomb trap' without being so obvious...and  figure out things for these guys in their various state of alarm, to say "Ice bomb! He got me with an ice bomb! It's cold!" so the player knows it happened. Then you have to do that 10-15 different ways. And that's just an ice bomb. I thought it would be fun working on a game franchise I loved for a dude I loved and admired, and at the end of it I can say I never regretted my decision to be a game writer more than that. When it's Christmas morning, and it's like, 'Ice Bomb, I dunno,' it gets pretty grim.”
    Do you want to write video games?
    Blood, Sweat, and Dialogue Trees: How Games Writing Has Evolved
    Being Edited
    Leveling Up the Story: Rhianna Pratchett On the Changing World of Writing For Videogames
    Honest tales from the trenches of AAA game writing (throwing in one from 2015, because it's a good article, I didn't do this last year, and because I thought it was from this year and it took a long time to find)
    Why We Write About Games
    Why I Play
    I've shared a lot of writing on games but what about writing in the games industry, these articles by industry professionals talk about what the job really involves, having an editor, companies using internal or freelance writers, the difficulty of writing ambient dialogue, and how games writing continues to evolve. Gita Jackson interviews some other game critics about why they write about video games and Keza MacDonald talks about why she plays and writes about games and the reactions it brings from people.

    By WITHASTICK, in Frontpage,

    So this year we at Command thought it be a creative and interesting idea to present our Top 10 Best list for our respected fields. For myself it is the Top 10 Best PlayStation 4 Division Games of 2016. Before we get started let me go over briefly how this list was formed. First myself and my staff gather our own Top 10 Best Games list together, and made one giant list out of that list. From there we had the PlayStation 4 Division community members vote for themselves. Their votes formed this final list and where the games were placed. The more votes for a game, the higher placement on the list. So this list wasn’t formed by a single mind or a staff of minds, but a collection of thoughts. So enough romantic talk, these are the Top 10 Best PlayStation 4 Division of 2016!
    *A quick image to showcase our Top 10 Best Games if you wish not to scroll down or read.*
    10. Firewatch
    We start off the list with one of the early indie darlings of this year, Firewatch. The game itself has you play the role of Hank a man who escapes his life and runs away to become a forest preserve ranger. There we meet Delilah sort of our mentor, friend, and only person we ever hear from. From there strange events start to happen, which landslides itself into a mystery. The reason Firewatch may sit lower on the list is the gameplay itself and it’s own pay off. The game while beautiful and enjoying to listen to the two characters of Hank and Delilah banter, is mainly a walking sim. Having you go from Point A to Point B, to find item X or flip switch Y. And without spoiling much the pay off for this mystery adventure is lackluster, especially when compared to what it first built itself up to be. With that said it still earned a spot on our list because of its strength in storytelling and the two characters of Hank and Delilah.
    9. XCOM 2
    The sequel to the impressive hit XCOM: Enemy Unknown, XCOM 2 takes place in a world where the aliens had won the takeover of Earth. Now you a band of rebel guerrilla forces revive the XCOM project once more as your last shot to defeat the aliens and reclaim Earth. With each play-through being different than the last, and each character built by the personalities you give to them. Many members to this day still do play-throughs of all kinds including themselves and their fellow AJSA members in them. And I sure there will be more to come.
    8. BroForce
    This game is a old Metal Slug style, face paced, intense, explosive, 80-90’s action movie nostalgic jerk-off feast, and we fucking love it. Story? You’re action heroes re-imagined going through killing terrorist, aliens, demons, and the devil! Gameplay? Shoot/explode/punch/slash everything in sight. This game knows what it is, and what it has to do to keep players playing. It sits lower on the list though due to it’s sometimes weird glitching with co-op both online and offline. But that’s it, this game other wise does what it is set out to do perfectly.
    7. Titanfall 2
    Respawn Entertainment took the fan feedback from their first installment of Titanfall, and showed everyone they can improve. Including a fully fleshed out single player campaign, a much more in depth multiplayer experience, and more variety to them matches themselves. Instead of the Titans being classed by size (small, medium, large) they are classed by their abilities (laser, fire, sword, etc). Each the pilots themselves have unique perks built to their class of gameplay. And with the bonus knowing all dlc in the future of this title will be free. Titanfall 2 shows Respawn Entertainment unlike many developers do list and can prove by showing it in their products.
    6. DOOM
    It’s DOOM. You’re a super soldier, in a base filled with demons on Mars. Your objective, kill everything. This game is fast and smooth, with the beautiful shower of blood as Demons fall apart from you blasting them away. There never little I can say for DOOM and it’s single player. It’s Multiplayer, well, let’s say it shouldn’t have been included and does hurt DOOM.
    5. Dark Souls 3
    From Software brings us the final tale (supposedly) within the Dark Souls series, with Dark Souls 3. You favorite “You will die” game returns, and hits harder than ever. Increasing its roster of bosses, expanding on the mechanics needed to defeat enemies, sending you to weirdly beautiful haunting locations. With more improved game mechanics, honing in on what makes their series so great. If this is truly the final installment of Dark Souls 3 (for a long time at least) than it’s a hell of a game to take a bow with.
    4. Final Fantasy XV
    Final Fantasy XV is the completion of a 10 year development journey, that follows twist, turns, highs and lows. After having whole development teams switched, even the directors of the game were switched during it’s development process. In the end Final Fantasy XV was released, and from its feedback is seems to be the “return to form” many fans of the series hoped for. It’s open world can get players lost to the sights alone, the unique dungeons and endgame dungeons are characters of their own, the gameplay feels well polished for what they were aiming for, and there is a lot to do in the game leaving with hours of content. Though with that said it has some negatives; the story while interesting leaves some holes opened leaving you to search out answers yourself, the side quest can seem repetitive and mainly are fetch quest, some of the later and endgame gameplay mechanics don’t mesh too well with how the game itself works. Even with those flaws this game just has a character to it that continues to bring you back into playing it for another long night session.
    3. Uncharted 4: A Thief’s End
    Shockingly I thought this would sit higher on the list. Anyway, Uncharted 4 follows a now retired treasure hunter Nathan Drake who is lure back into adventuring from his long lost big brother Sam. The two of them now travel across the world to uncover a lost treasure they attempted to find so long ago. Without spoiling much, this game in how it handles itself is one of the finest final installments to a game series ever made. It’s a love letter of Naughty Dog to it’s fans of Uncharted, and hell all of their past games. The way this games ends will bring a smile to your face as you know this is Nathan Drake's last adventure, and final good-bye. Thanks Naughty Dog, and Amy Hennig for bringing us this series.
    2. Battlefield 1
    Honestly figured this would sit lower on the list, but hell here we are. Battlefield 1 is a great example of fans showing a game should triumph because its developers listened. In a time where sci-fi/future shooters are becoming the stall norm, DICE decided to go back to World War 1 or The Great War. To showcase to us a war we’ve never seen done in a video game by a triple-A developer. It’s single player being the strongest in recent installments, having you follow different soldiers across different times and fronts of The Great War. The multiplayer feeling epic, intense, and heavily invokes destruction levels similar to Bad Company 2. I personally can’t wait to see what DICE plans to do with Battlefield 1 in the year to come.
    1. Overwatch
    Overwatch is a hero shooter developed by Blizzard Entertainment the people who brought you game series like; Starcraft, World of Warcraft, and Diablo. It’s a team objective based game, having you selected from an ever growing roster of heroes. Each hero is unique in design and abilities, making no two heroes feeling too similar and all play different. It’s a game that has been patches on a monthly basis; ever tweaking heroes, maps, game modes. All while introducing new content on a monthly basis; New maps, new heroes, new game modes, holiday content. It’s a juggernaut of its own right taking the gaming community by storm and ever growing. It takes our top of the list not for what it is now, but it promises to become with every passing moment. It shows there is a hero in all of us and for all of us.

    By Conan, in Frontpage,

    Behold the Angry Army, Warriors of the Inner Sphere!
    Mission: We will be doing filming for the AJSA MWO Unit promo video. Those looking to enter the unit will be squared away. Tutorial is a required prerequisite. Expect to be recorded.
    Enemy: Each other or public pilots.
    Terrain: To be determined.
    Time: 2pm EDT, 01/07/2017. Duration: 2 hours
    Location: AJSA Discord-> MWO Dropship 1
    Command/Signal: BATCMDR BlackOpsElf will lead the event. RSVP by commenting below. Questions may be asked here as well. Please come ready to use your mic and communicate respectfully/effectively.
    See you there.