The last decade was saturated with FPS games that revisited the two World Wars, so much so that I was soured on the Battlefield and Call of Duty series for quite some time. This decade saw a turn towards modern day warfare, with the Call of Duty series then pushing even further forward into the world of fictional, future based combat. It was something of a surprise then to see DICE return to their old haunts, pulling themselves back from modern day to explore World War I. If I’m honest I was sceptical, the World Wars have been visited so many times that a fresh take on them seemed all but impossible. Surprisingly though DICE has managed to bring a fresh perspective to this well trodden field whilst retaining much of what made some of their previous Battlefield titles great.
Battlefield 1 visits many of the large scale battles of the first World War, picking out 6 different stories that you can play through. These include such events as the Battle of Cambrai during the Hundred Days Offensive, a fantastical air battle between zeppelins and the first fighter craft and even a show from the ANZACs as part of the Gallipoli campaign. There’s no story tying all of these different stories together, instead they each serve as little vignettes that give us a glimpse into the horrors of war from different perspectives. If there’s one thing that Battlefield 1 does well is impress upon us the true costs of war rather than glorifying the combat and sacrifice that the millions of troops made in this war.
The Frostbite 3 engine returns once again to the Battlefield series and brings with it the exceptionally high level of graphics that we’ve come to expect from this series of games. As all of these in-game screenshots will attest to Battlefield 1 is an absolutely stunning game, making good use of any amount of graphical firepower it has at its disposal. The environments are gigantic, brimming with detail and surprisingly destructible (if you have the right weaponry, of course). This will mean that you’ll probably need to spend a little bit of time tweaking settings here or there as the defaults seem to be geared more towards beautiful, 30fps gaming rather than slightly less stunning but buttery smooth game play. Of course such prettiness is really only appreciated in the single player campaign, rarely do you have a moment to think when you’re in the middle of a multiplayer match.
Battlefield 1 sticks to its roots in terms of game play with the equipment layout being instantly familiar to fans of the series. You’ll have 2 guns at your disposal (with numerous ones littering the map so you’re never wanting for something new to try out), a couple gadgets that line up with the traditional Battlefield classes and your trusty melee weapon. The war stories follow the typical FPS mission style with Battlefield’s trade mark open environments, allowing you multiple avenues to approach your intended goal. The multiplayer modes will be familiar, however there’s one new mode called Operations which are probably the best aspect of Battlefield 1. Other than that Battlefield 1 is pretty much what we’ve come to expect from DICE with the exception that everything is set almost 100 years in the past.
Combat feels much the same as it always has in the Battlefield series. You’re a small cog in a very large machine, both in the single player campaigns as well as the multi. Slow, considered approaches to the battlefield are rewarded whilst rushed, less thought out strategies are likely to get you killed. It’s the line in the sand that Battlefield and Call of Duty have drawn between each other, one favouring small scale, chaotic engagements whilst the other favouring large, more strategic battles. Whilst I tend to prefer the former I can see the appeal in the latter, especially when you’ve got a group of 5 or more mates to play with and can actually get some objectives done. However it can be an exercise in frustration sometimes, especially when you walk out of your spawn location only to be nailed by a sniper who you had no chance of seeing.
The Operations game mode, the stand out feature of Battlefield 1, takes its inspiration from Star Wars Battlefront’s Supremacy mode. Each map is divided into sections with points that need to be captured. Once each point is captured the enemy then retreats to the next section to start the battle all over again. The attacking team has limited lives however and should they run out the defenders win that round. When the attackers lose a round however they get reinforced by a giant weapon of war, potentially a zepplin or destroyer warship, which helps them turn the tides in their favour. This back and forth can happen a grand total of 3 times before the game is over. What makes this game mode so great is that it can feel like both sides are making progress at one point or another, preventing one side from completely dominating. Of course that’s not always the case but at the very least it feels little more fair than say Conquest when a really good squad can make the other team’s life a living hell.
The class system is the same as it always was with the only real change being the weaponry, all of which are from the World War I era. You have your medics which can heal and res, the support who will ensure you’ve got an endless supply of bullets, the scouts which will make sure that you can’t get anywhere without a couple shots coming your way and the assault class which is capable of dishing out endless amounts of hurt. Battlefield 1 also brings with it the hero class idea from Battlefronts, allowing a single player to become far more powerful than everyone else for a short period of time. You also have classes for the various vehicles including the calvary which can be both fun and a complete waste of time depending on good your enemy’s aim is. Indeed many of the ideas which were so-so in Battlefront have been refined significantly for their inclusion in Battlefield 1 and, hopefully, that means Battlefront 2 has a chance at being a lot better than its predecessor was.
Battlefield 1, like all games in this series, brings with it a certain level of jank that pervades both the single and multi experiences. I can’t tell you how many times the physics engine has completely bugged out on me with ungodly winds tearing flags and people’s capes in all manner of weird directions or tanks moving in ways that just weren’t possible. It’s certainly a lot better than it was in the beta, if the videos on YouTube are anything to go by, but the trademark weirdness that all Battlefield games built on the Frostbite engine have is ever present in the latest instalment. It’ll likely get better over time, as it always does, but you’d think that DICE would’ve figured out all the kinks by this point in the engine’s life.
The war stories were, for me, not particularly engaging. Whilst I’ll praise DICE for their depiction of the true horrors of war the experience was, for me, not the most enjoyable thing. That might be the point (and indeed I’ll applaud them if that’s the case) however it meant that after playing 3 out of the 6 campaigns available I simply didn’t feel the urge to play the rest of them. It’s a shame really as I’ve always enjoyed the various campaigns in the Battlefield series but this time around I just didn’t feel compelled to go back and play through them. This could also be a testament to how good the Operations mode was in comparison as I definitely drawn back to that, time and time again.
Battlefield 1 is an excellent return to form after the disaster that was Battlefield Hardline. The graphics return to their trademark industry leading standard, bringing us glorious battlefield filled with detail that few other games are able to deliver. The game play is familiar yet fresh, integrating the best ideas of the Battlefield and Battlefront series into a cohesive experience. The single player campaigns, whilst undoubtedly well crafted, failed to grab my attention like the previous ones have. Battlefield 1 also suffers from the few teething issues that seem to plague all of DICE’s releases of late; things that will no doubt be fixed but definitely sour the launch day experience. For fans of the Battlefield series the latest instalment is very much worth your time to play.
Battlefield 1 is available on PC, PlayStation 4 and Xbox One right now for $89.95, $99.95 and $99.95 respectively. Game was played on the PC with 11 hours of total play time and 26% of the achievements unlocked.
Flying Wild Hog’s successful reboot of Shadow Warrior three years ago was a boon for the fledgling development studio. Their initial title, Hard Reset, was a good but not great release, one that failed to attract mainstream attention but was successful enough to ensure the studio could carry on. Shadow Warrior did a good job of revitalising the IP for a new generation, capturing that same 90s feel whilst bringing some fresh ideas and experiences to the franchise. Shadow Warrior 2 looks to expand upon this idea, again retaining that 90s shooter feel whilst mixing in even more mechanics. The resulting game is far more varied but unfortuantely the veins of nostalgia only run so deep and I think they were bled dry with the last title.
It’s been 5 years since your failed attempts at protecting the world from the Shadow Realm resulted in it colliding with outs. Now humans and demons live side by side, for better and for worse. Lo Wang, after the betrayal of his employer, has escaped to the woodlands far away from the cybernetic metropolis that Zilla has created. To make ends meet he’s been doing jobs for the local Yakuza, using his skills and charm to get by. However when a regular job goes wrong he quickly finds himself caught in a battle between a mad scientist, the demons from the Shadow Realm and a new drug called Shade.
Shadow Warrior 2 uses Flying Wild Hog’s own Roadhog Engine which has seen significant development work between titles. It’s still a step or two behind what I’ve come to expect from the current generation but with the game’s focus on fast paced action the sacrifice is understandable. The environments of Shadow Warrior 2 are far more expansive than its predecessor, often with many more areas to explore and much more detailed environments. The colour palette is also much more varied, the mostly red/orange tones of the predecessor replaced with neon cities, dark jungles and tormented hellscapes. Like it’s predecessor Shadow Warrior 2 isn’t a game that’s meant to be gawked at, you’re meant to use it as a canvas upon which to reap your destruction.
At a core game level Shadow Warrior 2 doesn’t change much from its predecessor. The focus is still on fast paced, gore filled combat with an arsenal of weapons that will fit any occaison. The difference comes from the progression mechanics which are more geared towards an open world, Borderlands-esque system. Now enemies will drop varies bits of loot including weapons, augments and even new skills for Lo Wang to use. You’ll still level up your character by killing enemies and earning karma but now you also have the option of earning skill points through doing missions. The missions come to you via a board which allows you to pick and choose what you do, even allowing you to free roam areas to find secrets, defeat boss for loot or just grind karma to level up. There’s also a crafting system that enables you to improve your upgrades by combining 3 lesser ones together, although that system is a little more hit and miss than I’d like. Overall in terms of scope Shadow Warrior 2 is a much grander game than its predecessor was, one that will certainly appeal to the completionists out there.
Combat retains much of what made the original great: fast paced action, waves of enemies to dispatch and numerous skills with which to deal unending hurt on them. The various weapons and upgrades feel a bit more balanced this time around with the swords no longer being the one and only weapon you should use. Part of this comes from the crafting/upgrade system which limits certain augments to certain kinds of weapons, making some vastly superior for some fights. Shadow Warrior 2 also brings with it an elemental combat system with some (initially, eventually it’s all of them) having elemental resistances and weaknesses. This means you’ll have to swtich between weapons if you want to get anywhere. Other than that though most of the enemies are pretty generic with the good old fashioned circle strafe making short work of them. Not that I was expecting much more from a hack ‘n’ slash game, though.
You’ll progress at an unrelenting pace in Shadow Warrior 2 with all the skill, item and weapon upgrades that get thrown at you. On the one hand it’s great as even a short session means you’ll come away feeling like you’ve accomplished something. On the other though it can be a little overwhelming when you’ve got a massive inventory of upgrades to choose from and you’re trying to figure out which one you should use. Overall I like it and I definitely spent longer playing than I otherwsie would because of it. It could definitely use a little tuning to make it a little more approachable however, given the fact that not all players are obssessive min/maxers like myself. That being said it’d be hard to go really wrong with selecting upgrades and skills and, even if you did, it wouldn’t take long to realise it and rework your build in response.
The crafting system could use a little more polish as whilst it’s a good way to progress (especially when other avenues run dry) it’s far too random for my liking. For instance putting 3 of the same elemental upgrades together typically results in you getting the same element out, but usually with completely different stats than what you put in. Putting in different elements means you’ll randomly get one of the ones you put in and again with random stats. It’d also be good to be able to re-roll one aspect of an upgrade (by paying the requesite cash or whatever) so you could turn your trash high end upgrades into something useable, especially those ones with heavy negative bonuses. I think Flying Wild Hog is on the right track here, it just needs a little more polish before it can become what I think they want it to be.
For the most part Shadow Warrior 2 runs well however there’s one technical and one design issue that I think bears pointing out. Enemies have a terrible habit of leashing and teleporting around, feeling like you’re playing on a laggy server (even though you’re playing locally). This can be quite frustrating when an enemy decides to teleport inside a wall or behind you and then ruins you before you can react. This behaviour was particularly noticeable in the larger environments with multiple levels, something that seemed to confuse the AI to no end. Additionally the game’s difficult goes up in fits and starts, meaning that you can go from feeling like the game is far too easy to punishingly hard in the space of a single mission. This is something of a solved problem these days and, whilst I get that might be part of the appeal of 90s nostalgia titles like this, it doesn’t make for the greatest experience these days.
The story is, as expected, light on with the plot and heavy with the wang jokes. It’s a little more heavy handed than its predecessor was, lacking some of the seriousness and reflection of its predecessor to contrast Wang’s irreverant humour. Not that you’d be playing this for the plot, mind, but the previous instalment did a better job of striking a balance between the two aspects. Indeed the best comedic titles are the one that aren’t all comedy all the time, something which a few developers have forgotten of late (I’m looking at you Gearbox).
Shadow Warrior 2 brings with it the 90s nostalgia that many of us enjoy with numerous modern mechanics that ensure this is much more than a simple re-release. It’s much more broader than its predecessor was, taking on many characteristics of open world titles but on a smaller, more manageable scale. The introduction of multiple progression systems can be a little overwhelming at first but it does mean that you won’t be wanting for skill points or upgrades for long. Combat retains that 90s feel, favouring fast action over realistic encounters. The grander scale brings with it a few issues, both in technical and design terms, but none of these are beyond fixing. Overall, whilst I think Shadow Warrior 2 isn’t as great of a game as its predecessor was, it’s still worth playing.
Shadow Warrior 2 is available on PC right now (with PlayStation 4 and Xbox One coming in Q1 2017) for $39.99. Total play time was 12 hours with 54% of the achievements unlocked.
It’s only recently that chatbots have evolved to a state where they could be called truly conversational. In years prior they could really only respond to a line of text in isolation, unable to derive any kind of contextual meaning from the messages it recieved previously. This made them see stilted and awkward, often resulting in them receiting your words back to you in the form of a question. So when I saw Event, which bases the entire game premise around a chatbot, I was intrigued as the idea of having to massage a rudimentary AI into doing my bidding harked back to the fun I had messing with chatbots as a teenager. Whilst it’s far from the conversational AI that powers say the latest Google Assistant or Siri it is an interesting take on conversations as a game mechanic, something I’m interested to see explored more in future.
Event takes place in an alternate version of 2012 where mankind has made siginificant strides in space exploration. You were part of a team called Europa-11, sent to explore the moon from which the craft takes its name. However you were met with a catasrophe and found yourself adrift in space in an escape pod. Just as you were giving up hope that you’d be rescued a transmission from an unknown craft came through. It seems a relic of the past, a luxury space resort, has managed to stay active despite no contact from the outside world for years. The ships AI seems keen to help you get back home but first you need to gain its trust.
Event brings with it that trademark Unity look with passable graphics done in a retro-futuristic style. Since this is marketed as a story first game it shouldn’t come as much of a surprise that graphics weren’t the prime focus and indeed they’re a more than adequate backdrop for the game’s narrative. The environments do have a level of detail in them that’s above average for games of similar pedigree which is saying something for a first time indie developer.
Event’s core mechanic is your interaction with the ship’s AI, called Kaizen. You’ll interact with it through the various terminals scattered about the ship, clacking away at the keyboard as you try to convince the AI to do what you need it to do. There are some other, more traditional puzzle mechanics mixed in however for the most part you’ll be trying to figure out the AI’s motivations, the story of what happened to the ship and, most importantly, how you can get yourself back to Earth. Over time you’ll learn how to do things for yourself without the AI’s help, something that you may need to do if you want to accomplish your ultimate goal.
Mechanically Event is a little awkward when you first start off, the requirement for the full use of the keyboard when you’re talking to the AI precluding the use of the traditional WASD movement layout. This can lead to some frustrating moments as you try to move about only to hear the clack of the keyboard. There are many ways that this awkward control scheme could have been avoided, like making a prompt appear when you want to use the keyboard, but it seems this is a design decision made by the developers. You’ll get used to it eventually but it does make the opening moments of the game a little more frustrating than I would have otherwise liked.
The conversation system of the AI is a blend of a traditional chatbot with some rote sequences that are triggered by keywords, actions or in some cases inaction. The rote parts are easy to pinpoint as the AI will just keep blathering on regardless of what input you give it. In normal chatbot mode it’s somewhat conversational, able to pick up on some contextual elements, but it often gets caught up on keywords or syntax that trigger some of its pre-programmed routines. The developers billed the AI as having “moods” and that it would respond differently based on whatever mood it was in at the time. I definitely noticed that, it seeming to want to exploit my naviety about my situation at times whilst at others feeling guilty for doing so. Overall it felt like it was a middle of the road chatbot AI, not quite approaching the contextual sense of something like Siri but definitely a cut above most chatbots I’ve fiddled with.
The story starts off with a Firewatch-esque backstory text selection exercise which seemingly didn’t make much of difference to my experience. I have to admit that the conversational nature of Kaizen did make it more interesting to discover parts of the story, forcing me to attempt many different ways to elicit information from the AI. It was painfully obvious when I came to a block however as the AI would simply ignore most of my requests for further information. It would have been interesting to see what could happen if I could have essentially completed the game from the very first terminal, and maybe that’s actually possible, but as far as I could tell there were a certain set of actions you needed to do to make any meaningful progress. Overall the story was interesting although I think it had aspirations for a greater emotional reaction than it was able to elicit in me. Your mileage may vary and, with Event currently on sale, it might be worth the asking price to find out.
Event is an interesting experiment in exploring new ways for players to interact with games. It may not be the prettiest or most well designed game to come across my desk however the experience it provides is truly unique. The concept of a conversational AI being the main mechanic is something I definitely want to see explored further and Event is a great demonstration of what the mechanic is capable of. It’s a decidedly middle of the road experience overall however; good but not great, one for the fans of experimental games or those who are narrative first gamers.
Event is available on PC right now for $19.99. Total play time was 2 hours with 50% of the achievements unlocked.
Back when it was originally released Destiny wasn’t the game that many were expecting Bungie to release. It’s managed to see much success despite that however, attracting some 30 million players, a number that’s grown steadily over its 2 year lifetime. As a long time player myself it’s easy to see why as Bungie has been fervently dedicated to its player base since day 1, working hard to improve the experience and retain its fiercely loyal player base. Rise of Iron, which rumour has it will be the last expansion before Destiny 2 is released next year, brings us more of what made the previous expansion great but I’m not sure it’ll be enough to keep players coming back for another 12+ months.
Rise of Iron explores the history behind the Iron Lords, a group of guardians who formed shortly after the collapse to do battle with guardians who decided to subjugate humanity rather than defend it. After they brought down those early warlords they sought to rebuild civilisation and did so using any tools they could find. Once such tool was SIVA, a self-replication technology developed during the golden age. Despite Rasputin’s attempt to disuade them otherwise (including orbital bombardments on their armies) the Iron Lords almost unleashed a plague upon themselves. It was only through the sacrifice of all the remaining Iron Lords, save for Saladin and Efrideet, that they were able to seal it away. However the Fallen have found their way into the SIVA bunker and are using it to rebuild their machine gods, posing a dangerous threat to humanity once again.
As you’d expect from a console-based expansion Rise of Iron doesn’t bring with it any graphical improvements, looking just the same as it did on launch day. The UI elements have been given an overhaul once again, making things just a touch more usable and intuitive. The majority of the new content is in the Plaugelands which, being right next to the Cosmodrome, means it’ll feel familiar to any year 1 guardians making their return. The aesthetic is very much of the “future technology plague” vibe with vibrant reds and pitch blacks dominating the colour palette. This is a welcome change to the Taken King’s muted colour palette, something which tended to wear you down after spending so many hours trapped inside the dreadnought. All in all it’s still a very pretty game but it is starting to show its age, especially when compared to some of the latest PC titles.
The core game mechanics are unchanged, save for the few tweaks that have been made in the numerous patches since the previous expansions release. You’ll still be running around, shooting things and ducking for cover to regenerate your health. The light level progression remains the same however the routes to maxing yourself out are more varied, making the grind a little more palatable. There’s a few little quality of life improvements which make things a little easier like the infusion system now giving you all of the light level of a piece of gear rather than a fraction, saving on the grind considerably. Other than that Rise of Iron will feel very familiar to long time players and, honestly, I don’t think there’s much wrong with that.
Rise of Iron’s campaign is probably half as long as the Taken King’s was which, if I’m honest, was a bit disappointing. I had managed to convince my friend who originally got me into Destiny to come back for this expansion and we managed to knock the whole thing out in a single afternoon. Sure I’ve definitely got my money’s worth given the amount of time I’ve spent on it since completing it but I felt the Taken King expansion was around the right length. That and the fact that it tied much more tightly into the overall narrative and raid whilst Rise of Iron has it as a kind of aside. It wouldn’t surprise me if some of the story has been held back for use in content releases over the coming months to keep everyone coming back.
I have to admit that I felt the light grind was a little harder this time around than when compared to previous expansions. This is possibly because I couldn’t cheat my way to a higher light level with exotics like I did previously. However after talking to my brother he put me onto a few methods to get me the light levels I needed. Sure it was still a grind but at the very least I was seeing gradual progress. Combine that with a few raid runs, completing the incredibly complex Outbreak Prime quest and a few exotic engrams and I’m back to feeling like the guardian I was in expansions past. Of course I’m still very far away from the cap (now at 400 thanks to the recent patch) but at the very least I don’t feel like a guardian running around covered in tissue paper armour with a BB gun.
This expansion’s raid is probably the easiest I’ve ever played through although I think that has more to do with the maturity of the community and game more than anything else. Previous raids were plagued with cheese strategies, mechanics that would break at a hint of lag or mechanics that many people just failed to understand. This particular raid seems to be free of any such things, focusing instead on team work, co-ordination and communication. Sure the raids I’ve been in have still had their share of problems but they’ve all been recoverable, unlike the numerous hours I spent in Vault of Glass.
I also managed to find time to play through the recent Iron Banner which was a much more streamlined experience. Rather than having to get emblems, class items and boosts to make sure you’re getting all the rep you can it’s all done automatically now. It took me a couple afternoons playing to get to max rank which also netted me a few good boosts to my light level. Indeed it seems the theme of Destiny’s latest expansion is streamlining, something that all mature MMORPGs have been taking on board of late. For an old hat like myself it’s a welcome change, allowing me to spend the little time I have left on games and still make meaningful progression.
As always the Destiny told during your play through is only scraping the surface of game’s lore with all the good bits being held behind grimoire cards. For certain games I don’t mind this however I do understand how many would see Destiny’s story as shallow and unfinished. To be sure there are many things Bungie could do to improve it, and honestly should have done by now, like making the grimoire cards readable in game or simply fleshing out more things in cut-scenes or in-game dialogue. Still it’s enjoyable to see more of the world revealed to us, even if that’s through walls of text you can only read on Bungie’s website.
Destiny: Rise of Iron is another helping of what long time fans of the series wanted: more missions, another raid and a bevy of new loot to lust after. The base game which kept me playing for so long remains the same, Bungie intent on not fixing what isn’t broken. The various aspects that have been streamlined are welcome additions, making playing the game of Destiny just that much easier. The campaign could have been longer and more tightly integrated into the overall narrative of this expansion. The storytelling in the game could use some love as well; something that, done right, would elevate Destiny well beyond its current station. Overall Rise of Iron is an evolution of the franchise and time will tell if there’s enough meat in it to keep players coming back until the next expansion, or Destiny 2, drops.
Destiny: Rise of Iron is available on PlayStation 4 and Xbox One right now for $44.95 on both consoles. Game was played on the PlayStation 4 with around 40 hours of total play time reaching light level 373.
Ever since I started reviewing one game a week I’ve eternally struggled with managing my time to make that once a week post. As many of my fellow adult gamers will attest to time is an ever shrinking commodity, especially when it comes to leisure. So I started looking for games I knew I could finish in a week, something with a play time of maybe 4 to 8 hours, but the more I looked for play time stats the more I came up short. There are resources out there of course (How Long to Beat being the shining star among them) but for new games, the ones which people are most interested to see reviews of, the play times aren’t known until the games have been out for some time. So I did what any average coder would do, I started building my own solution to it.
Long story short: I’ve been collecting various bits of data from Steam’s Web API for some time now and it’s reliable enough to provide some insight into games that are released through it. Whilst there’s numerous aspects I could dive into I felt a brief, concise infographic done on a weekly basis would be an interesting exercise, one that would hopefully spur on further conversations about why games were popular, what developers are doing right and, of course, what they’re doing wrong. With that in mind I’ve spent the last month wrangling my data into a usable format and putting it into something digestible, the first of which you can see here (and the second of which precedes this post).
As with all infographics there’s a lot to talk about the data I’m presenting and this post will attempt to provide some insight into what you’re seeing, some of the decisions I made in presenting the data and why some things might not exactly line up with your expectations.
The data I’m using is all publicly available from Steam profiles. If you’ve set your profile to private I can’t see anything: not your achievements, your friends or even any kind of play time stat. That being said if you’d like to be excluded from my data collection just shoot me a message and I can ensure you’re not included in any future collection activities.
I’ve chosen to do this retrospectively as it takes around 2 weeks for most games to get good, reliable data.Thus these will always be 3 weeks in the past, giving all games that are released in that window a minimum of 2 weeks of data collection time before I make any results public. Typically this means I have a sample size of around 200,000 players to work with which I think is large enough to be representative of the larger Steam community. Indeed the few sample runs I did before publishing any of them seemed to line up with my expectations although I’ll be the first to admit that my statistical analysis skills have diminished quite a bit since my university days.
The first section contains some quick stats about the week with a comparison to the previous week’s stats. The one part which might get reworked in future versions of this is the “Top Genre” as this is just based on the number of games released in that genre that week. Indie seems to dominate this pretty much every week so if there’s another high level stat that you’d like to see included I’d very much like to hear your ideas.
The second section is the top 5 games, by total hours played (that I’ve observed), that were released in that week. This does mean that Early Access games, especially those that have spent a long time in the program, tend to stand out however I’ve made the decision to include them for a couple of reasons. For starters that does mean the game is popular and most of the time even the biggest Early Access games still lose out to big AAA releases. Additionally looking at other stats for some popular Early Access games that do eventually “release” they’re usually quite popular in their release week as well. If I find that’s not the case however I do reserve the right to remove them in favour of more deserving releases (although that hasn’t happened yet).
The map (which you can only access by visiting the blog) uses the same metrics as the previous section but at a regional level. If you’ve put your country in your Steam profile then its possible for me to see that and I can tag the play time with the region. The data I have is a little more fine grained than I’m presenting here as Piktocharts has around 170 countries listed whilst steam has around 250. There’s also a couple countries for which I don’t have equivalent data so they’re unfortunately blank. However this does serve as a good way to see what games are popular where and how countries differ from each other.
The trending section is the only one which branches out from games released that week (in fact it excludes them from this list). Trend scores are calculated using a Z Score that compares the average players in the game during that week to the month that preceded it. The higher the Z Score the higher they appear in the list. To qualify for the list the game must have attracted an average player base of more than 100 (to filter out games that went from say, 0 players to 10, which gives a massive score) and manage to maintain it for the majority of the week (to rule out games which trend for all of an hour, which isn’t much of a trend). The reason for trend is the most manual part of this infographic as I have to hunt down just exactly caused them to trend which can be rather esoteric on occasion.
The last section is a couple graphs of data that vary substanitally week to week and can speak to how the week’s games are fairing with the wider community. The hours spent playing, for example, shows the relative percentage of time players spent playing. The first section will always be the largest however the sizes of the sections change week to week. For instance I’ve seen the first section in one week span from 0 to 34 hours played whilst others only spanning 0 to 5. Weeks with broader sections would indicate that the games released that week were capturing players for longer. Similarly the last graph gives an indication of which genres were most popular, in terms of play time, during that week.
So, from now on, I’ll be providing these infographics once per week. I’m keen to see what you like about them, what extra information you’d like to see and what changes you’d make to them. If you’ve got any questions or comments feel free to hit me up on Twitter or through my public email address [email protected]