So close yet so far. Small mistakes are costly even in video games
We are past the halfway point in this season of the open division and our performance continues to improve. Unfortunately our second game this week resulted in a no show from our opposition. Even though we get the win 3-0, we really wanted to play them and see how we would match up as this was a team of similar ranking to us. However with their team only contacting us 10 mins after the start time and then no further communication, we had no choice but to contact the tournament admins and register our opponents as no shows. That aside, our first match up this weekend ended up being an epic affair with us going down 3-1.
In our second week of competition we managed to get 2 games in as most of the teams in the division have now been finalized. While we still lost both games, after a week of soul searching and deciding just what direction to take our team, we have shown a marked improvement in our game play. While we are still far from perfect and where we need to be as a team, we are making great headway moving forward.
X-Pats Vs Cyclops Athlete Gaming: Going up against a pro team
So for our second game during the first week in the Overwatch Open League, we were matched up against one of the best if not the best team in the Pacific Division, Cyclops Athlete Gaming. A team boasting 3 players from the Japanese World Cup team. While our first game was a win by default (our opponents forfeited due to being in the wrong division), this second game was always going to be a one sided affair and a good eye opener for some of our players.
Could merging the 2 bring new life to the RTS genre?
So by now are aware of the leaps forward in VR technology and other peripherals that can go with it. One thing that has interested me with this current and future tech is how it can be used to redefine various experiences either in the gaming world or within the real world (especially how that tech can be used in DJn, check here for an article I wrote a while ago on this)
But in this quick article I’m going to talk about the use of this technology within a specific game genre, Real Time Strategy (RTS) and games like Command and Conquer or WarCraft.
This was written as part of a look at how popular gaming stores and markets have faded away over the years in Korea. This article was my contribution covering Kukje.
In the second part of our installment looking at hot gaming markets in Korea, I took a trip to another popular hot spot, Kukje Electronics center. Located near Nambu bus terminal, Kukje sits in a big multi-level complex sporting many different electronic goods and wares over several different floors.
Why after playing 12+ hours of Final Fantasy XV, I am concerned
I am a big fan of Final Fantasy VII. I love the game. The story and the battle system esp are things that standout in my mind when ever I think about that game and it is one of the few open world type games I have played twice. I have a lot of love for the Final Fantasy Series in general, even thou it has had its ups and downs along the way, it has still provided some great and epic gaming memories.
What you need to know about Blizzards ambitious project
The esport industry has been steadily growing over the last decade alongside an already booming video game industry. The industry is said to have produced an estimated $493 million dollars in Revenue during 2016 which is up 50% from 2015. The video game industry as a whole is estimated to break over $100 Billion in 2017. For some perspective, the total box office ticket sales in 2016 was around $38.6 billion. The North American Sports market in 2015 was sitting at $63.9 billion. So while esports doesn’t have the big numbers yet, nearly half a billion dollars in revenue in an industry that is exploding ahead is nothing to sneeze at. Esports is also excelling in viewership numbers of it’s major events. League of Legends has been one of the biggest esports in the world both with popularity and revenue. In 2016 43 million people tuned in to watch the world championship, 2nd only to the Intel Extreme Masters topping out at 46 million. With more and more people turning away from TV and focusing more on social media and live streaming platforms like twitch where esports thrives, the popularity of esports will continue to rise.