Tag Archives: Ubisoft

E3 Reactions — Elizabeth Tobey’s Top 3

The Division

by Elizabeth Tobey

For the first time in five years, I didn’t personally attend E3. While part of me was sad about missing out on such a usually huge event for me work-wise, the rest of me giggled with glee that I didn’t have to worry about trailers and appointments and booths and how I’m a germaphobe and detest shaking hundreds of hands.

Watching E3 purely as a spectator, with no proverbial horse in the game, was a breath of fresh air. It is, however, impossible for me to shed my (fairly cynical) perspective of the industry when I sit down to write about three trailers that stood out to me during the event. It’s so easy to critique negatively when you are sitting on the sidelines, but I know that every demo that went to E3 came with the baggage of long nights and perhaps some frantically couriered thumb drives with last-minute edits.

I’m going to start off by cheating a little bit and talk about the same game for my first two trailers. See, I have a problem with trailers that I can tell are fake: they either have gameplay I’m fairly certain was made just for the demo and therefore might never make it to the real game (so often it doesn’t) or somehow the dialogue is so forced and fake that I actually cringe when I hear it. Case in point is the gameplay trailer for The Division:

Don’t get me wrong. I applaud Ubisoft for showing off so much gameplay and I think it shows the game very well, but for god’s sake, people, gamers don’t talk like that to each other. When you are cooperating with your friend, you speak like a normal person and not in character. This doesn’t make me feel like I’m playing with my friends – it keeps making me realize this is a carefully scripted demo read by the devs to hit on the Key Marketing Initiatives for E3.

That being said, The Division absolutely nailed it with their cinematic trailer:

I don’t even really like cinematic trailers as representations of gameplay because – while they are great mood pieces and often artworks in their own right – they are CG, usually made by an outside agency, and so often the gritty mood of the piece (I’m looking at you, Dead Island cinematic trailer) does not carry in the slightest to the final game. That makes you even more disappointed in the end product than if you’d never seen the cinematic piece in the first place. But this trailer? I want to be a good guy (not the kind of good guy that when you think about it is actually a psychopath) and this trailer sells me on the desolation and the hope of the world they are creating.

Saving the best for last, The Crew continues to blow my fucking socks off. This year’s trailer, “Coast to Coast,” wins a special place in my heart not just because it used in-game footage that I felt was realistic and representative of the actual experience, but because it brought together the thrill of driving cars and made me absolutely giddy to do it online with my friends. The sheer scale of this game makes me want to play it right now thankyouverymuch – I have bought into everything this game promised and it’s a Day One purchase for me. The best part about me loving this trailer and game? I played it last PAX Prime and I was TERRIBLE at it. It was embarrassing. But that doesn’t matter. I need to play it, even if I’m the derpy pre-order Z4 that always gets smashed up, because that’s what friends are for and The Crew makes me believe that completely.

Elizabeth Tobey has been a Senior Manager of Interactive Marketing at Bioshock developer 2K and the Director of Global Communications at Defiance developer Trion Worlds. She is currently the Director of Marketing at Smule. You can read her thoughts on the gaming industry and other topics here.

E3 Reactions — Vanessa Tottle’s Top 3

Rise of the Tomb Raider

by Vanessa Tottle

When I was growing up, I had a lot of games. I think my parents gave me them because it kept me distracted and away from them for long periods of time. I loved the ones where I could play as women. Instead of watching someone else with perfect hair on a California sound stage kick the shit out of supernatural creatures, I could do it myself.

In Lara Croft, I found a woman who did everything the men did in action movies, but I got to shoot the guns, climb the ancient ruins, and drive the motorcycles myself. I do what I do now (paleontology) in part because I got to be a woman in short shorts and climbing shoes when I was just a kid who thought the world ended at the edges of my hazy town and couldn’t always be sure it would start again the next morning. Yes, Core Design expanded her tits in every sequel until Crystal Dynamics took over the series, but games were the one experience I had in having agency over anything, and Tomb Raider gave me the best games in which I had that agency as a woman. That opened up what I thought I could do in the world.

I have only been watching E3 for a few years, but Ubisoft blew the doors off this one like no other company before: their lineup included Assassin’s Creed Unity (AssU for short), Far Cry 4, The Division, Rainbow Six: Siege, The Crew, and Valiant Hearts: The Great War. Then they were asked why AssU and Far Cry 4 lacked playable women in the multiplayer. An innocent enough question. Ubisoft could have said female playables didn’t fit their vision or that they wanted to focus on some male-driven theme. Not perfect answers, but at least it would mean they had considered the possibility. Instead, they insisted animating female characters would have doubled their development time. Which is bullshit. Which their former animation lead came out and said was bullshit. Which, for a game being developed by nine studios, like AssU is, is especially bullshit.

So forget them. Why?

I’ve got an H.R. Giger Alien to face off against using only a motion sensor and a crème brulee torch. Alien: Isolation looks like everything I want in a horror game: dark and moody, a focus on sneaking around an overpowered opponent, survival against a constant threat instead of victory-by-shooting gallery. All set against a late 70s vision of our technological future and the vast emptiness of space. Its protagonist? Amanda Ripley, daughter of Ellen. Good thing, too. Like in Aliens, I don’t know that your average man with 20 guns could hack it. A woman with a blowtorch and a schematic? The Alien doesn’t stand a chance.

Why else? Because Faith is my Batman. The heroine of the first Mirror’s Edge returns in the second, which for a very long time looked like it wouldn’t get made. Faith slows down when she picks up a gun. It’s extra weight, and she has to use her hands to aim. In a first-person parkour game, that means death. She’s much better at navigating the architecture of a level to beat someone up, avoid combat altogether, or bypass conflict. Imagine playing a game that lets you be Jackie Chan. This is it.

And finally, Rise of the Tomb Raider. When Crystal Dynamics rebooted the franchise in 2013 with Tomb Raider, it kept the supernatural elements of the series and grounded everything else. When you fire a gun, it feels powerful. When you jam a pick into someone’s skull, it takes effort and feels revolting. It was more survival game than shooter or platformer. Lara’s world was no longer glamour and ritz, it was dirt and grime. She’s a woman who gets beat up by her opponents and her environment, but who gets back up again and again, always in the service of helping someone, discovering something new, or solving a mystery. If you’ve read anything I’ve written before, you know why that speaks to me.

So go back to the 18th century, Ubisoft. The rest of us have fucking games to play.

Vanessa is getting her PhD in vertebrate paleontology, with a special focus in geochemistry. She has participated in digs on four different continents. Eat your heart our, Lara Croft. You can read more of her work here.