Rust, Naked and Scared Shitless

Rust

 

Garry Newman, the same person at fault for Garry’s mod, is the brains behind Rust, another in the line of games that wish they were Minecraft.  But where in Minecraft there is some sense of decency and still an air of fun for fun’s sake, Rust plunges you naked and screaming into a world that suffers from griefer syndrome.  Before I go off on the playerbase, the game itself is actually quite fun, for a pre-release.

First, you start naked, and who doesn’t like to be naked.  At least it is fun until the sun goes down, then you realize what this game is all about.  If a game about digging in the ground and building is called Minecraft, a more appropriate name for Rust might be Mancraft.  Aside from a free-flailing dangle-down, your inventory includes a rock, a torch and some bandages.  Of course, the bandages don’t heal you, just stop bleeding.  So when you are randomly spawned and an asshole with a fucking pistol chases after you shooting for kicks, your best defense is to fucking run for cover.  I recommend loosing him among rocks, but he’ll still get you with a shot or two.  The bandages help there.   So once it gets dark, you’ll say “Good thing Garry gave me this torch!” but that shit is like herpes, keep it to yourself or someone will cut your dick off.  Take out that torch, O, naked wonder of human deduction, in the middle of nowhere in pitch darkness and what do you become?  A blazing goddamn beacon of newb-dom.  If you have the presence of mind to try gathering resources upon being thrust into a new world, as nearly no one fucking does, you might have some resources, and that is all the reason most people have to cut you open.  For the rocks you were keeping in your bunghole.

So, it should come as no surprise that God’s own multi-tool, a fucking rock, is the most useful thing you begin the game with.  By all means, swinging this rock becomes a sort of divine experimentation when you begin as you try to gain resources.  Look in your crafting section and you might see things you can make and things you need to make them.  Rocks and wood are among the most necessary base materials.  Now, for wood you just hit the rock on trees.  If you find a wood pile, even better.  But when I was looking for rocks, I felt like Christopher fucking Columbus exploring the Atlantic ocean: lost as a cumshot in a snowstorm.  There are TONS of fucking rocks around, especially near the mountains, so you might try harvesting them.  Those are, however, scenery and you are running out of time.  So it is a rock-bashing experiment until you realize which rocks you need.

Do you really need to ask me how it's hanging?

Do you really need to ask me how it’s hanging?

So, if by some fluke of merciless fate you spawn during the day time and you were blessed with ample time to figure all this out and get the necessary resources, you might just be able to survive.  Did you go looking for food too? O, yea, forgot to mention that.  You have a hunger bar that depletes over time, and the more active you are, the faster it goes down.  So that shit goes down but fast when you start just about fucking anywhere naked.  Basically, unless you lay your ass down and prepare for death, your health bar depletes faster than you realize.  Now aside from the locations where prepared food can be found (and those are usually camped by tuna-eating lunatics with hatchets hoping for the last chocolate bar on Earth) you have to take that rock, which is a more reliable inanimate best friend at this point than the companion cube, and chase down chickens, pigs or deer.  Should you be the asshole undaunted by the challenge of running around in the open naked whacking deer with a rock, you find the reward is… chicken.  Wait, what?  Yes, everything you kill provides, for the moment, little, raw chicken cutlets.  Eat up! And promptly spew your guts out, because somebody just had to make it realistic and give you salmonella poisoning!  I swear to god, people – including me – are paying money for this.  So, once you have your materials and chicken, you can build a little campfire and get cooking.  It’s a good thing they didn’t include stomach grumbling noises for all the players on the island or it would sound like you were constantly being stalked by ninja whales.

By this time, it is likely the middle of the night and you have died at least three times.  Aside from hunger and salmonella, which is shown above by the green health bar, you will get cold.  At the time being, campfires are the only thing that can warm you up with torches and furnaces expected to do this as well in later updates.  At night is when the scary things come out.  During the day you have bears and wolves to contend with.  Originally it was zombies, but the devs thought this enemy was just too played out.  So they went the realistic route and make it so that you have to outrun bears and wolves that will maul you to death, slobbering over the idea of gnawing on your femurs.  The scary things I am referring to are the other players.  And these assholes are relentless.  I have played a number of servers that advertise their friendliness to noobs and ‘outlaw’ the killing of nakeds.  This just amounts to bandits not killing you on sight every time.  Sometimes they will see you, follow you a bit and then kill you.  And I have run into groups of players that rove and hunt noobs and still others that just kill whoever they feel like at that moment.  It’s like a page out of The Lord of Flies without the little boys.  That would end in rape, given the mentality you’ll regularly see.

But that really is the fun of the game.  That and building houses out of foundation and wall segments.  You can customize your own little mansion on a mountain, craft a rifle and start taking potshots at people wandering by.  You’ll probably be killed by someone doing just that during your first days.  Survival against all odds.  Every once in a while, as if the game wasn’t brutal enough, an airplane flies by and performs an airdrop.  This makes me laugh.  It’s as if civilization knows were here and, not only do they not care, but they are throwing finite amounts of supplies down at us and watching the battles ensue.  Did I mention areas are randomly irradiated? Yep, usually around where there is pre-packaged food.

just wait 'till I build an RPG launcher, you smug sons-of-bitches.

just wait ’till I build an RPG launcher, you smug sons-of-bitches.

So what pisses me off the most in this game?  Aside from everything else in this game that makes no fucking sense ever again, one thing that stands out are the visuals.  They developers put a lot of time and effort into making the game pretty.  The trees are variegated enough that you feel like you are in a  forest.  The grasses look like fields of gently-waving grass.  I mean, everything looks very very nice, so you get that ‘beauty of nature’ fix before dying a brutal death at the hands of almost anything within sight-range.  It’s like somewhere above the trees you can hear a melody soft and sweet that is clipped short by the gunshot travelling through your skull.  One of the most frustrating things about the game is that it is multi-player only.  You have to go find a server and deal with it.  There is no ‘remember your first game of Rust’ discussions on the Rust forums.  That shit reads like  a PTSD support group.  The benefit, however, is that all servers are using the same map.  No procedurally generated randomness to contend with here, so if you find a great place to build your house, you can fight over the same beachfront property with other people on another server.  Ain’t life grand?

Can you spot the socio-pathic, hatchet-weilding psycho?

Can you spot the sociopathic, hatchet-weilding psycho?

All-in-all, it’s definitely worth playing, especially for the $20 asking price on Steam.  It’s a bit of a niched game that caters to the “minecraft isn’t realistic enough about survival” crowd.  Weird that such a deranged genre would arise from such a harmless source material.  Well, as harmless as any source-material where zombies chew on your bones at night.

Spec Ops: The Line, Heart of Darkness

2268428-spec_ops_the_line_wallpaper

 

A man who is always angry misses the beauty of life.  So after beating this game in a few days, I admit this one fulfills my desire for art in games.  Spoiler alert: if you are so slow on your gaming schedule that the ending for a game that was released in 2012 is still unknown to you, fuck off. Stop here, go play and come back.  In reality, I served in the military for 2 years and this game would not disturb me any less if I never had.  But that is the key to art, isn’t it?  Beyond just being a nice painting or a pretty song, its goal is to make us feel something.  And the feeling from this piece is a mixture of dark and sullen emotions that directly confront the joy and fun of playing a game where you run around killing people all the time.  The worst, I think, that anyone who is a huge fan of Call of Duty, Battlefield, and any of the other “power fantasy” military games in this genre, can say against Spec Ops: The Line is that it didn’t make them feel right.  And in that it has done its job.  Note that I do interchange between you, your character and Walker when talking about the main character as you experience this through him and, because you control his actions, identify chiefly with him.  What happens to Walker happens to you.

You start this game doing reconnaissance on a post-disaster Dubai, a city known for being a major tourist destination in the Middle east for the ultra-wealthy.  Massive raging sand storms have brought unfathomably large waves of sand that cover everything in their path, and the only survivors huddle in between a few luxury hotels and casinos hoping not to die horribly.  Well, America sends in a Battalion led by Lieutenant Colonel John Konrad, said to be the Patton of his time.  After Konrad gets a couple thousand people killed trying to lead a convoy out of Dubai, he pulls back, hunkers down and tries to survive.  Military Brass orders Konrad and his men to pull out and give it up, but they stay put.  At some point a group of insurgents forms among the surviving civilians and they start to attack the men of Konrad’s Battalion, known as “The Damned” 33rd.  We find that this insurgency is led by the CIA with the aim of bringing down Konrad, his men and anyone left in Dubai in a final move by the CIA to cover up the failure of Konrad and thereby avoid bringing the ignominious facts to the world.  As far as the US government seems concerned, Dubai can just get buried and everyone remember it as a tragedy for which we did all we could.  Avoidance of disgrace.

When you first come on the men of The Damned 33rd, they are rounding up civilians with a DJ announcing loudly over the radio that they broke a ceasefire and that he had the perfect song to “play them off”.  He then starts playing some Vietnam era classic rock which makes the gunfight that much more exciting.  Now by this time you have seen a ton of dead bodies and are travelling from one CIA operative’s corpse to another trying to figure out what the hell is going on.  You never try to negotiate with the men of the 33rd, you just assume they are rounding the civilians up for unstated nefarious purposes under Konrad’s command.

After dispatching the civilian-corralling soldiers (whom, I might add, you never explicitly see shooting civilians but shooting upward to scare them) you move on to find a CIA operative being tortured, but it turns out he’s been long dead and you’ve been lured to an ambush by Konrad.  Another operative, named Gould, helps pulls your team’s ass out of the fire and you watch him get captured shortly thereafter while leading a diversionary insurgent attack against the 33rd.  Once you find Gould, you have the choice to save him or some civilians.  Gould dies either way.  Your character then decides to exact revenge on “The Damned” 33rd.  You infiltrate their camp and fire bomb them with white phosphorus, which, I might add, the 33rd used themselves in an engagement against the insurgents only a short time ago.  So you torch them like bugs.  As you walk through the devastation of the aftermath, charred men crawl from under humvees, you hear one man trapped in a tent begging for aid.  He dies shrieking.  Unless he was screaming for ice cream.  Which I doubt.  As you wade through the carnage, one surviving soldier with half a face left claims they were “helping”.  Your character Walker thinks a solid minute before turning to a tent at his side.  A large tent.  At the back of the base.  You enter to find the crispy remains of some deep-fried civilians.  To top it off, in the center is a woman corpse crouched clutching a child corpse, thus dissolving all notion of good will and, incidentally, Walker’s sanity.  While your friends nearly get into a brawl over their newly earned status as war criminals, Walker is just like “No, we have to push on.  Konrad made us do this.”

Honestly I would be struggling with a crippled psyche to comfort the gaping hole where my soul died, too.

Honestly I would be struggling with a crippled psyche to comfort the gaping hole where my soul died, too.

So it goes, you all push on, Walker thinks he sees some guys hanging by ropes with snipers trained on them.  A soldier and a civilian.  He hears Konrad’s voice tell him to choose one to live and die.  Later you find that they were desiccated corpses and there were no snipers, but, hey, you’re losing your last nut.  Why stop there?  After discovering a talkie with the corpses of Konrad’s former chief officers, you find later that the talkie never worked.  When a group of civilians lynches your sniper and translator, Lugo, you and your hitherto sane/reasonable assault squaddie just gun them down like dogs.  Sidenote, in true “shits about to go down” form, Lugo is the wise-cracking and likable squaddie.  They always kill the guy you really like when shit’s about to go down.

Later on you help the last CIA agent steal the water supply of the city and in a last ditch effort to keep it from enemy hands the fucker crashes the trucks and destroys it.  This ensures the complete annihilation of everyone left in Dubai in 4 days.  Oh I forgot, at some point before Lugo bites it you storm the DJ’s hideout and the sniper aerates him with a pistol. You fly a helicopter as an exit strategy, leave the tower a smoldering ruin and engage in a replay of the opening sequence to which Walker says “We did this already!”  At that point you should be like, am I losing it too?  Well, after a while your assault squaddie gets wiped out Alamo-style and as you run off you only see the flicker of multitudinous explosions behind you.  But nothing really concrete.  Either way, you know that a ziploc bag might be too big to send his remains home in.  I might add that during this last sequence the loading screens say things like “It’s not your fault” and  “You’re still a good person”.  Well, the reassurance did nothing to ease the growing knot in my guts.

So, you climb the stairs to the tower and enter under the premise of surrendering to Konrad only to discover “The Damned” 33rd surrendering to you.  I was confused since, usually, if they have enough firepower to make you surrender, there are at least a few of them left.  In the lobby though the so-stated remainder of the 33rd is like 12 guys.  Konrad summons you up to his loft where you find him painting a rendition of the above image like some kind of serial killer therapy patient.  Best part is, Konrad was never there.  How could he paint this?  Simple answer, he wasn’t and this was painted by Walker.

A little happy blue here and you capture that incriminating glare.

A little happy blue here and you capture that incriminating glare.

He disappears behind the painting and you follow him only to see a person sitting in a chair. Konrad’s corpse wearing something totally not his above hippy-gamer look. So he monologues to you over a montage of earlier events explaining that you have fucking lost it.  At one point you see Walker even talking to himself.  Now this is where the “Fuck me I am a horrible piece of human trash” realization kicks in.  In the final boss battle you basically shoot his reflection in a pane of glass before he shoots you and then radio for evac.  Among imaginary Konrad’s last words he says that after all this you can still go home. The final epilogue gives you the chance to surrender to some recon force or mow them down with an AA-12 and grumble cryptically over their radio “Welcome to Dubai” to their superiors.

So. There are a few things that piss me off here. Not in a typical rage sort of way but in a more “my brain won’t stop running over it for days” way. First off is Konrad.  As you and imaginary Konrad stand over Konrad’s corpse he says “Looks like Konrad’s survival was vastly overstated.”  Cheeky fuck. This implies, however, that he has been dead a while. Possibly the whole time, but you pick up the broken talkie further along in the game. So either your character lost his mind the first time you crashed the helicopter or Konrad died sometime after you heard him over your operational receiver but before you pick up the talkie.  Another thing to consider is the helicopter sequence.  Why do we see that twice? And how is it that Walker knows that this is the second time this has happened?  One theory I have is that everything that happens between the beginning of the game and the second helicopter sequence is the you reliving the horror of what happened up to the point where he truly loses all grasp on reality: the gunning down of civilians. As you gun down those civvies it seems weird as shit that suddenly your previously rational squaddie suggests and even begs to mow them down. So that makes it seems possible that maybe your squaddies have been dead this whole time and your character is sifting reality through his broken psyche alone and dying in the desert sun that his squaddies tried to stop his carnage, but in reality they were never there at all.  Perhaps even these are the events as they were imagined to justify a lunatic engaging in a murderous rampage?  And if Walker did paint the above masterpiece, that means he sees a whole lot of shit the wrong way.  Honestly, the implications are just too vast to be fully expounded upon.

The game makes you feel like an absolute piece of shit for finishing, too. As if somewhere that tent is still sitting huddled in an abandoned Dubai full of charred corpses. I mean, Konrad even says to you “None of this would have even happened if you just stopped” which automatically sounds like he’s talking to YOU.  The goddamn player.  Like, YOUR bloodlust and YOUR insane desire to see the game out to the very end and impassively dictate the actions of three Special Operatives as they murder Americans and torch civilians is more to blame than the videogame character Walker himself.  Not sure about you, but this one had me wiping the fingerprints off my mouse and keyboard.

Overall, this game made me feel.  And not just fucking feel but hard, deep and powerfully. Like ouch. It is a masterpiece of gaming that makes you ask way too many questions in what is supposed to be the conclusion and has been hailed by many as a redux of Heart of Darkness, a book written by Joseph Conrad. O, yea, that last name look familiar? It’s the ‘K’ threw you off, wasn’t it? And that was artfully redone by Francis Ford Coppola as Apocalypse Now.  Wasn’t the famous line from that “I love the smell of napalm in the morning”?  Well, Walker favors the sizzle of white phosphorus, but the homages to the film don’t stop there.  The DJ is a hippy-lingo slinging wastrel with trippy visuals in his broadcast hideout and a sort of “fight the power” vibe to him. AND he plays Vietnam-era classic rock over the radio for the murderous audience. AND the game’s opening screen starts with Jimmi Hendrix’s rendition of the Star-Spangled Banner! So, yea, this is a hat-tipping frenzy to rival an earthquake in a haberdashery.

My honest opinion is that this game is an example of what I feel videogames struggle with most: legitimacy as art.  This game sits in the same genre as Call of Duty and its ilk, but it is far beyond them all in scope.  I now feel I have to do this game a duty and reread Heart of Darkness (since I forget mostly everything about it) and watch Apocalypse Now (since I’ve never seen it).  If this game doesn’t make you feel at least a piece of all that, then fuck you.  You may be beyond redemption.  Anyways, this is my blog. Deal with it.

Spacebase DF-9, Everyone dies the first time

df-9

 

 

Or at least in mine they did.  Granted that was 2 or 3 alpha patches ago, but still, it is pretty fucking likely.  The concept is this: you build a spacebase.  To start you pick a sector of a spiral galaxy, like our own, and launch a pod out there.  And when I say ‘pick a sector’, I mean it.  You have this yellow glowie cross-hair that you guide along the picture of a galaxy as the readout relays four points of information: Stellar density, which controls how much matter is present at the game start and how often meteors hit your base, Warpgate Proximity, which dictates how often you get visitors to your base, Threat Level, which is how likely you are to get boarded by pirates and Magnetic Interference, which is how often derelict ships will randomly spawn outside your base.  I always tend to choose a sector with a decently neutral standing in all four, so I can get a well-rounded Spacebase experience.

Now, I say you’ll probably die the first time, and it isn’t my lack of faith in you.  But the help prompts that teach you what to do take a second or two to read and there are a few of them.  By the time you realize you can hit the spacebar to pause it and still dictate orders, there is a good chance 5 of the 8 minutes of starting air in your citizens’ space suits will have run out as your citizens marvel at the star-strewn void.  From there it is a trainwreck on a timer as you struggle to understand and then implement what you need to do to actually get a jump on things.  Like the developers were like, “Heh heh, wait two prompts before mentioning the air supply” so they could imagine you going “Oh, fuck, we need to breate!” and building a slapdash airlock with duct tape.  My first time I was enjoying the setup of corridors between rooms before everyone suffocated.  Then I said, O! I can make oxygen recyclers!  Now worries, though, it doesn’t take away from all the fun of it!  Just takes you out of the game a second so you can admire the amazingly sarcastic humour of the developers as the “Spaceface” logs the citizens issue range from whimsical to darkly hilarious while their faces turn blue.  I get the feeling that this game was made by Brits, cause the witty sarcasm comes into my head in an english accent. Just seems to fit.  Also, don’t forget, that the little box you guys were shipped out to the ass-end of the black in can be torn apart so you can build a closet.

Once you get your guys doing push-ups in a fresh, new artificial environment, however, you’ll see just how important that little bit of matter really is.  I mean, if you picked anything below neutral for Stellar Density your miners have to float like turd nuggets across a toilet bowl to get to the nearest asteroid.  Quite entertaining.  So you get your mass factory up and running, miners mine, security patrols, builders build and you still have aimless morons doing calisthenics in the life support room.  Well, sleep turns out to be important.  Oh yea, there is food too, but early on you learn that you can put food replicators in every room and to get fresh food, you need like everything else you can possibly build beforehand.  So, you get to watch your matter bounce a little as people eat food made out of space rocks.  While this happens, your proximity to the nearest warpgate becomes apparent as every asshole within a hundred lightyears comes by to sample your nutrient paste. No, that is not a blowjob joke.  Also, derelicts appear out of nowhere that might harbor bugs, killbots raiders and god knows what else.  Hopefully you’ve recruited someone that can shoot a gun or it’s rock-paper-scissors among your dumbass security team as to who goes into the dark foreboding derelict vessel first. And, while you can see everything on your base, derelicts appear as black, sharp-edged geometric shapes that might actually be leftovers from videogames of the last century.  Should you have gotten a higher Stellar Density you’ll be thrilled with all the building materials, right up until you get bombarded by space debris every twenty minutes.  No worries, though.  When it happens a large target comes up a good time before the debris hits so you can get any citizens out of there.  Granted, if they’re sleeping in a room that gets hit, you get to watch them wake up halfway through the event in a room full of smoke and alarms… if you built the alarm panels.  Either way, they are going to be running out of there looking for the fire extinguishers… if you built them.  Heh heh heh…

Putting out the flames.. with LASERS!

Putting out the flames.. with LASERS!

 

No. The fire extinguishers don’t really fire lasers.  So the key here is anticipation.  If you get your food replicators in early, you can keep them alive long enough to get them a pub and real food.  But that leaves some other frustrating issues.  Remember, though, this game is in Alpha!  If you are easily frustrated by bugs, just walk on by the window.  One of the biggies I have noticed is that it takes a fucking army of technicians to keep everything in working order.  And even then someone might neglect to fix the airlock doors allowing everyone to get sucked into space and die.  And the technicians won’t really fix it that much.. like 5%!  And they still walk away from that shit for a cold beer like “Well I have done my civic fucking duty for the next twelve hours!  Nothing bad will come of this!”  They have tweaked it in some recent Patches, but it still feels like it takes half the fucking population to fix all the gear you have onboard.  Then there are the stupid ass ways people can die.  Like, are you pissed that you built a room shitty and just want to tweak it?  Better get everyone out first!  The builders will demolish a wall with a non-suited person in the room, sucking out all the air in the process.  Your citizens will run around like lunatics and either a) run out the door to safety or b) dive out the breach into the frigid embrace of their own demise. I mean, the bodies don’t even stick around so you can harvest matter!  Although, if your people die onboard (i.e. eaten by space bugs, killed by robots, build themselves into a room you forgot about and starve to death) their corpses just lay there as a grim reminder to all the others where it’s all headed. No morgue or medbay.  Just pile the empty husks of your departed friends in the middle of the room.  Your can’t even send them out the airlock.  Me I’d want to eat them since you can’t raise any kind of animals onboard. Protein intake would be relegated to plantlife and your own ejaculate.  But, hey, you can have a gym and videogames on the spacebase, so it’s not all bad!  This is a fantastic example of a pre-release bonanza.  The game is broken in ways. Many real and funny ways.  Sure, you cleverly developed this habitat specifically for your various human and alien citizens.  Now watch them all die in bizarre and horrible ways.

The thing that really really pisses me off about this game isn’t the glitches, though.  It’s the fucking weird ass naming conventions!  I mean this race of.. err.. space chickens…(?)… have names like Jeff 52938442. Yep. Luckily you can rename them, but when someone befriends the newly christened Jeffarious, it’ll say friends with Jeff 52938442. Yep.  Annoying.  There is also the matter of personalities.  Each citizen has their own individual personality! Yay! They’re special!  These personality traits dictate what job they will be happy in the longest.  And NO ONE is happy as either a builder or a miner long.  Regardless of how good they are at it.  It used to be that this would lead to depression and eventually someone would “forget they were out of air” outside and suffocate to death. Then their friends would fall into depression and stop eating, then die.  Eventually the whole base became a noncommittal, Sam Neil-less emo redux of Event Horizon.  But with a fix, now we can move on after a death and maybe only their friends will jump out the airlock doors.  Unfortunately, this means the state of the game as of this post boils down to a constant juggle where you want your people to be happy and do ‘fun’ jobs, but need to get shit done and have to force unskilled morons to do hard labor for a couple weeks at a time.

Overall, if you like simulations, laser battles and sci fi games, this is a great buy.  A little pricey for an alpha game at 25 dollars American on Steam, but it’s Steam.  If you are that stingy, just wait until it inevitably goes on sale.

Steam and its box

steam

 

Possibly the best thing ever invented for gamers.  When this baby came out in 2003, it forced a fuck-ton of Counter-strikers the world over to download it.  It was a little rough around the edges and infuriated a LOT of people, but Valve cleaned it up and it is now the first thing I download on a new rig after Chrome.  It’s like iTunes if iTunes let you keep everything you ever bought rather than limiting you to 5 downloads.  Assholes.  But Steam sells you the licence for the software and you can download, uninstall, download, uninstall etc. ad infinitum.  Why am I even bringing this up? ‘Cause I fucking LOVE it!  I am currently debating with myself where I want to get the above image tattooed on my body.

But its other fantastic features include non-video game software like Maya, fantastic sales, an immense library of indie games and community-selected greenlighting on games.  If you don’t use Steam Jesus doesn’t love you.  If you still hold fast to your skepticism, you can make your friends buy you games you like by adding them to a wishlist, gain early access to pre-release games, earn achievements and check out any number of stats on games you love.  It even recommends games to you based on games you already play!!!1!11!  If you still think this isn’t for you, go get a console.  I will always love you Steam.

Valve-SteamBox

Oh, right.  Need I mention the Steambox?  A console that you can use to play Steam games?  Xbox and PS4 won’t even know what hit them.  I have been saying they should make this baby since 2005!  Of course, I just googled ‘Steambox release date’ and I found this article calling it the Steam Machine.  It was updated today, too, but there is no release date.  It looks like Valve is just like, “Fuck your consoles, get a console that lets developers push the envelope, would ya?”  That is nice to hear since us PC gamers look at the console wars like a bunch of retards arguing over their favorite color flower.  But everyone in the world plays console games ( as they want you to think ), so in a lot of ways gaming has been held back repeatedly by its slowest evolving component.

This offers a chance to up the ante in the console wars.  Maybe.  You can talk a mean talk, but when your new console boasts an i5 processor, 16 gb RAM and an NVidia GTX 780… Hey. That is almost exactly what I have in this computer.  I just built it, and it cost me $2000 on Newegg.  Granted, it has a much larger case a monitor and a new mouse on that price tag, but the processor, graphics card and RAM altogether will run you around $1190.  Granted, the Steambox doesn’t have a centralized developer.  It’s licensed out to developers and each of them makes a version of the system that will match the base requirements for running Steam, not any particular games.  A netbook could probably run Steam, so that worries me.  If this system is going to sport the power of my system and be like $900, what is the point of getting a bitchin’ computer rig?  At that point only computer hobbyists would, but I doubt that such a competitive price is even possible.  Oh, wait, did I say competitive?  The PS4 and Xbox One are half that price albeit with a fraction of the computing power.  Did I mention that Valve is hinting at virtual reality support? True life.  Just scroll to the section of the aforementioned article labelled ‘Virtual Whispers’. Sounds kinda sexy.  And there is the point that the Steambox’s controller looks like an alien pleasure device.  Who is supposed to use this thing, jedi?  There are prettier versions, but it looks as intuitive at first-glance as a Ouija board.  I am a proponent of what Valve’s Steambox proposes to do, which is ass rape its competition until they are firmly relegated to historical footnotes, but at what cost?  I would say that innovation is the key to owning the future, but sometimes it can lead you to the Wii U.  And as this guy details, such shenanigans will lead you to ruin.  I hope they know what kind of shitstorm this is setting up because if Valve is not careful they’ll be the ones left without an umbrella.