Final Fantasy XIV: Stormblood Hype

I cant wait to return to Eorzea! My history with Final Fantasy is admittedly somewhat limited. On the PS4 I spent a blissful month playing through the base storyline of A Realm Reborn as a Lancer ,and later as a Dragoon. And while I eventually reached Heavensward content, and began my journey through Ishgard, life happened (or more likely other games grabbed my attention) and my subscription lapsed.

I’ve often thought of returning, but I suppose I just lacked the motivation. With the release of the upcoming expansion, Stormblood, that motivation has returned.

But I find myself in a unique position. While I played through ARR on PS4, I want to play on my gaming laptop, because A) It’s a beast and will look and play better than the PS4 version and B) the portability factor, as I travel a fair bit and would love to play XIV on the go.

And so we come to the controversial topic of jump potions. I will be using them, as I have played through ARR and don’t want to force myself to play through ALL of that content again. I think I will play through Heavensward though, as I missed that and agree with the majority of XIV fans that the entire point of this MMO is its story focus…

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But now I can play as a Samurai! I know, real original right? Rather than grinding Palace of the Dead to reach level 60, I will play through the Heavensward content as this new DPS class. I’m playing around with the idea of Twitch streaming this, maybe for new players who are jumping right into Stormblood, but want to see some Heavensward content.

So to do this, I have pre-purchased Stormblood on Steam and created a new character for this purpose. His name is William Adams (a little historical samurai reference that I was pleasantly surprised no one had taken), and I’m on Tonberry, with my fellow Australians.

So I’ll be jumping ARR, and boosting a Dark Knight to level 60. That will allow me access to the samurai trainer, and also let me play another new class (at least, new for me), while simultaneously avoiding the horrific DPS Duty Finder queue that will inevitably happen once everyone and their mothers start levelling Samurai and Red Mage.

So what do you think of my plan? Any tips for a newish player, or advice from any veterans? WordPress seems to have a vibrant XIV community and I look forward to hearing/playing with you all!

Final Fantasy XIV: Stormblood releases on the 20th June, 2017, with early access beginning on the 16th.

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Waterfield Designs Gaming Cases – Nintendo Switch and PlayStation Vita

I love gaming accessories, I really do. And for me one of the most crucial accessories a portable gamer can have is a carrying case, to keep those precious devices safe from any mishap that life might throw at you. But there are just so many to choose from, and we as gamer’s have different needs and expectations of a carrying case. There are the heavy duty, almost military supply cases that seem like they might be a little bit overkill. On the other end of the spectrum we have the more light weight cloth cases that seem like they aren’t doing enough. Then of course we have branded cases, like the awesome Breath of the Wild Shiekah Slate case.

But recently I came across a little company based out of San Francisco that go by the name of Waterfield Designs. They make bags, awesome backpacks and even wallets. And they also make GAMING CASES, and they might just be some of the highest quality gaming accessories I’ve ever had the pleasure to own. What sets them apart, aside from the high quality of their make, is that they are stylish. They look cool, which is of course hugely important. They feel adult, like I’m not embarrassed to take them out in public. And while they are a little pricey, I truly feel like these cases are a long term investment I have made that to me seems extremely worthwhile.

Lets take a look at them, shall we?

 

 Nintendo Switch CitySlicker Case

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Material:
– Full-grain cowhide leather flap
– Ballistic nylon body
– Rear power mesh pocket
– Soft liner

Weight & Dimensions:
Switch CitySlicker: 10.5″ Length x “1.5” Width x 5″ Height; 7.5 oz.

Hardware:
-Optional 1″ Heavy Duty Shoulder Strap extends to 54″
-Optional 3/8″ Leather Shoulder Strap made from full-grain leather
-Optional 3/8″ Leather Wrist Loop made from full-grain leather
-Optional Aluminum Carabiner
-Optional Brass Nickel-plated Carabiner
– YKK locking zippers

Features:

  • Protects the Switch Joy-Cons from nicks and bumps
  • Optional attachments for carrying at an additional fee: carabiner, strap, or wrist loop
  • Includes a Microsuede lining for cleaning the screen when inserted in the case
  • Pocket for screen cleaner
  • Can be inserted into bigger bags or backpacks

The Switch case is actually what brought me to Waterfield, after doing a bunch of Google sleuthing. This thing is beautiful, you can really feel the quality and it even smells great. It starts out at $79 USD, which is pretty steep, especially as I am Australian and had to pay a bunch extra to get it half way around the world.

 

 

PlayStation Vita CitySlicker Case

PS Vita Case

 

Material:
– Full-grain cowhide leather flap
– Ballistic nylon body
– Rear power mesh pocket
– Soft liner

Weight & Dimensions:
PS Vita: 8″ x 4″ x 1″; 4 oz.

Hardware:
– YKK locking zippers

Features:

  • Assorted leather flap colors
  • Rear power mesh pocket for larger items including charger

Couldn’t leave my trusty old sidekick naked while his brother got a fancy new house, could I? The Vita case is awesome too, although you can tell that this  case is an older design, its buttons need some slight pressure applied to them to seal the case, where as the Switch’s are magnetic and lock into place by themselves. At $59 USD its a little cheaper, and fantastic value IMO.

Important to note, I’m not affiliated with WF, just a very satisfied customer. Take care of your portables people, look after them and they will look after you!

K.

Dark Souls 3: The Fire Fades Review

Let The Feast Begin

Developer: FromSoftware

Publisher: Bandai Namco

Reviewed for: PC and PS4

Played: 100+ hours

 

So much has been written about Dark Souls, and the Souls series as a whole, that its really quite hard to come at it fresh. By now, we know of the series’ legendary difficulty and the impenetrable lore that is hidden so deviously throughout its massive game worlds. Its asynchronous multiplayer is unique in games, and the formula (Fromula?) that has made the series so iconic has been aped by so many games now that “Soulslike” has even become its own genre. 

But even with all that said, there is just something so compelling about the complete package. The Fire Fades Edition collects Dark Souls 3 and its subsequent DLC offerings, Ashes of Ariandel and The Ringed City, into one enormous game that can easily eat up all of your free time and most of your sanity, if you let it. We are talking about dozens of areas, bosses, NPC’s, and hundreds of items and weapons and armour sets. All of this is built upon one of the most satisfying combat systems I’ve ever played, which somehow manages to keep combat encounters fresh and exciting right up until the credits roll.

This is due in part to the fantastic gameplay loop that has been the hallmark of the franchise. You as the player enter a horrifying nightmare-scape of an area, timidly encounter fearsome foes, and usually die a couple of times experimenting how best to engage said foes. As you become more proficient at foe slaying, you accumulate the souls that are used to strengthen your character and purchase items and equipment, but lose them if you die. You are given one chance to reclaim your souls, but die again and they are gone for good. And while the bonfires that act as the games checkpoint system allow for quick travel and a welcome reprieve from the oppressive kingdom of Lothric, they also cause most enemies in the game to respawn. It’s a simple loop, but its so very effective at building the tension that I find so addictive. Do I push on, for glory and untold spoils, or do I play it safe and retreat, only to have to play through an area again? Couple that with the fact that most of the time new areas can only be accessed after defeating some hideous boss creature, this element of risk and reward is incredibly engaging, and I subsequently spent most of my time playing on the very edge of my seat.

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This last title takes us to the kingdom of Lothric in which, like Lordran and Drangleic before it, things have gone very much awry. As the Ashen One, an Undead who has been awoken by the tolling of bells, it is your duty to seek out the Lords of Cinder and return them to their vacant thrones, by force as it turns out. The story is really open to interpretation and a whole community has sprung up around the lore of the series. After rolling credits I immediately fell down a rabbit hole of lore videos, in particular I enjoyed Vaatividya’s analysis and would highly recommend them. But something that isn’t brought up often enough in relation to the narrative is the quality of the voice acting, which is totally off the charts. NPC’s in the Soul’s really sell this grim-dark universe, and they range from the incredibly morose to the surprisingly comedic.

What I like most about the various narrative threads and quest lines in Dark Souls 3 is that not only are most of them optional, I was in fact not even aware several story lines existed on my first playthough. It was only after failing them, for apparently no reason, that I became aware there was more going on here than meets the eye. Unless certain prerequisites are met, NPC’s can die or simply just vanish from the central hub of the game (Firelink Shrine). And while some players might find that frustrating, this is a game that lends itself to repeat playthroughs, what with its multiple endings and near infinite build options and new game plus modes. Getting to see some of the more obscure story lines play out was incredibly satisfying, even if some of the triggers for certain events will be missed by the vast majority of players.

While a lot of players may have experienced the base game at launch, myself included, From’d DLC offerings are reason enough to plan a return journey to Lothric. The first, Ashes of Ariandel, was a tad too short for my liking. It more than made up for it with its fantastic final boss fight though, which is unique amongst all bosses in the Souls series. Set inside a universe contained within a painting, Ariandel is a land of frozen forests and wild beasts that mirrors the horrors of the outside world. It has a Norse aesthetic that is used effectively, and its sombre narrative provides an interesting trail of breadcrumbs that lead  directly into the second piece of DLC. I was expecting them to be self contained tales, and I was pleasantly surprised to find out how intrinsically they are linked.

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The monster design is up to par with the base game, and in particular the Corvian Knights are a ferocious surprise for the unwary. Similarly, the packs of deadly wolves that prowl the opening woodlands signal to each other and hound the player relentlessly. Less impressive are the groups of Follower enemies, inspired by the Undead Legion of Farron, who just feel a little too similar to basic soldier type enemies we have seen throughout the series.

The Ringed City, conversely, nails its environments and smaller enemies encounters but somewhat drops the ball in its boss fights. The journey through the Slag Heap is exciting and provides a real challenge to players with its combination of deadly environments and Angel enemies, that had me flashing back PTSD style to the first Dark Souls Anor Londo and its infamous Silver Knight archers. Upon reaching the Ringed City proper, the DLC really hits its stride both in gameplay and from a narrative standpoint. And while I was fascinated by the lore implications of what transpires in the closing moments of The Ringed City, which really wraps up the Soul’s series as a whole, it is ultimately let down by its final boss fight. While suitably difficult, after eventually slaying this final foe, I found myself kind of confused. The encounter didn’t feel like a final boss fight, so much so that I spent another hour or so searching for a path I may have missed, and I ultimately was left feeling unsatisfied, which isn’t what you want to come away from a game feeling.

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Dark Souls 3: The Fire Fades is a fantastic title that will keep players playing for hours on end, and long until the night. Ashes of Ariandel and The Ringed City complement the base game perfectly, and even if they don’t live up to it in terms of narrative and boss encounters, are a meaty addition to an already lengthy game. And it is content worth exploring, for the brave and skilled alike, and for the ash that seeketh embers.

Yes, indeed.

Blog Update 20/05

Whats going on, everybody? Thought it might be time for an update with what I’m doing here. I’ve just recently moved to Melbourne, Victoria, which is nearly the opposite side of Australia from my hometown of Noosa in Queensland. It’s a big change, going from a smaller coastal town to a very modern European style city, but I’m loving it even if it is currently freezing compared to what I’m used too!

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My first priority was to find gainful employment. I think I’ve got a pretty sweet gig lined up, so now I can switch some of my focus back to my writing here (and to PLAYING VIDEO GAMES), and start to look towards the future. The focus will be reviews, as that is the part of my wheelhouse that I’m looking to improve, and seems to be the best way to drive traffic. I’m kind of at a crossroads as to where to start though, as there are a couple of titles I would like to cover. While I will definitely try to cover newer games, there are a few older games that I’m tinkering around with at the moment, and I’d like to cover those too. Here are a few games I’m currently playing and am considering for review: 

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Persona 5

As I’ve been travelling these past couple of months, I’ve only had handheld consoles to tide me over. Now that I’m home, I can finally catch up on the big console releases that I missed, and the game I’ve been dying to dive into: Persona 5. It was absolutely worth the wait, and I am really enjoying my time with it. I’ve spent about 15 hours with it this week, but I don’t think it will be the game I review next. I want to take my time with it, and Persona games are almost designed to discourage blasting through the critical path. Its a once in a generation type of game, and I want to enjoy it at a leisurely pace.

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Darkest Dungeon

I’ve been fiddling around with Darkest Dungeon again, and ever since Red Hook released the Radiant update I’ve been thinking about playing it for review. Despite a couple of improvements that sort of make life a little easier, this is still a gruellingly difficult game and will probably require no small amount of effort on my part to see it through to the end. Super fun game though, and I think I’m up for it. Currently playing it on Vita, so I think it will be my off-game that I will play alongside something a little beefier, like…

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Dark Souls 3

I love the Dark Souls series, and while I played through Dark Souls 3 at launch, I haven’t touched it since. I think it’s time to return to Lothric, and experience the apparently fantastic DLC that From Software have released. The problem is, I will be playing on PC (with a PS4 controller) and will need to start from scratch. Strangely, I’m looking forward to returning to this dark and gothic world. It’s winter here and the weather is awful, so it just seems kind of appropriate.

 

And that’s kind of where I’m at, I’ll still be writing opinion pieces in the interim as I plug through the above games. I’ve got some cool handheld related accessories coming in the next couple of days that I might review as well, just to keep exercising that writing muscle. Let me know what you think, and feel free to recommend some titles for review, I’m open to anything!

Shovel Knight: Specter of Torment Review

Shovel Knight: Specter of Torment is the latest expansion to the fantastic retro platformer – Shovel Knight. Much more than just a rehash of the base game, Specter of Torment stands on its own thanks to its twitchy new move-set and badass boss encounters. It is standalone, and can be played independently of the original campaign, and is provided for free by the wonderful folks over at Yacht Club Games.

Specter of Torment doesn’t reinvent the Shovel Knight wheel, and that’s a good thing. At first glance you might think that its more along the lines of Yacht Club’s first expansion, Plague of Shadows, which I personally bounced off of. Its not, and that’s largely because Specter of Torment features eight brand new levels, as opposed to Plague of Shadow’s remixed stages from the base game.

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But the real draw here is the protagonist of Specter of Torment, the enigmatic Specter Knight himself. In the original Shovel of Hope campaign, Spectre Knight was my favourite boss encounter, and its a real treat to play as him here. His move set is completely unique, and it makes navigating through these surprisingly difficult stages a delight. This is a hardcore platformer, and a major part of that is due to one of Specter Knights most important new techniques, the Dash Slash. Requiring precision timing, the Dash Slash manoeuvre is initiated in mid-air, and cause’s Specter Knight to fly through the air in a vicious diagonal arc, damaging enemies and allowing the player access to normally out of reach areas. It’s simple enough to begin with and is fun and fluid to use, but some of the later level’s demand a mastery of this technique that was surprising. I was constantly impressed with the way Specter of Torment kept this mechanic fresh and innovative throughout the 3-4 hours it took me to complete the campaign.

The music and art style are much the same as in the original, with the 8-bit tunes getting some remixes. Both are of fantastic quality, which isn’t really surprising considering the love and attention Yacht Club has evidently poured into the base game. The Shovel Knight games really are a love-letter to a genre of games they are almost single-handedly responsible for reinvigorating. The story line was nice enough, told through flashback sequences interspersed between the regular levels. Its a little bit darker than the original’s narrative, and actually sets up the events of the main game, but it isn’t quite as memorable. Shovel Knight and Shield Knights tale was surprisingly heartwarming, and while Specter of Torment tells a serviceable tale, it really isn’t the main draw here.

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Spectre Knight also receives a full complement of new abilities, or curios as they are known. There is a decent variety here, from various projectiles to the ability to fly and even summon a skeleton ally. Personally I found the healing ability to be essential, and maybe even a little overpowered, as I barely found the need to use the more offensive powers. Red skulls are scattered throughout the game that allow the purchase of these abilities, and collecting them all can be really challenging, and some are fiendishly well hidden. This all adds to the games replayability, along with a much appreciated new game plus mode.

Specter of Torment is a super fun way to experience the already awesome Shovel Knight universe. If you haven’t played the original, you really should do that first, as its the contrast with the original that makes Specter of Torment feel truly unique. And if you do own the original, then you really have no excuse not to jump back in here. The series trademark humour and heart are on full display, and here’s hoping it continues with the upcoming King Knight expansion!

K.

 

Steins;Gate 0 Review

Steins;Gate 0 is a visual novel developed by 5pb and Nitroplus, and over the past week I powered through the 40-45 hours it takes to see its six different endings and earn its platinum trophy. It was certainly a whirlwind of emotions, and a roller coaster ride that I truly enjoyed, and I think you will as well. Before we dive into the review proper, lets get some basic housekeeping out of the way:

Firstly, Steins;Gate 0 is a pseudo-sequel to the original game, Steins;Gate. It takes place during one of the alternate endings of the original, but due in no small part to some masterful writing and the time-jumping nature of  the narrative, I consider it a prequel of sorts as well. It should go without saying then, that you absolutely should play the original game first. At the very least, consider watching the fantastic anime series. Also, considering this game features very little in the way of actual gameplay and consists almost entirely of reading a lot of text, it can be hard to discuss this title without at least referencing the events that take place within it.

And while I always do my very best to avoid spoilers in my reviews, it is virtually impossible not to spoil the events of the original Steins;Gate when discussing Steins;Gate 0. You have been warned. Got it? Good! 

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The Steins;Gate series is the tale of one ordinary mans all-out, no holds barred battle with fate and the laws of God and the universe itself. It’s incredibly in-depth narrative is not for the faint of heart, as it goes to some very dark places, but at its core is a tale of hope, faith in ones friendships in the face of adversity, and ultimately, of redemption. Like the best sci-fi, it is based in real world science, but very quickly goes off the deep end into territory that can only be described as fantastical.

So, time for some setup. In case you forgot, the original Steins;Gate story revolves around university student/wannabe Mad Scientist, Okabe Rintaro, who (with the help of some very likeable friends) accidentally invents a time machine and inadvertently sets off a chain of events that will change the world. As punishment for tampering with the laws of the universe and altering the past with an invention known as the PhoneWave (name subject to change), Okabe is forced to watch as his childhood friend Mayuri Shiina is killed over and over again, despite repeatedly attempting to fix the timeline and the events that cause her death. After a lot of trial and error, he discovers that by changing events drastically enough he can break away from his own Alpha timeline to a Beta world line, where Mayuri survives. But, in the Beta world line, it is Kurisu Makise, the genius teenage scientist (and Okabe’s potential love interest) that helped invent the PhoneWave (name subject to change) in the first place who is fated to die repeatedly. Also, in the Beta timeline, World War 3 occurs, which you know, isn’t great. The goal of the original Steins:Gate was to try and find a perfect timeline known as “Steins Gate”, in which both Mayuri and Kurisu survive and WW3 is averted, along with all of the drama that goes with getting there.

Still with me? Steins;Gate 0 pretty much just assumes you are familiar with all of the above, and drops you right in the deep end. I played the original multiple times around a year ago, and found that I needed a bit of a refresher course.

Set in the Akihabara district of Tokyo, the otaku Mecca, the story of Steins;Gate 0 takes place in the Beta word line, during the ending of the original game, but explores a different side of things. In this world line, Kurisu convinces Okabe to let her die, so that Mayuri can have a chance to live a happy life. Picking up several months later, the story begins with Okabe attempting to deal with the extreme depression and PTSD he has developed as a result of the horrendous events he has experienced. On top of that, he is wracked with the guilt he feels over not being able to save Kurisu. He destroys the PhoneWave (name subject to change) and swears never to tamper with the world lines again, and tries to live a normal life as a shell of his former self.

If that all sounds pretty heavy, its because it is. This game really doesn’t pull any punches, emotionally speaking, and expects you to keep track of a bunch of characters, concepts and timelines. All of the original game’s cast returns, and there are several new faces introduced that are integral to the plot. I suppose if the original game’s themes dealt with time travel and the effects of tampering with the past, Steins;Gate 0 deals with the ramifications of such a technology having been invented, and the power struggle and technological arms race that would inevitably ensue as nations and shadowy organisations scramble to obtain their device. An artificial intelligence known as “Amadeus” is also introduced and is pretty essential to the plot, as it possesses the digital memories of Kurisu Makise, and is the impetus for a lot of the decisions made in the game.

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All of this is presented in a series of incredibly long story vignettes. If you have never played a visual novel, the emphasis is on the “novel” part. The original game had some 40,000 lines of dialogue, and I would wager this one is even longer. While Steins;Gate 0 is available on consoles, I chose the PlayStation Vita version for the portability factor, and I would recommend it wholeheartedly. Basically, you stare at some admittedly pretty great looking characters that spout reams of dialogue at you (which is, impressively, entirely voiced but only in Japanese). The location are pretty great too, and are presented as static backgrounds for the talking character portraits. I have spent a lot of time in Akihabara, and to see locations and landmarks in this game that I have physically been to was an awesome nostalgia trip.

Not to beat a dead horse here, but I really cant overstate the fact that you don’t actually “do” a lot in this game. You have a cell phone that will occasionally ring, and you press a button to answer it, or to reply to text messages. And while answering (or ignoring) specific phone calls is actually how you access the different paths and endings that can be achieved, that is really all you as the player are required to do. For me, that was fine, visual novels are something I have grown to really enjoy but they do require a lot of patience. Similarly, being set in Akihabra, Steins;Gate 0 really leans into its otaku and anime roots, and that might be off putting for some. One of the games main characters, works in a maid cafe and wears cat ears constantly. She also finishes every sentence with “nyan”, because I guess that’s what cat-girls do? It can be a little grating, but as the quality of writing is incredibly high, I can forgive some of these very Japanese quirks. More troublesome, in my opinion, is the games treatment of Luka or Lukako as he is mockingly referred to. A male character that is described as being incredibly feminine, the jokes that are made about his perceived sexuality/gender made me a little uncomfortable. Its nothing too crude, but it is constant, and seems a little off in this day and age. Another complaint I have is there is very little indication of what kind of narrative path you are on. I straight up got the worst of six possible endings on my first playthough, and I could see that deterring some players who might not even know how or why they went down that route.

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In summary Steins;Gate 0 is a fantastic title that I really enjoyed my time with. I didn’t even mention the soundtrack, and I find some of the slower piano pieces it features popping into my brain even days after seeing the credits roll. While the game may go on a little too long (especially if you want to see everything it has to offer), the strength and originality of its narrative more than makes up for any short comings it might have. It can also be incredibly meta, in a way that is truly unique to the video game genre: as you achieve certain endings, you learn more about the overall plot, and are able to load a save file and take a different path through the narrative, just like the characters in the narrative do with the use of time travel. Its incredibly clever, and especially after unlocking the true ending, was something I really appreciated. I would recommend Steins;Gate 0 to any fan of visual novels, and the series as a whole to any Vita owner. 

Now if you will excuse me, I have some bananas in the microwave and I’m expecting a phone call. What could possibly go wrong?

El. Psy. Kongroo.

K.

 

WWII didn’t start on D-Day, and neither should Call of Duty

Or, why I’m tired of hearing the American side of the story.

Recently the newest iteration of the Call of Duty franchise was announced: CoD WWII. And with this latest entry the series is returning to its historical roots in much the same way that EA did with their Battlefield franchise. And personally, I’m a big fan of this. As a student of history, I always love to see developers delve into the past. The events of the 20th century shaped our modern world, with dozens of nation clashing in the most terrible conflict humans beings have ever engaged in.

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But if American portrayals of the war are to believed, the war was effectively won with the D-Day landings and the subsequent march on Berlin. With Allied soldiers closing in the suicide of Adolf Hitler would lead to victory in the European Theatre, and Matt Damon would get to go home. Similarly, this latest CoD will follow a familiar trajectory with its single player campaign being described thusly: “Call of Duty: WWII focuses on the actions of a squad from 1944 to 1945 in the European theatre of conflict, at a time when the Allied forces were starting to gather strength on their march into Germany. The campaign will cover fighting in occupied France, Belgium, and across the Rhine into Germany.”

During episode 490 of IGN’s Playstation podcast, Beyond, editor Marty Sliva (who saw the game behind closed doors) described the D-Day landing depicted in the game. This won’t be the first time CoD has depicted the famous amphibious assault, let alone the Normandy campaign, and it seems overdone to me. And that’s saying something, as I am an Australian, and we kind of wrote the book on glorifying botched naval landings.

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Speaking of which, Battlefields 1’s vignette style of storytelling allowed us to experience a lot of different perspectives that you don’t get to experience very often in video games. Being able to play as an Australian Digger during the Gallipoli campaign was a fantastic inclusion, not only because that particular battle is carved into the Australian psyche, but because I can’t think of another game off the top of my head that even allows you to play as an Australian, let alone an Italian or Bedouin.

And I think that’s the point I’m driving at here. Recently Polygon published an article titled “Call of Duty: WWII’s ‘diversity’ is nothing more than marketing”, in which the authors take umbrage with the diversity, or lack there of, in the CoD: WWII reveal trailer. That article is the reason I find myself writing this piece, just not for the reasons they were driving at. There IS a lack of diversity at play here, but it is not a matter of racism or sexism, it’s a matter of perspective.

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Let me preface this next part by saying that I appreciate the service of the military of all nations, not just my own. It’s a job I doubt I could take on, and I respect the sacrifice of the individuals who dedicate their lives to the service of their country, past and present. I also appreciate that the Call of Duty games are made by American companies, and have every right to depict their stories as they see fit. But the simple fact remains: the United States did not enter WWII until December 7, 1941, and did not land troops in Europe until November 8, 1942, with the advent of Operation Torch and the subsequent liberation of Italy. The D-Day landings, and the final push on Berlin wouldn’t begin until June 6, 1944. But the Second World War began on September 1, 1939, at which time the United States was determined not to be drawn into the war, maintaining a strict neutrality for the entire first half of the conflict.

That is not to downplay America’s contribution to the resolution of the war, the conflict would have ground on for years without them. And the United States were instrumental in the Pacific Theatre, doing a lot of the heavy lifting as far as combating the Japanese went. But I would like to see this conflict be explored BEFORE the bombing of Pearl Harbour. The darkest days of the war, and some of the most brutal, desperate engagements were fought without the aid of the United States. During the bleak early days of the conflict, when Hitler’s victory seemed almost a foregone conclusion, America remained neutral, despite the pleading of the Allied powers. There were three whole years of fighting before Americans arrived in Europe, and some of the heaviest fighting took place in areas that would be be fascinating to explore in a CoD game.

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For example, the fall of France. Once thought to be the greatest land power in Europe, and thus the world, the French were caught completely off guard by the stunning speed and ferocity of the German’s never before seen Blitzkrieg tactics. In just six short weeks, France would fall to the Nazis. I think we are far enough removed from the conflict now to explore the German side of the conflict and the elation they must have felt at this stunning victory. But to play from the point of view of the French forces, desperately trying to counter this new style of warfare and fighting for their very survival, would make for an incredibly emotional narrative experience.

Likewise, the contributions of the Red Army are often overlooked in the mainstream narrative of WWII. Long before American boots landed on the shores of Normandy, the Russians broke the back of the German army in the battles of Stalingrad and Kursk. Historians have often described the battles of the Eastern Front as having been fought with a desperation and ferocity that was virtually unknown to the soldiers of the Western front. To be fair, earlier CoD games in the series have touched on these events, like Stalingrad, but they barely scratched the surface. The Russians engaged the most elite divisions of the German Wehrmacht at the height of its terrifying power, and won (despite being woefully ill equipped, and suffering hideous casualties).

And personally, and admittedly somewhat selfishly, I would like to to see the African campaign explored, and play as soldiers of the Commonwealth. For example, Erwin Rommel, commander of the Afrika corp and arguably the finest German commander of the war, was undefeated in his conflict with Commonwealth forces in North Africa. Until he came upon the town of Tobruk, which was defended by a small garrison of several Australian brigades, some British artillery and a small contingent of Indian troops. Ordered to hold the city for a minimum of eight weeks, Tobruk was held for five months, despite Commonwealth forces being vastly outnumbered and under-supplied. Known as the Rats of Tobruk, because of the way in which the defenders would emerge from their trenches and foxholes and scavenge supplies from the fallen Germans and Italians, this name would (in typical Australian fashion) be worn as a figurative and literal badge of honour, who would afterwards take on a golden rat as their insignia.

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These are just a few examples of areas of the war that did not feature American soldiers. And while I imagine Americans make up a majority of the audience of gamers that buy Call of Duty games every year, even they must be tired of playing out the same tired scenarios. Take a page out of Battlefield’s book and let us see this conflict through different lenses! Some diversity, but not for diversity’s sake, could reinvigorate the franchise. After all, isn’t that why WWII is the setting this time around, because we all got tired of futuristic shooters?

What do you think, would you like to see a different side of this conflict? Let me know in the comments below, and as always thanks for reading!

K.