COD: Infinity Warfare CEO Response



It’s time to go Gladiator style on the new Call of Duty game after the thumbs up – or should we say number of thumbs down (dislikes) – of the Infinite Warfare reveal trailer beckoned a question from an investor to the Activision CEO during a recent conference call. The trailer, which has a record number of dislikes, doesn’t seem to be phasing the CEO, Eric Hirshberg, who is actually staying positive that the fan base is so responsive:

“First of all, you’ve gotta love the passion of gamers. This is an industry like no other. And we love that our fans treat this franchise like its their own and have such strong points of view about it. There just aren’t many entertainment franchises on Earth that can generate the type of passion that Call of Duty can. That’s a good thing.”


Hirshberg went on to comment on the split in the COD player base between those of us (*cough, me*) that prefer the old-skool historical battles over the futuristic-ness of all the games since BLOPS2:

“Secondly, of course we know that there are people in our community who are nostalgic for the boots on the ground style gameplay, and that’s why we made Modern Warfare Remastered. But we also have millions of people in our community who want to have new innovative experiences in the game each year, and Infinite Warfare is going to deliver that.

And the good news is is this year we found a way to deliver both in one package while keeping our community together.

And while of course we see the passionate opinions online we also look at other measurements and the fact is, although its very early, the preorders are off to a very strong start. Views of the reveal trailer are up. And in fact the number of likes per view on the Infinite Warfare reveal trailer are also the highest we’ve ever seen.”

He also commented that a similar initial reaction was seen when Black Ops 2 was revealed yet it was the most successful game in the franchise to date with the remaster being released with the game this November.

Let us know what you think – will you want to see more micro-tanks running around the battlefield and pew-pew lasers or were you hoping for some “boots on the ground” so to speak? Until then, the reveal trailer is below.

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Spreading my writing

Well, trying to keep my writing up I have made a small contribution to the Xbox One UK page, which is pretty cool. Will be making regular writings on the news over there with the first on the link below!

Fallout 4 has Mod Support incoming!

But fret not – Timlah and I are in the process of writing a bigger piece on one of our all-time life-changing games. Did you think I had got through them all?! Of course not!

Stay tuned!

The Quest of Twitch

I guess it’s easy to become one of those starry-eyed gamers who dream of becoming a type of celebrity – being successful in the world of streaming games for others to watch. In my limited experience, anyone seems to be able to do it! Granted, there are those that engage, who are professional players, who are enjoyable to watch – but there are others which I seem difficult to understand why they have well, any number of viewers while I may play alone for a few hours with regular twitter notices to a big Zero.

Yes, this is a little moan, probably because I’ve been ill today and I’m exhausted but there does seem to be a lot to learn. So much in fact that I simply don’t know where to start! With work and family time is limited on how much I can invest in learning and creating but I know it’s something I have to do. It’s just I don’t necessarily know where! I know to build a community. I’d like to think that I could stream and play reasonably. But where to begin!

So that is my quest for the next few weeks; to find out more, to educate myself by trying to read more into this alien world which, looking from the outside, seems so simple to crack. But simple it certainly is not!

A little moan, a short topic for today before I sleep and dream of…something.

I would welcome feedback though – so please do let me know what you have found successful! Gn.

My First Video on The Division – Skill Power

Well, it’s my first so I have finally lost my video-creating virginity.

In self-reflection, I know I need to improve the sound, the phasing, transitions…yeah everything.

But if you want to know how Skill Power in the game effects abilities and how, in my opinion, important this primary attribute will be for any role you play, check out the video below. Please like, share, comment and let me know what’s missing – that is, if my voice doesn’t put you to sleep before the end of the video!

The Division – My Experience

I’m a lover of games. Especially the MMO type that The Division is undoubtedly categorised in. But there is never a “perfect”game and with that in mind I’m going to review the many hours I have currently spent within this post-apocalyptic city that never sleeps.


So many of you reading this probably had the chance of playing the beta over the beta weekend (Jan-Feb 2016) and have a good idea of your own – whether you like it, if you are going to pre-order, if you’re going to cry yourself to sleep every night until the 8th March. I won’t go over the basics but I the quick lowdown for those who aren’t already clued up: There’s a Virus that kills the majority of the population (AT LEAST of New York, we have no idea beyond) and you are/were a Sleeper Agent that takes up controlling the carnage that follows the pandemic. Open world, levelling system, loot, pvp; you get the drill.

So what was it that kept so many people hooked over this beta weekend? Well it mixes two of the biggest gaming genres; shooters, which in this case is primarily third-person when not scoped, and MMORPG’s (Massively Multiplayer Online Role Playing Game). It’s not the first of its kind with an avalanche of comparisons to Destiny, but it’s taken out the majority of the science fiction and added a heavy dose of potential reality which I guess connects better with some people.

That, and the game is absolutely stunning to look at. The new graphics engine – Snowdrop – just brings so much realism to the game, from dynamic surfaces which gradually change in colder/warmer spells of weather to reduced sigh in snow storms – the stills above were taken on my run around the Dark Zone at the beta and on the Xbox One too – whether the graphics had been reduced a lot or not, it’s still eyewateringly, pants-tightening good. Yes, I stood at a bus stop taking in the view and atmosphere.

What we could play was limited, but it did what it needed as a beta, showing us a glimpse into the base of operations development, character progression, mission difficulty scaling and of course, the Dark Zone leveling and combat system. What it gave us was everything we hoped while teasing us as being the tip of the iceberg (no cold-weather related pun intended) into what the full game release will entail.

MMO’s are my real passion, and what makes the great from the good is I guess the same in many games, how immersive the game is and how much it pulls you into the character you play. From the cutscenes to the small details – a couple arguing in an apartment window, a mother holding her baby in another – it made you see the world from the characters’ eyes which became more your own.

Impartiality is a key part of my day job but for this game, I really do hope the hype continues into the open beta, the game release and the future of the game as a whole.

Some pistol-whipping fun to see you out…


The Division – Skills, Talents & Perks List


With the beta dropping in a matter of days many players have already decided on what type of role they are looking to focus on and what weapons they hope to pick up. But when it comes to abilities, it’s been a little tougher to plan ahead and start that all-important theorycrafting for your special agent.


Skills are your active abilities. Each agent can have a total of THREE active abilities, with the third being your Signature. Default mapping have these set as RB, LB or RB+LB (Signature) to activate and will be the main difference is playstyles from player-to-player. Each skill, excluding the signature, has an additional three modifications to choose from and a final “Mastery” mod which will all be unlocked via leveling, mission completion and base expansion. As a note, this Mastery mod will be in addition to the customised mod. So before we even get beyond the abilities themselves there are 16 abilities, phew!


You can have a total of FOUR talents active at one time all of which directly effect a certain part of you play. These include boosts to healing abilities, buffs to damage mitigation or procs to boost damage when hitting or killing an enemy is a certain way. There are a ton of them and the combinations of these with active skills will cause a diverse sleeper community.


Although to be confirmed, there are finally perks and allow either 4 or 5 (TBC) passives that do not necessarily effect your combat ability. These range from additional carry load, experience boosts, regular delivery of certain resources to your main Police HQ etc. A great possibility here is that you may be able to gain resources while offline if you have one of the resource nodes activated so if you get a deadline that needs meeting or simply don’t get as much play time as you wanted during a week, you can still at least come back to a little gift waiting in whichever wing your perk is.

Below is a link to GearNuke with a list of all their abilities, skills and perks. HOWEVER, certainly not to put them down, some of their abilities and research requirements do not agree with some of the latest footage you can get hold of. For example, Arekkz who has made a whole load of awesome videos on The Division shows some of the latest gameplay and show that the Sticky Bomb AND Seeker Mine seem to be in the Security Tree while the Riot Shield is in Tech. It’s safe to say that the abilities may still get moved round even between the beta and release in March, but at least we should have an idea of WHAT is in the game, even if we can’t confirm the exact mean of gaining them all.


Early Memories

Contributed to HERE

When you think of the games that defined you there will be those that stand out as the more obvious selections in your life. But in retrospect, you quickly remember those other little gems, those VG moments that took your breath away or had you crawling into work for days, weeks even, on minimal sleep because you simply couldn’t keep to that “10 more minutes” or “one more game”. That list of “Top Five” becomes a mess and you try to subcategorise just to get as many in there, doing your best to not miss one out!

The second in this series of the Games That Defined Me (LINK), I’ll be casting my mind back in time and dusting the cobwebs of some of those first memories of gaming. (First Episode HERE)



  • Name: Tetris
  • Developer: Bullet-Proof Software/Nintendo
  • Publisher: Nintendo
  • Release date: 1989-1990 (depending on region)
  • PEGI rating: 3
  • Genre: Puzzle
  • Platforms: Game Boy (original)
  • More information:


Starting with a little history, tetrominoes have been around for over a century and used in mathematical puzzles since. Who would have known that it would become a trademark name that any games historian will know as one of the greatest games of all time (selling upwards of 35million copies). Since its Game Boy release in 1989, where it really made its’ mark, it has been re-released for newer Nintendo handhelds ever since, now available as an app in one way or another.

Just in case you are too youthful, or wonder if a “tetromino” was once played by Arnold Schwarzenegger the game involves slotting differently shaped blocks that consist of 4 attached, adjacent cubes into rows as best as possible without filling the screen up. Filling a line clears that line and gives a score. Simple enough, but the longer you play the quicker the game gets.

The Game Boy itself was a revolutionary piece of kit and when the bundle was released with Tetris, everyone who had the console had the game. It was incredibly addictive and progressive where games could last for hours, especially where you could pause and put the game down whenever you wanted. The simplicity matched with the 8-bit 3-track music collection made it the first game and console I think I ever owned – a whopping £100 when I got it in 1991. Come on everybody, hum along….


Super Mario Bros.

  • Name: Super Mario Bros.
  • Developer: Nintendo
  • Publisher: Nintendo
  • Release date: September 1985
  • PEGI rating: 7
  • Genre: Platformer
  • Platforms: NES/Famicom
  • More information:


And then there was light! Multi-coloured light! At least 64 colours in total when the NES system entered my domain, strangely, after the Gameboy did. With it, came games such as Duck Hunt, and The Simpsons: Bart vs. the Space Mutants, but Nintendo knew they were onto a winner with this lovable moustached plumber and Super Mario Bros. and this game sold a whopping 40million, holding the biggest-selling game of all time for nearly 30 years!

Without Mario, the platform games of today may have been completely different. It combined combat, puzzle, collectables, power-ups – everything that is expected in the genre of the here and now but to think that it was 30 years ago is truly awesome. I’m not sure you’d get away with jumping down a pipe to a room of coins these days. Enjoy a play through below!


California Games

  • Name: California Games
  • Developer: Epyx
  • Publisher: Epyx
  • Release date: 1987
  • PEGI rating: 7
  • Genre: Sports Game
  • Platforms: Lynx (and many others)
  • More information: Epyx closed in 1993


I was a wee bern in the bonnie highlands, and while it was a short stay, at just 7 years old a family friend was playing California Games. Surfing, half-pipe, bmx – it included those sports that when you were a kid you dreamt of doing and this game did just that. If you didn’t want to repeatedly fall off your board or bike however, you could try the ye olde sport of Freestyle Footbag or Flying Disc (Hacky Sack and Frisbee ™ respectively).

They don’t make them like the used to!

Micro Mayhem!

  • Name: Micro Machines 2: Turbo Tournament
  • Developer: Codemasters
  • Publisher: Codemasters
  • Release date: November 1994
  • PEGI rating: 3
  • Genre:
  • Platforms: Sega Mega Drive, MS-DOS, Game Gear, SNES, Game Boy
  • More information: Wiki if you needed it.


I, like many other kids* at a certain age, loved to play with my toy cars – I say “kid” knowing full well that every grown-up has at once, with or without their own children, used a small vehicle to ride up walls, along the floor or up and down a table! And this is where the Micro Machines series brought video games and tiny cars, vans, trucks and copters into a race over a whole range of imaginary courses.

This top-down racing-sim pitted players against each other, with up to 8 total racers in some versions, riding around bathrooms, along dinner tables, through treehouses and any other house-related area that a child’s mind could magically transform into a racing course and that is why this game makes the list. This version also had 2 additional ports on the game cartridge itself, allowing up to 4 players to play against each other which, although was a rarity nearly 20 years ago, brought out a level of competitiveness that would rival the biggest sporting games of today – well, maybe not quite!

It was simple, colourful and highly entertaining, where knowing the course inside out was a necessity for not flying off the track or into an obstacle! Plus, knocking someone off the dinner table after that bowl of peas at the last fork & knife corner? Priceless.


Desert Strike

  • Name: Desert Strike (Return to the Gulf)
  • Developer: Electronic Arts
  • Publisher: Electronic Arts
  • Release date: February 1992
  • PEGI rating: 3
  • Genre: Shoot ‘em up
  • Platforms: Sega Mega Drive
  • More information:


Possibly a main contributor to the development of strategy games, Desert Strike had you piloting a lone Apache helicopter and did so well, the then young(ish) EA Games had this as their best-selling game at the time. It was had loosely open-world maps for you to explore and secure against the hostiles while destroying bases and rescuing POW’s had be completing strategically while managing your ammo and fuel supplies.

Looking back at it now, there were some impressive mechanics in the gameplay from a camera system that mimicked realistic momentum and early 3-D modelling. The music too, which could have been in the game a little more than just the title screen and between levels, was reminiscent of the late 80’s. Airwolf probably contributed to my love of this game too and if you haven’t watched an episode of that gem of a tv series (1984-1986) you’ve missed out!


Alex The Kidd

  • Name: Alex the Kidd in Miracle World
  • Developer: Sega
  • Publisher: Sega
  • Release date: Nov 1986 (1987 for EU)
  • PEGI rating: 7
  • Genre: Platform
  • Platforms: Sega Master System
  • More information:


Finally, we come to the star of the show and here is a game that is possibly one of the first ever console games I played, one that defined many a gamer of the slightly-older-generation because anyone who had a Sega Master System had this game – it was built into the console.

This side-scrolling adventurer would mainly punch his way through his foes, boulders, blocks and anything else in his journey to rescuing his lost brother Prince Egle. The fantasy world included a currency system (called Baums) which enabled you to purchase lives, power-ups and vehicles including a pedal bike, pedal boat and a pedal copter!

One of the most memorable parts of the game were the boss-fights including Janken the Great and his henchmen – which were ironically defeated by playing rock, paper, scissors.

Arekkz is a Youtube master and after recently hitting 200k followers is now focusing on more recent games such as Destiny and the upcoming The Division. Although his answers are being kept for a following piece, Arekkz mentions this as one of his all-time greats and talks about the boss fights below:

“Learning how to defeat the bosses off by heart [is the most memorable moment within the game]. In Alex [the] Kidd, bosses are defeated by playing rock paper scissors, but they all had a particular pattern – at first I wrote them down, then began to learn it off by heart” – Follow Arekkz on Twitter and Youtube


That’s it for this episode. Arekkz and others will appear in a future article looking at the games that have defined them, how it has affected their lives and how they share that love with the community far and wide. Until then, follow me on all the channels below for the latest banter. Game on all.

Twitter: @gamingatheart

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