Stadia looks like a flop out of the gate, and its meager, overpriced game selection is a significant factor why. Google overestimated the console market’s appetite for experimental moonshots. Most gamers aren’t making purchasing decisions based on streaming quality, teraflops, 4K, or fast SSDs. Instead, as I wrote about earlier this year, it’s the games themselves — both selection and quality — that matter most. It was a crucial differentiator in the battle between PS4 and Xbox One, essential to the Nintendo Switch’s breakout success, and it will continue to be important for next generation hardware.
Games matter more for reasons beyond their historically strong track record. It’s also because across other facets — hardware, marketing, third party integrations — Sony and Microsoft will be on similar footing next generation, at least to your average consumer. I don’t foresee the major stumbles that marked previous console generations. Price and power, two factors that solidified PS4 as the clear victor this generation, I expect to be a moot point in 2020. Microsoft learned its lesson launching a console $100 more expensive and less powerful than Sony’s. Sony hopefully still remembers the $600 launch PS3 debacle and how undercutting on price helped secure their win for the PS4. Speculation from Digital Foundry and other sources posit the PS5 and Xbox Series X will rely on similar internal components. The result for consumers should be two boxes with similar specs and no more than a $50 gap in price differential.
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The 180 degree rule is one of the most fundamental tenants in cinematography. It’s commonplace across every genre and filmmaking style. Once you understand the basics, it’s easy to spot where it’s used and intentionally broken. This year’s excellent drama The Souvenir breaks the 180 rule in one pivotal scene we will examine here.
At its most essential, the 180 degree rule states if you were to draw an imaginary line between the two characters, the camera stays on only one side of the line for the length of the scene. The camera’s placement limitations to a 180 degree arc give the rule its name.
Call of Duty: Modern Warfare (MW) has the look and mechanics of a modern AAA game from 2019. So why does its politics (or lack thereof) feel like a relic from decades earlier?
MW developer Infinity Ward invites this questioning given how hard they pushed realism as both a selling point and a differentiator from previous Call of Duty games. Its first press event earlier this year had presentations on the game’s authenticity and moral complexity. The official marketing boasts how the game “engulfs fans in an incredibly raw, gritty, provocative narrative.”
Infinity Ward also made the “Clean House” mission from the campaign a centerpiece demo of their preview event. Now having played the campaign, I understand why; the audio and visual design is uncomfortable and tense in a way that stands out from the rest of the campaign, not to mention other first-person shooters. The mission centers on a British SAS team that raids a building housing terrorists at night. You assume the role of one of the SAS agents, bursting through doors and making split-second decisions to “clear” threats with civilians thrown into the mix. Given your usage of night goggles, the mission has an eerie visual palette of stark greens and blacks.