There were more severed heads in trailers at E3 this year than there were women on stage.
That's a frightening statistic, but let's be honest here, it didn't surprise you, did it? It's E3 after all. Sure, no one made a rape joke on stage this year, but across the four major shows (Microsoft, Sony, Ubisoft and EA) there were five women presenters. Counting Nintendo, which had none, that averages out to one women per show. Meanwhile, the number of severed arms, heads and other appendages probably tallied somewhere in the 50s by the time all was said an done. Hell, outside of Nintendo, individual presentations had more gore than women every single time. Nintendo went zero for zero by the way, but they're something of a special case. Not so special though that they didn't have more women playable characters on screen than every other presentation combined.
Yesterday's EA conference bugged the hell out of me. Not because of the constant deluge of sports games, I'm used to that. That bit where they called bothMadden and Fifa football in the span of like 20 minutes was pretty annoying, but I got over it. There was a good 5 minutes there where they were using Bruce Lee's digital corpse as a puppet to shill UFC games, but that didn't annoy me so much as make me deeply uncomfortable. No, the part that drove me insane was when they showed four games that looked to be in varying stages of pre-beta development. Criterion's new, currently untitled, action sorts game, DICE'sStar Wars Battlefront 3, as well as their Mirror's Edge prequel/sequel/reboot and Bioware Montreal's Mass Effect 4.
Every one of these games was prefaced with plenty of text telling us about how the footage we were seeing was nowhere near final, and, in the case of Battlefront, that this was merely a test of what the engine could potentially achieve. Hell, Bioware announced a new game that didn't have a concept, just a fancy season changing system.
Like any creative medium, games fail. A lot. Creatively, critically commercially, even morally, games that don't succeed seem to outnumber the ones that do sometimes. But, behind every failure is a story. Sometimes the budget ran out, sometimes development shifted suddenly halfway through, sometimes the market wasn't right for the game, sometimes the game just sort of sucks and no one can do anything about it.
But other times, a whole host of things go wrong and stop a game from succeeding in any number of ways. This month, in our look at failure within the industry, what causes it, and what goes wrong, we want to take a look at some of gaming's more interesting failures, commercial, critical and otherwise.