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My Problem With Ubisoft

Hey, everyone! This is my VERY FIRST POST. Never used reddit before. Do whatever twisted ritual redditors must do to newbies :-D
EDIT: So now ACO is out, and has a "Mostly Positive" (and in my opinion soon to be "mixed") review on steam due to being a fantastic game but feels super grindy due to levels being extremely hampered by microtransactions, I feel a bit more convicted. I really hope that Ubisoft makes me a bologna-filled liar in the next few years. Like, seriously... please start making good games again.
In lieu of Assassin's Creed: Odyssey releasing, and only JUST now finishing Origins and making myself miserable, I felt the need to vent my concerns about the direction Ubisoft as a studio is trying to make and not succeeding. Whatsoever.
I am a comfortable writer. Not a good writer. Spelling errors and grammatical debauchery is likely throughout.
For any of you gamers out there who’ve been living under rocks (yet can still read gaming posts like this online), there’s a large developepublisher known as ubisoft that have made a lot of big name games in the industry, with most (if not all) of them available on the PC. If you have heard of Ubisoft, or would just rather not hear my vomit exposition about them, then skip two paragraphs ahead. Ubisoft is a particularly prolific studio, the internet would probably break if they went a year without releasing ANY games. Many will think of their distinctive open world formulas with their towers and a somewhat vast-open ended city or tropical jungle dotted with unchecked locations or side missions.
Ubisoft was founded in 1986 by five brothers and throughout the Atari and Commodore 64 era they weren’t even developers; they were publishers. The first game to ever have the Ubisoft game tacked up in the corner was Fer et Flamme released in their founding year of 1986. I haven’t hear of it either. In fact the it was released exclusively on the Amstrad CPC, one of the first colour pcs ever made.
The company really started to gain ground in the industry with the releases of Far Cry— then being developed by CryTek (hence the name), and one of their most iconic IPs, Assassin’s Creed. Neither game has aged well, but even back in 2004 neither of these games were in their own right particularly spectacular, especially considering they had to compete with better shooters and stealth games like Halo 2, Counter Strike: Condition Zero, Doom 3, andGTA: San Andreas, and Splinter Cell, Metal Gear Solid 3, and still EVEN BETTER melee action games like Prince of Persia and Fifa Football.
Even so, Far Cry and Assassin’s Creed got a lot of attention for not being what very few those other games were: consistent and complacent. Even the truly fantastic games in that list like Metal Gear Solid 3 or GTA: San Andreas were either the 3rd or 4th titles in relatively old franchises, especially by today’s gaming standards. They didn’t try to challenge the bottom line on a technical level, they all knew what their games were know for and what they were supposed to do and they stuck with it (with the exception of Splinter Cell). Halo was a sci-fi action epic, Counter-Strike was a “realistic” team-based tactical multiplayer shooter, San Andreas was a rapper’s wet dream, Metal Gear Solid was a singleplayer wartime covert-ops action melodrama all rolled into one.
On the other hand, Far Cry and Assassin’s Creed both did something different. They were brand new licenses, and the two really couldn’t be more different, except for one thing: the open world. Now today we would consider the Far Cry and Assassin’s Creed open worlds stale, small, jagged, unpolished, barely a definition of the term. You have to understand though: back in 2004, “Open World” wasn’t a genre: it was a marketing term. Although it didn’t stand the test of time, Far Cry in its day was a solid first person shooter, and one of the first to feature a relatively diverse and complete open area. Very few games had achieved that on a technical level, most of them were and continued to be 7-15 hour experiences, a linear walk in a protagonists boots through emotional encounters and elaborate set pieces, which is why CoD: WWII feels like a beta for a 2006 game dressed in 2017 graphics. Far Cry would go on to get four sequels, and that’s less that a quarter of the amount of sequels Assassin’s Creed would get.
Well that’s all well and good, but the title is, “My PROBLEM With Ubisoft.” If anything right now I’m praising them. That’s the point. I’m setting up for a “Fall From Grace” kind of moment here. The first game I ever touched with a Ubisoft name on it was Assassin’s Creed: Brotherhood. Yes, I know I should have played Assassin’s Creed 2 first, but I was a gaming peasant back in the day and AA2 wasn’t out for the Mac Laptop with Intel Integrated Graphics. Brotherhood was. I really enjoyed it, and as trilogies go it was a fantastic second game, like The Empire Strikes Back for Star Wars. It had (in my opinion) a better world, better combat, and better graphical longevity than either AA2 or even Revelations, the third game in the trilogy. The year Brotherhood was released, 2010, was in my opinion the beginning of the downward spiral, at least for Assassin’s Creed. It was this year where the Creative Director for the last two games, Patrice Désilets, left the company midway through development. It was also the same year they began yearly cycles, dropping an assassin’s creed annually until 2015-16.
Brotherhood’s story had already been written. The environment concepts and combat systems were already well in motion, so the game didn’t suffer in a meaningful way. In later years the franchise would tank. Both 2010 and 2011 Ubisoft developed and published games were either small licenses, creatively stale, or were overshadowed by competition. Assassin’s Creed: Revelations was rushed out the door and had both pacing and graphical issues. In addition, few new players were enticed to play Revelations. Only the hardcore fans who played 2 and Brotherhood wanted to see what happened to their beloved Ezio Altadore. In 2012, one of Ubisoft’s last truly fantastic games of the next few years released: Far Cry 3.
It’s my theory that 2013 was the year Ubisoft would run out of gas and restructured themselves from a popular and established studio to a corporate-modeled, formula-based developer.
Many will agree when I say 2013 was one of the golden years of gaming, most notably because it was the year PS3 gamers got their hands on The Last of Us. This game is the only reason PC gamers have a PlayStation, because Naughty Dog’s Sony exclusive is lauded today as one of the best gaming experiences of all time. Then God of War came out and they had a second reason. The PC was far from lacking in 2013, however: we got Metro: Last Light, currently one of the most popular campaign-based shooters ever made, BioShock Infinite, another one of the best campaign-based shooters ever made, Tomb Raider (the first of next generation reboot trilogy), one of the best reboots and Tomb Raider games ever made, and Graft Theft Auto V, the sandbox shooter and the bane of middle aged mothers with children younger than 18. Across either PC or Consoles or both we also got Battlefield 4, Injustice: Gods Among Us, Crysis 3, Deadspace 3, Don’t Starve, Payday 2, Gone Home, Beyond: Two Souls, Sly Cooper: Thieves in Time, every one of those titles one of the most played, most popular, most technically ambitious, or most critically acclaimed pieces of media in their genres/respective franchises.
In the meantime, Ubisoft had…. Rayman Legends? Assassin’s Creed: Black Flag? Despite gaining popularity, Black Flag had one of the worst intros and most buggy launches ever made. We’re talking “worse than Battlefield 4” ever made. There are far more “Very Positive” rated games out on Steam cheaper and less buggy than Black Flag on launch day.
Here I theorize that upper management in Ubisoft tried to turn games into financial opportunities rather than passion projects. This is the year where there was a split between the need to create and innovate like in the days of Assassin’s Creed 2 and the need to monetize and control deadlines and offer season passes in the years to come.
Ubisoft tried to make a comeback in 2014 with Far Cry 4, Watch Dogs, and Assassin’s Creed: Unity. Far Cry 4 was a good game, but the only reason why it was a good game was because it copied almost everything from Far Cry 3. It was like a cardboard version of Fallout 3 vs New Vegas: same assets, same animations, similar engines. Ubisoft went even further and created the same weapons, the same hunting systems, almost everything in Far Cry 4 from a gameplay perspective is exactly like Far Cry 3.
Watch Dogs as a whole is an utter saga. It deserves as much hate as it gets, in my opinion, but not because of the game itself. It’s because Ubisoft badly mismarketed the game. When I played the first Watch Dogs all I could think of was how grey and washed out it looked. Not to mention you could escape police at anytime just by getting on a boat. Perhaps the harbors of dystopian Chicago are international waters. Watch Dogs gets hate because it’s potential feels wasted due to Ubisoft’s poor management, not because it’s in itself a terrible game.
A big piece of evidence owing to the whole “creative vs corporate” split within the Ubisoft workspace is the fourth Ubi game not many people played in 2014: Valiant Hears: The Great War. For all the hate I give Ubisoft, Valiant Hearts will forever have a top ten position in my favorite games ever made. It was a first game I played to make me cry. The charming art style and tear jerking soundtrack are prime examples of a game’s ability to be art. BUT, not long after Valiant Hearts came out creative director Yoan Fanise gave notice he was leaving the company. Why? I’ll let him say it himself.
Beyond Good & Evil was a 30+ team production with a unique, creative mood that [only] Michel Ancel was able to bring. The more we grew, the more this mood diminished. [Now there are] 100, 250, 500 people…it was necessary due to the technical evolution and AAA requirements, but on the creative and human side something was missing.”
-Yoan Fanise, March of 2015
And then there’s Unity. Neither Battlefield 4 nor Assassin’s Creed: Black Flag have anything on Assassin’s Creed: Unity, the most glitchy, user unfriendly, exploitable clustertruck of a video game launch ever, or at least in Ubisoft’s history. I hope the guy who designed the spawn and loading systems for NPCs got fired, along with whoever designed the collision, because when you’re sneaking through the streets of Paris, losing evil soldier goons in a large crowd, and random people start snapping from being men to women on the spot… it kinda breaks immersion. Not even launch day Bethesda games have yet sported such rampant clipping and pop-in issues as the first month or so of Assassin’s Creed Unity’s release.
See, there are reasons why I forgive and continue to play a game like Fallout 4 when bushes suddenly have epileptic seizures, or a raider suddenly t-poses while shooting at me, or when a quest breaks and I lose an hour or two of play. It’s because Fallout is known for massive, diverse, mysterious open world design with reliably engaging plots and interesting characters. Bethesda Game Studios has done a very miraculous thing, where the games they make are so good that modders will bug fix the most unforgivably buggy game for them, because they want to play more.
Unity was the worst-case scenario for me in an Assassin’s Creed game, and a study in general for bad game design. Not only was the game buggy (and keep in mind Ubisoft doesn’t offer mod support, nor do they enable a debug console for you to fix the bug yourself), but the story was boring, the side missions were uninspiring, and the world was small and claustrophobic. And before you even think of saying French Revolution Era Paris was naturally claustrophobic, let me say this: games have had super populated cities and hub worlds for a while now, and more than enough of them feel beautiful and open.
Ubisoft had the same problem in 2015. Assassin’s Creed: Syndicate was lazy, uninspired, and repetitive. Rainbow Six: Siege had tremendous potential but got a graphics downgrade. And then there was Grow Home, the creative, innovative passion project that was grossly underrated. In 2016 the same thing happened. Tom Clancy’s The Division: tremendous potential but was badly mismarketed and got a graphics downgrade. Watch Dogs 2 and Far Cry: Primal: lazy, uninspired, and repetitive. And then there was Steep, the creative, innovative passion project that was grossly underrated. Seriously though, the E3 trailer for The Division looks like a totally different game. The map was 3 times the size and had 3 Dark Zones instead of one.
And then there was 2017. That year was an absolute emotion roller coaster for me in terms of Ubisoft games. For Honor sucked. Don’t question me on this: For Honor sucks. I’m a history nerd. I have no problem with vikings, knights, and samurai fighting each other, I don’t care about that. What I care about, Ubisoft, is that your multiplayer tutorial excuse for a campaign was barely 4 Hours. FFFOOOOUUUURR HHOOUUURRRS?!? Not to mention you gave vikings horned helmets. YOUR GODDAMNED AMAZING CINEMATIC TRAILER DIDN’T HAVE VIKINGS WITH HORNED HELMETS. You can tell I feel strongly about this. Atomega served as your grossly underrated passion project, Atomega was good. Ghost Recon: Wildlands was lazy and repetitive. South Park: The Fractured But Whole was funny, but as a game it was mediocre.
And then there’s Origins. OOOoooh baby, I’m about to get started on Assassin’s Creed Origins. I wish CD Projekt Red made Origins. Ubisoft, you are the only reason why Assassin’s Creed Origins is a bad game. I cite one flaw: microtransactions. The year of 2017 was the year for microtransactions in games, and before I didn’t hate them, nor did I like them. I was in the middle. I hate them now. I was roughly 40 hours into Origins when I accidentally deleted my save file. I made an animus hack about 5 hours into my game and then instead of deleting IT I deleted my original file by mistake. Not a huge deal, I wanted to redo my skill points anyway, so I just started again from scratch. I only then realized how meaningless and time consuming some of Origins features were.
See, in a good game like Witcher 3 and many other RPGs, money is tight, especially in the early game, but by the end you either have a good chunk of cash or far more coin than you know what to do with. Not Origins. In Origins money is tight all the time. Experience is tight all the time too. After about 3 hours of grinding you'll have enough gold to buy an Ancient Egyptian pizza roll. After 30 hours of grinding you can buy a mediocre weapon and then sell your favorite legendary for the price of an Ancient Egyptian pizza roll. By about level 25 earning experience is an agonizing slog. I suddenly figured out why: Ubisoft deliberately stunted the progression system in Origins so that you were more incentivized to spend real money on crafting materials, money, skill points, and even the locations of collectibles. I gave in and bought some of the skill points and weapon packs, and then realized I had completely screwed the balance of the game: I had extremely good equipment, over-leveled abilities, and the locations of tombs and stone circles marked on places in the map I hadn’t even explored yet. I imagine the only thing that feels scummier is playing $10 for a save slot in Metal Gear: Survive.
And this is the sad thing: every Ubisoft game made since Assassin’s Creed Unity gets one or two things right, like completely, satisfyingly RIGHT. The combat and open world design in Assassin’s Creed: Origins are spot on, they feel beautiful and satisfying and all around amazing. The shooting mechanics in Ghost Recon Wildlands have a thumping, mechanical responsiveness to them. The chain takedowns in Far Cry 4 had a make-your-palms-sweaty kind of exhilaration. The hacking in Watch Dogs and Watch Dogs 2 felt tactical and manipulative, not to mention WD2 had one of the best opening 30 minutes I’ve ever played. Then everything either limps by or just falls flat on its arse. Sometimes in the middle of a session I’ll think to myself, “Now why couldn’t they have made it work this way?” That’s bad.
Ubisoft turned into what Dice games is in the process of turning into: a “by the numbers” developer. Do any hardcore fps fans remember Battlefield: Hardline? Did you not want to be reminded of Battlefield Hardline? I’m sorry. What many people criticized about that game was it’s shameless gimickiness. It was a cops vs. robbers Battlefield game, yet everyone in the EA/Dice exec suite said, “Okay, we need a badass over-the-top set piece intro like call of duty, m’kay? We also need a tank battle/turret segment, m’kay? What? ‘It’s a cop game, why do we need tanks,’ you say? Shut up, you’re fired, m’kay? We also need a $120 dollar Ultimate Super Orgasmo edition so that consumers can pre-pay for four pre-planned expansions.
There is still hope that Ubisoft finds their way again, and starts making games uninfluenced by artificial statistics, trying to find what hasn’t been done, refusing to be rushed, creating worlds with life and beauty in their exploration, and removing those ridiculous microtransactions. The problem is, Ubisoft’s choices as a company, particularly in their over-marketing and under-delivering of games, have tainted my trust, along with the trust of many other gamers in their talents. We have no guarantee that Assassin’s Creed Odyssey will skew its progression system like Origins did, or if The Division 2 will get a graphics downgrade just like the first one. But there’s still hope nonetheless, and that, in the end, might be all we have.

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Does anyone else have this problem with RX 480?

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I recently got the XFX RX 480 GTR Black edition, It's replacing my much loved HD 7870 XT.
When playing games that are CPU limited, or just system heavy, say Crysis 3 for example, the GPU usage spikes all over the place, it's not consistent.
For example, using the FPS limiter to keep FPS at 65 FPS, the GPU usage fluctuates between 80-100% and 0%, which makes games stutter a little. It's not smooth consistent usage like I got from the HD 7870XT. It was like wavy usage not spiky.
Though I have to admit, even the 7870XT initially suffered from this, but that was thermal limit related on the BIOS level, which was fixed by replacing the BIOS with an older version.
This however isn't thermal related since you can manually set the thermal limits in Wattman or MSI Afterburner so I don't think that's the problem this time around. It never goes beyond 76C and I haven't seen any throttling so definitely not that.
Also whilst browsing on the internet (Firefox) or watching videos on VLC player, the core clock keeps spiking up and down (between 800+Mhz and 300Mhz [IDLE]) same with Memory clock, it keeps jumping between 300Mhz and 2000Mhz.
On my 7870XT the core clock would only ever go to 500Mhz, and stay there when browsing or watching VLC videos, not fluctuate like mad.
EDIT: I've reported this to AMD through their official survey, but I don't think there's much they can do about it, and I was just wondering if anyone else has or noticed this, and if they managed a fix or two.
Besides those very niggling issues, the card has been awesome so far, managing to get decent frames in Witcher 3 (near max settings) keeping it at around 70-75 FPS, with Freesync it's a smooth as butter.
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