Solo Tanks

In a world where $83m is considered tanking, no less.

In all seriousness, who is this movie for exactly?  Die hard SW fans already know everything they need to about how he came to be.  Even passing fans have a general idea by watching eps 6, 7 & 8.

We all knew the end point of Rogue One – someone gets the Death Star plans.  What we didn’t know was who, and how.  That story was fairly decent.  It was certainly the best “prequel” to the older story line.

In Solo, you know all the main characters ahead of time.  You know the major plot points – Chewie as a slave, Han winning the ship in a card game, a bro-mance with Lando. There’s no big story tie-in, not set up for something else.

It gets compounded by the divisiveness of The Last Jedi, as much as the fact that movie is only 6 months old.  It sure does smell like cash grab more than anything else.

Interesting take away is what’s next for Disney on this front.  They bet a lot of money on some good stinkers along the way.  John Carter and The Lone Ranger come to mind.  With 2 more “side stories” in the pipe, maybe this is the first and last of the bunch.  If Han, arguably the most likeable character in the SW universe cannot make it work, what change do Obi-Wan and Bobba Fett?

Or maybe audiences just have had enough and Disney has to show some effort.

Weatherman Woes

This has got to be one of the most interesting jobs, right?  Whether you’re right or wrong, it doesn’t appear to matter much.  I’ve seen the same folks on TV/internets giving weather forecasts for years – and even saying what temperature it is currently can be a challenge.  This is more likely due to the large surface area they need to cover, but even so…For example, this weekend was supposed to be rain with a 90% chance from Friday through Sunday.  Most of the daylight hours.  It turned out we had 20 minutes on Friday, a storm overnight, then a sunny day Saturday, and overcast on Sunday.

What was supposed to be a weekend indoors at the cottage turned into a large labour effort in the yard instead.  Physical work always feels good, offsets the office hours nicely.

Friday Game

That said I did get a couple chances to play some Friday.  This is the solitaire/war – like card game for solo players.  I had mentioned that it was a hell of a challenge due to the RNG at the start.  That trends continues.

The game provides you with 4 phases – green, yellow, red, and pirates.  The first 3 phases are growth phases, where you are attempting to grow the power of your deck, by acquiring new cards and getting rid of bad ones.  Each of these phases moves forward once you complete the “challenge deck” – which shrinks in size over time.  The pirate phase is a set of bosses, where your deck is locked and you have to take on 2 large challenges.  The overall goal is to complete both of those challenges, with at your health points remaining.

Each card has a power level (ranges from -4 to +4) and has various skills attached (more health, card swaps, duplication, doubling of power).  The starting state is poor – you have many negative cards.  In order to grow the power of your deck, you need to beat various numerical challenges (e.g. get 2 points across 3 cards). Beating a challenge has you gain that challenge card.  Losing a challenge allows you to sacrifice life points and get rid of poor cards.  In the green phase, you want to do both, though losing is arguable more efficient in the long term.  At best, by the end of this round you have shrunk the challenge deck in half (from 30 to 15).   More likely, you’ve shrunk your hand deck from all negative point cards and acquired 5 challenge cards.

The yellow phase is the same as green, except that you need more points for the same set of challenges.  The goal here is to win as much as possible and shrink that challenge deck as much as possible.  This is hard, since most cards are only 1 power point and you need an average of 1.5 to beat any given challenge.  Skills come into play now, where you swap/boost other cards.

The red phase is attrition.  Whatever challenges remain are nigh impossible to win unless you have the best cards.  The weakest challenge cards from Green are actually the hardest now.  What was a 1 card pull for 0 points, now requires 5.  There are no 5 point cards.

If by the grace of some deity you complete red, you move onto pirate mode.  These require you to draw 6-10 cards to meet specific skill point values.  One has a 10/40 cap, which means you need an average of 4 points per card.  The only way to do this is with specific skill cards – doublers and copy cards.  A near perfect deck.  The other pirates aren’t much better.  Either you attack points are worth less, or you need to fight all the remaining challenge cards, or a set of other handicaps.  So in truth, it isn’t about surviving the first 3 phases.  It’s entirely about preparing for this one.

Across a dozen games:

  • reached yellow majority of times
  • reached red half the time
  • reached pirates a quarter
  • defeated 1 pirate once
  • never defeated both pirates

That 1 pirate victory cost me every single card and life point.  And it was a softball card compared to some others.

There’s some strategic growth to be had, but it’s clear that only a single strategy will work and that the card-to-card tactics require more card counting for success.

Single Player Strength

PCs are dead.  RPGs are dead.  MMOs are dead.  Everything is dead.  In the gaming world, nothing ever dies, it just gets transformed.

God of War (and Isey) put this into perspective for me.  There was arguable a large drought of single player games for a long time.  The big-bandwagon for nearly 10 years was MMO or competitive shooters.  The former genre seems to have peaked, while the latter is moving into the Battle Royale flavor-of-day.

Side-note: I would guess that the large amount of player toxicity in multi-player games is pushing people away.  The big companies are trying to address it, but we’re still plenty of years away from that getting better.

That’s not to say we didn’t have quality single player games – we most certainly did.   But they fell into one of two main categories: shooters or RPGs.  The Mass Effect series (I only count 1 & 2) moved between these 2 models.  Uncharted went from puzzle focus, to action movie mayhem.  Divinity: Original Sin, Pillars of Eternity, Planescape, Tyranny are all quality examples of pure RPGs.  XCOM and Civ are outliers that nearly dominate their own genres.

Not too many puzzlers, though Firewatch and The Witness certainly shine.  Or add a massive indy library of puzzlers.

Why though?

Technology

The obvious one here is that technology has progressed so far that imagination can be transcribed to a game.   Complex numbers can be crunched in fractions of a second.  Amazing AI can provide a level of realism that was not possible only a few years ago.  Graphic fidelity is almost absurd today.  I mean, compare something like Avatar to God of War, Monster Hunter, or Horizon.  The line between game and experience is being blurred further.

Stories

The snowball effect of quality storytelling is taking shape.  Mass Effect, BioShock, Uncharted – all are great examples of risk taking in the story.  Some of them play more like interactive movies but others feel like a choose your own adventure.  Hundreds of hours of options and dialogue are created for a game, and only a small portion will ever see the light of gameplay.  Developers are willing to put in hard branches on the story.  Killing off everyone in town means that you lose all the quests in that town for the rest of the game.  Real, actual, permanence.  Something that nearly all multi-player games are incapable (EvE and perhaps UO excluded).

Cohesion

The kitchen sink approach to gaming was all the rage for a while.  A whole bunch of systems, things to do, but none of it linked together.  Games like Fable tried to bridge that gap, with only marginal success.  Most JRPGs are a single story, joined by multiple smaller settings.  One long corridor where the background changes every few hours.

The forward progress here is in the experience provided to the player, through the characters.  The worlds are fleshed out.  The story line has logic and the areas are thematically linked.  Take the Tomb Raider reboot.  If you took the mechanics/visuals and applied it to previous games, it still wouldn’t work.  What does work, is how the island setting (or mountain in the 2nd game) feel like they exist in a real world.  The set pieces flow with the story, and Laura experiences something memorable in each.  I will remember that zipline down from the tower for a long time.

Choice

Given the player choice, or agency in the game, brings the player into the experience.  There is a very large difference between a sandbox (e.g. any Ubisoft game) with a bunch of tasks, versus an open world with a toolset to deploy as you see fit.  I’ll pick on Horizon here.  Sure, there are tasks and they are thematically similar – hunt, discover, hide.  It could even be the same task; kill a bear-cat robot for example.  It’s the setting and your set of tools that determines how you approach that task.   Are there other monsters around?  Do you have stun ammo?  Fire Arrows?  Is there cover?  Do you have a mount?

God of War provides a similar amount of choice in the various battles.  You can go full offense, play defensively, use Atreus, dive into deep damage from skills, or head the stun route.  Each option is viable, in a given situation.  That level of complexity, variety, and choice means that the game doesn’t feel stale.  The variety of events that you’d get from a human player can now be simulated to great effect in a single player game.

Don’t Call It a Comeback

Single player games never really left.  The cheap availability of networking allowed for multiplayer games to move from the living room sofa to the Internets instead.  That growth shadowed the single player realm, and it kept puttering along.  Now that the multiplayer market has neared (if not passed) it’s peak, it’s a great time to pay attention to excellently crafted single player experiences once again.

God of War – Story Complete

There’s still a fair amount left to complete.  2 more zones, a bunch of Valkyrie (in a later post), a dragon, some quests.  But the story is done.  Minor spoilers I guess inside.

I’ve talked about the early parts of the game.  Kratos and his son Atreus have a quest to spread their wife/mom’s ashes on the highest peak.  They directly meet the world serpent, Mimir, Baldr, Magni and Modi along the travels.  They also meet a pair of dwarven brothers who help with crafting.  The story seems small but ends up growing into a really neat epic tale, that explores the Norse mythology before vikings.  It works.

The meme of “BOY” makes sense in this game.  As much as it applies to Atreus and Kratos’ rough exterior, it also applies to Kratos.  Atreus ends up learning a whole lot given his sheltered upbrining, but it’s Kratos that finally understands his place in the pantheon.  He hides his story from Atreus for most of the game, and in a cathartic moment finally reveals it all.  It’s Atreus’ response to that, and Kratos’ acknowledgement of his past sins that makes this entire arc work.

Along the path they learn about the various nordic gods – in particular about the marital woes of Odin and Freya, the destructive will of Thor, the higher learning of Tyr, and the fate of the Jotun (giants).  You get to see the Bifrost and Yggdrasil.  You get a great feeling that the presented world is integrated and cohesive.  The underlying efforts to integrate the lore – in particular with Mimir’s stories while on the boat – make it feel like the world is lived in, even if there are only a handful of NPCs.

It is also a beautiful game.  I cannot recall any other PS4 game where I saved as many screenshots.  The final shot of the game…wow.  That was someone’s imagination, and someone else’s skill to make it reality.  Superb.

There are 2 main twists in the story.  After the first, there’s a bit of a dip in how Atreus is portrayed, without much justification.  It rights itself eventually and grows a lot from that point.  The final twist I saw coming from earlier on (given that I like Norse mythology and a main part was missing from this story), but the actual reveal is very impressive, and quite sad.  There’s no credit screen either, just a somber Kratos telling Atreus the origin of his name while they walk back towards home.

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Scene shortly before the end – these murals are great

You don’t actually visit all 9 realms, and I’m ok with this.  The 3 remaining realms are way more complicated and lively than the rest of the game, at least in terms of lore.

I agree with the lead dev, in that the game is story complete and does not need any DLC.  I don’t see how that could ever be adequately contained in typical DLC.  It’s not like Odin’s house is DLC – that’s more like sequel territory.

God of War is so far beyond what the previous GoW provided, and clearly has taken the new single-player story driven mechanics to heart.  It bears note that Naughty Dog bears the burden of this trend swap, what with Uncharted and Last of Us.  Games since then have improved on that model – Horizon and now God of War included.

 

Master of None

Prefaced by the obligatory “jack of all trades”.

I am an information hound.  I live to learn new things.  Maybe not apply them so much, but at least have it in my back pocket.  I think it’s more to do with pride of having to ask for help.  Or maybe it’s the whole waiting for them to show up part.  In fact, it could simply be that most experts are anything but.

My wife and I did the majority of the renos within the house.  I have a more than solid understanding of framing, roofing, wiring, flooring, plumbing, and finishing.  I would prefer to avoid finishing work (except maybe painting) given that it takes me longer to set up/get warmed up than a real pro would take to do the entire job.  I recall a friend who split his house baseboard work into 2 zones.  Upstairs for 1 pro.  Downstairs for 6 guys.  The guy upstairs was done a long time before the downstairs folks.  Clear experience in working efficiently.

Plumbing is a bit different now.  Before, it was an upfront investment to get all the equipment to run pipe.  Copper lines of different sizes, PVC drains, cutters, connectors, valves…And that’s without counting the fact that the solders have to be rock solid or you’ll have a mess.  Nowdays, a child could lay out PEX pipe, without any tools but utility knife.  Sure, you need to know where to put valves, but it’s not rocket science.   (the main, in/out of hot water, exits to outdoor connections, before each end point.)

Flooring is easy until you reach a door or transition, then you need some magic hands.  Plus it kills the back without the proper tools on hand.

That leaves me now with electric work.  My dad’s an electrician, so that’s part of the history here.  But aside from the main panel, nearly all connections are extremely straightforward.  There are 3 wires, color coded, and it’s quite hard to mess up replacing something.  When you are installing something, then it gets a mess.  Want a 4 way switch?  Go get a book from the library.  Ceiling fan install?  Get half a case of beer.  When it comes to troubleshooting, then just retire because so much can go wrong.

Trailer Woes

I have a boat.  It has a trailer.  And I have a hitch.  The trailer lights flickered on an off for a while now, and no matter what the diagnostics said, no one was able to find the root cause.  I got fed up last night and started digging some more.

I checked the wire harness with a tester – everything was ok.  I checked the trailer, all the connections are on 3 wires – meaning the ground (essential for this to work) is in the wiring and not directly connected to the metal in the trailer.  Since it’s a boat trailer, and it goes in the water, this makes a lot of sense.

I went back to the wire harness and started tracing it back.  Ever try to remove the filler in the back end of a vehicle before?  It was 15 minutes of unclipping things to trace a 12 inch wire.  I finally lost the wire behind a panel and could not figure out where it went.  Out comes the screwdriver to take off the screw holding that panel.  Lo and behold, this screw was holding the ground and had come lose.  Tighten it up, put the connector on, and things are fine.

That went through 2 mechanics, 3 people who own hitches/trailers, and 2 years of wondering what the hell was going on.  For a single screw.

Moral

I guess the end result here is that as much as there are experts, it’s important for you to know what they are talking about and to challenge the assumptions/conclusions.  I didn’t do that for the trailer, due to lack of understanding of the mechanics.  I don’t need to know everything, but I need to know enough to have a conversation about it.  Otherwise I would have waited a few more years to get this fixed.

 

Long Weekends are the Best

Nothing blew up at the cottage this weekend.  And the weather was great for 2 of 3 days.   All smiles from that front.

Spring cleaning was in full effect though.  A fire burnt all day Sunday while we got rid of dead plants, cleared some space, and chopped some wood.  Moving more stuff around and re-organizing was a workout in itself.  As much as the body is tired afterwards, I need the physical work and sunlight to stay sane.  Office work sucks the life out of me sometimes.  Now nearly everything is set up as we need, only need to drop the boat in the water and we’ll be good for the season.

Three bits of gaming to be had.

God of War

Spoiler.  I found a dead giant whose fingernail was larger than Kratos.  That was cool.  A bit more story progress, including a large plot reveal came about.  There’s an overall dip in the character of Atreus for a while, which has yet to be explained properly.

Of more interesting note is that I’m able to attack Valkyries now.  I’ve taken down 4 now, and they are a heck of a battle.  It’s 90% defense, and counterattacks, meaning a lot of memorization.  It is a massive thrill to take one down.

Friday

The boardgame.  It’s like a combination of solitaire, war, and deck building.  Except the deck building is more RNG than I like.  I’ve gone through a dozen or so rounds now, and only hitting the halfway mark about half the time.  It’s a good fun, but some extremely painful to see a good run come to nothing due to 1 bad card pull.   Still, it’s fun to try new strategies, and for the price you can’t go wrong.

Escape: Zombie City

A manic dice roller, with coop to boot.  I much prefer coop games than competitive ones.  Mainly because it takes more thought and planning for those games to work, and like it or not, even in coop there’s some competitiveness to the game.

Here you are given 5 dices, items to collect, zombies to kill, a map to explore, and a van to drive away.  And 15 tense minutes to accomplish it all.  The base game is ok, but it really requires the expansion pack to shine.  The addition of classes, skills, and more complex map tiles adds some much needed replayability.  The delivery girl and grandma are extremely useful.  Funny that.

I’ve lost a few times, but more often than not end up winning with 3 players.  The rules can be simplified for kids, though they are not all that complex to start.  You can increase the difficulty by changing some of the cards, and that’ll be for the next few runs.

There’s something to be said of 2-4 people rolling like mad against a clock.  Then someone asking for help all the way on the other side of the map.  Controlled chaos is a blast!

Exploration is Fun

I’ve unlocked the 2nd part of the Lake of Nine in GoW, which allows access to most of the side areas.  I know I’m missing 2 abilities – hitting green orbs, and burning some roots without explosions.  Not a big deal.

Rather than continue with the main quest, I decided to take my time to explore the lake.  There are a dozen or so docks around the place, a similar amount of side quests, treasure maps, realm tears to close, chests to loot, and orbs to collect.  There are good and less good parts to this.

The less good to start.  There are some enemies that are dramatically more powerful than me and can (and have) kill me in a single hit.  Most of those battles had me re-try a dozen+ times.  I’ve been able to take them all down, with the exception of Travellers.  Those buggers are walking death machines.  The other fights were all extremely challenging, and I had to get extra creative to get through them.  Atreus being fully upgraded is a MASSIVE benefit.  I should have invested in him earlier.

The good is multi-part.  First, I am much better at the game due to the above difficulty.  When I started exploring, I would end up getting hit every so often.  Now, I can avoid 3 killer enemies at the same time, dodge through multiple hits, and still get in some solid damage.  That feels really good.

The next boost is just plain power increases.  There are some items I’ve collected that improve my baseline stats, extra gear, and extra runes to get stronger.  Numerically, I would say I’m twice as strong as I was before I started.

I’ve also unlocked a bunch of portals that will eventually allow me to teleport across the map, meaning faster travel in the future.  GoW is a big game, so fast travel would be quite beneficial.

Finally, I’ve seen some pretty inventive quests and areas.  There’s some broken pirate ships and an interesting elevator puzzle.  There’s a sea giant that “drowned” out of the water.  There’s the council of Valkyries which looks straight out of a movie.  Fafnir’s quest has you freeing a dragon.  Thor’s statue is next.

Direction

Finding the balance between directed and open gameplay is very tough.  FF14 wasn’t much fun until it opened up.  FF15 wasn’t fun because it was so open.  AC:O has levels, which provides some framing – just that the activities are too similar.  I’m not saying GoW is perfect in that balance, as it clearly wants to have players backtrack later in the game.  I am saying that the open gameplay is purposefully designed, rather than just a bunch of random icons thrown on a map.  It makes it so that there’s additional puzzles around every corner, rather than repeating the same 4-5 steps ad-infinitum.

Kind of relates to what I like in real life truthfully.  I like a foundational stability (structure) but also need the continual challenge of exploration and growth.  Too much structure bores me.  Too much volatility exhausts me.  Always forward.

 

 

Prepping for Summer

Winter was a long slog this year, and had me put off a lot of work that would have normally been completed by this point.  We’re mid-May and it feels like everything is a month late.  I was only able to take out my backyard rink last weekend, as I had snow up until then.

Cottage Work

We went up for the weekend to finally open it up.  Ice had melted in nearly all the spots, though still some areas frozen underneath the cottage.  Put the dock in, cleared out the shed, laid out the outside.  All great.

Water pump worked pretty quick, then filled the hot water tank.  Which caused the sink line to explode.  When we bought the place, the previous owners had retrofitted the main lines to PEX (the plastic lines) which are much better in the cold weather than copper.  They kept the main attachments as copper lines, since they were soldered to the taps.  Finally busted.  A trip to the local hardware store, 20 minutes before closing, got me what I needed.  Of course, the actual PEX lines were short, with no shut off valves… so some 10 creative minutes later, we had hot water.

Now I need to re-examine all the lines.  And it further motivates me to think about the next step of cottage building.

Outdoor Work

My yard is a mess.  The neighbor had an outdoor pool, a yard of sand, and 2 dead trees.  The pool came out, the trees were cut to stumps, and the sand blew all over.  Every year there’s a field of yellow on that side of the fence, and it slowly makes its way across to our side.  Weed management is like half the yard.

So I’m going to take a different approach and choke out the weeds with stronger grass.  Fertilizer, watering, overseeding…I’ll give it 2 years to see what comes.

Plumbing

A theme it seems.  In the winter my washbasin taps were leaking, and my shut off valve for outside was the same.  The washer gaskets were too old I guess.  The basin taps were easy enough, but the shut off was in a closed area making access quite tough.  A surprising amount of water in a shut off line, truth be told.  Thankfully the swap took all of 2 minutes.

Aquarium

And more water woes.  I have 10 gallon aquarium for some guppies.  Looks like a seal busted overnight since the tank was empty this morning.  Was able to save 5 of the fish, which means it happened near 6am.  Lucked out in that all the water was absorbed by a nearby carpet.  Cleanup was pretty quick, but it does mean that I have to get some acetone and silicone to make the repair.

The Weekend

It’s May24 this weekend.  Fishing season opens, though the water is still ice cold.  We’ll be heading to the cottage for some (hopeful) sun.  That means getting the boat from storage, spring cleaning, battery charging, pole posting, and general maintenance for the next few nights.

Interestingly, my wife is a Royal watcher and wants to stay in town to see the wedding on Saturday morning.  Ehh…I really like waking up with a cup of coffee and staring out at the water.  We’ll see how it turns out.

Would be nice to just be able to fully relax without a pile of work to do.

GoW – Progress

I will say it’s a lot different playing God of War after Assassin’s Creed: Origins.  Combat in both follows the same concept of 1v1, but the mechanics are wildly different.

AC:O has 3 types of enemies.  Archers, melee grunts, and shielded bosses.  Small variations within, but those are the big ones.  The first two are dumb and can only take you down in numbers due to a stun-lock effect.  Shielded bosses are bit tougher, since you either have to break their defense, or dodge attacks to counter.  There are only a few of them in the game.

GoW has melee grunts, sure.  It has ranged attackers as well.  Even shielded bosses.  Then it has ghosts, exploding eyeballs, fast poisoners, kamikaze enemies, flyers, ogres, and trolls.  1 or 2 mistakes and you’re dead.  The game rewards smart play, and severely punishes dumb moves.  And it continually adds new challenges, by adding new enemy types and group combinations.

That’s just enemies.  Then there’s you.

In AC:O your power is directly related to your level and the weapons you have.  The skills are useful, but more as tweaks than pure numbers.  It doesn’t matter what skills you have, if you’re 5 or 10 levels under the enemy, you’re dead.  Some moves you simply can’t avoid (due mainly to Ubisoft’s loose combat controls).

GoW doesn’t care about levels, it cares about gameplay.  I’ve gone into battles against clearly more powerful opponents and still come out the victor.  Investing in runes (special attacks that do AE, Stun, or Damage), gear that has different stat sets and bonuses, or just plain more skills for extra combat options is the way to go.

Example is one skill that let’s you block a ranged attack and shoot it back at an enemy.  Huge quality of life boost.  Or another than let’s you tag 3 enemies for a ranged attack.  Or more stuns from Atreus, or extra healing, or… plenty of things.  It honestly feels like the game provides you a toolbox of options, and it’s up to you to see what fits your style.

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In the Mountain

Better example is a recent troll battle.  Normally trolls are drawn out affairs, with a few stages where additional grunts/ranged show up.  It feels like it’s raining fire.  In this particular case, I was able to throw some axes at his head, enter rage mode for some quick damage, then used some high damage runes to bring him down.  Atreus used his Wolf summon to take out the grunts, and I picked up the pieces.  What would normally take 5 minutes was done in 20 seconds, because I used the right tools, at the right time.

Extremely rewarding.

 

EA Being EA

Quick article regarding EA + loot boxes, in particular after Belgium/Netherlands have banned loot boxes.

Two items stick out to me.

which has helped the company grow year-over-year to $1.25 billion during its last quarter even without releasing a major new game.

Make no mistake, EA is a publicly traded company with a sole goal – making money.  Anything else is bonus.  That they can pull in such a large sum of money is impressive.  I’m actually quite surprised that EA hasn’t jumped 110% on the Battle Royale bandwagon yet… seems a market prime for the taking.  Then again, they’ve avoided MOBAs like the plague.

 

EA, of course, says it doesn’t think FIFA Ultimate Team and other video game loot boxes are equivalent to slot machines.

First, players always receive a specified number of items in every FUT pack,” the executive explained. “Second, we don’t provide or authorize any way to cash out digital items or virtual currency for real-world money. And there’s no real-world value assigned to in-game items.

I argued the same point in the past, at least in terms of gambling from a legal perspective.  There’s a flaw in this argument though – in that the law itself is changing.  Just like online gambling was unregulated for a very long time, laws eventually caught up.  It’s naive to think that this massive cash cow would not have regulations applied to it.

EA is an american company and has plenty of lobbying power in that country.  Apple, Google, and Microsoft are much larger and lost to a massive degree when trying to fight EU countries when it comes to money.  I am having trouble seeing how this goes any other way that tight international regulations.  That, or the EU stops being a viable gaming market.

That said, I do look forward to EA trying to keep pushing lockboxes.  I have a lot of popcorn around here, and this will be a fun show.