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The PC gaming lows of 2017

Yesterday we did the highs, and today we do the lows. These were the more disappointing moments of 2017, according to our PC Gamer global team. And yes, you'll find some loot crate chatter in here. Let us know your lows of the year in the comments. 

Andy Kelly: Andromeda flops

I didn't like Mass Effect Andromeda for a lot of reasons, but the main one is that it utterly fails to make you feel like you're an explorer in some uncharted galaxy. The premise is perfect, voyaging through the stars to find a new home. But the execution is disappointingly inept and unimaginative, with nothing out there that feels truly alien.

Say what you will about Interstellar (I love it), but that film really nails the idea of the planets they visit being so wildly outside of the rules of Earth, making them as terrifying as they are awe-inspiring. The giant waves, clouds of ice, and so on. But the planets in Andromeda had none of that. A desert, a jungle, an ice world. Your classic sci-fi archetypes.

And the angara, the only real native race you encounter, have human-shaped faces and a relatable culture and politics. It cheapens the Mass Effect universe when you can travel to a new galaxy and it's basically the same as the Milky Way. BioWare wasted an opportunity here, and that's why Andromeda was a major letdown for me this year.

Samuel Roberts: Horror show

I thought I'd love Resident Evil 7. The demo suggested they were going for something a bit like PT—an original and shocking horror game. And it is for about an hour, even if it's never close to PT's levels of scares and invention. By the end of the game, though, as I shot a procession of goo monsters, and took down yet another boss by shooting the same weak points over and over again, I felt like Resident Evil was in the same shape as when I started. If anything, the boss fights and set pieces were less interesting than Resident Evil 5, which seems to have gained the reputation of taking the series in the wrong direction. But it's definitely a better, more entertaining game to me. 

I think I'm among the few that didn't love it. The Baker family as a series of bosses should've been interesting, but I didn't find any of them that scary, except when you'd find the dad lurking in the corridors of the house after you thought you killed him. Resi definitely looked the part: the colour palette was nice and grimy, the VHS tapes were pretty cool—especially the SAW-style death trap one. But it didn't really reinvent the series for me. If it was in third-person rather than first, I genuinely think it'd be considered an average entry in the series, maybe slightly above the first Revelations game.

It doesn't help that the VR mode was launched exclusively on PlayStation. Hopefully we get to try it in January. It's not that Resident Evil 7 was the worst game I played in 2017—I enjoyed it a load more than Rime or Perception—but I thought it'd be a grand new chapter. 

Tyler Wilde: Mass disappointment

I'm not a huge Star Wars fan, but I enjoyed The Last Jedi. I like that it didn't play to the expectations set by The Force Awakens, which I think is the inferior film. So I have a hard time understanding why certain Star Wars superfans absolutely hated The Last Jedi—but I can sympathize. As a big Mass Effect fan, I found very little to like about Mass Effect: Andromeda. Many people I know enjoyed it just fine and probably look at me the same way I look at The Last Jedi discontents. Sorry! Though I waffled over my feelings about it for awhile, when I look back, I really didn't like it. 

What begins as a story about, and potentially a critique of, colonialism instead backs the Milky Way's expansion throughout Andromeda—with an early nod to noted rich person Elon Musk, of course—so long as invading aliens can stand in as the true evil. Minor conflict with the indigenous angara is easily resolved by having that common enemy, and outside of the angara, the villainous Kett, and the ancient Remnant robots, no other intelligent aliens are found in Andromeda. Humanity (and its alien pals) thus becomes a savior of the locals, an ahistorical theme which skims over all kinds of ethical points: as the more technologically-powerful party, are the Milky Way settlers refugees or invaders? Why have the colonists chosen to replicate the old militaristic power structures they left behind? Delete the Kett and focus more on inter-alien relations—both between those from the Milky Way and the civilizations they encounter in Andromeda—and I think you'd have a much more interesting game. The Krogan rebellion and distrust from the angara are easily the best aspects of Andromeda, but are set aside to make way for war against Borg-like, done-before, alien monsters.

On top of that, I found the plucky 'Chosen One' protagonist dull, as well as most of the supporting cast (whose reasons for leaving their entire galaxy behind are largely ridiculous), and rehashing the original trilogy's focus on ancient aliens and their super-powered artifacts works against making Andromeda feel like a mysterious new frontier—same shit, different galaxy. And these are just criticisms of the story. I'd take over this whole article if I detailed my issues with the sidequests and combat.

Chris Livingston: Take-Two vs Open IV

While this one does have a happy ending, it was still a deeply unpleasant and easily avoidable mess. Back in May, the creator of OpenIV, a GTA modding tool, received an email from Take-Two Interactive requesting any further work on OpenIV be halted. When modder 'GooD-NTS' asked for more information on the matter, Take-Two's legal department mailed a cease and desist notice to his place of work, accusing him of violating Russian laws. GooD-NTS decided, after some deliberation, to stop updating the mod.

It's worth keeping in mind that, at the point of this C&D, OpenIV had already been around for nearly a decade, available for modders and mod-users to play GTA 4 and 5 with modded content. It was relied upon for dozens if not hundreds of mods as it allowed GTA game files to be edited. Its creators had also taken measures to ensure OpenIV couldn't be used in GTA Online, only in single-player.

Naturally, there was an explosion of outrage from gamers over the shutdown. A petition garnered tens of thousands of signatures and Rockstar's games were heavily review-bombed on Steam. One machinma maker created a video depicting Take-Two and Rockstar executing modded characters while others wondered how they'd be able to create new work without OpenIV.

After a tumultuous few days, Rockstar began talking directly to the modder and soon OpenIV was back and being updated again. Which is, frankly, what should have happened in the first place. Legal action should be a final step, not an opening move. Modders who spend a decade adding content to a game clearly have passion for it, and mods, as I've said before and will no doubt say again, add value to a game. Even if you don't actively support mods (Rockstar doesn't, hence the need for OpenIV in the first place), don't treat modders like enemies. Bringing the legal department of an enormous corporation to bear on an individual who simply loves to create new content for a game on a volunteer basis is a terrible, terrible look.

Wes Fenlon: Loot boxes make for homogenous game design

I think everyone is pretty tired of talking about, and hearing about, loot boxes, but they really are the biggest topic in gaming in 2017, and I think the industry's low point of the year. There are many reasons to dislike them, even cosmetic boxes like Overwatch's, and there are real concerns about how those systems lure in players with addictive tendencies. There are definitely people spending money on loot boxes who can't afford it—not all whales are millionaire lawyers with piles of cash to burn.

I'm thankful loot boxes don't have that kind of pull for me. But even if I don't spend money on them, they're in the games they play, making those games worse. Here's what I had to say about loot boxes on the PC Gamer Show a few months ago, about how they take some of the excitement and mystery out of games by making them too similar.

They're boring. Hopefully this year's backlash means we see far fewer of them in the new year.

Jarred Walton: Component prices aren't meant to rise over time

This has been a strange year for certain segments of the computer hardware scene. Normally, the trend is for everything to get 'better'—faster, smaller, more efficient—while at the same time becoming more affordable. That state-of-the-art PC you bought in 2014 for $3,000 will be slower than this year's mainstream $1,500 system. But for GPUs, SSDs, and RAM, 2017 decided to go a different direction.

Cryptocurrency mining had a major impact on graphics card prices, peaking with cards like the RX 570 and RX 580 selling for more than twice their official launch price. Even now, nine months later, you can't buy an RX 570 4GB for under $200, and it was supposed to be a $169 card. Nvidia weathered the storm a bit better, though GTX 1070 is still nowhere near its all-time low of $350, and with Bitcoin flirting with the $20,000 mark, Ethereum at $800, and Bitcoin Gold at over $4,000, we're still not done.

DDR4 RAM and SSD prices meanwhile have remained high throughout the year. This is mostly thanks to the increased demand from the smartphone sector, where 64GB NAND is now common on high-end models like the iPhone 8 and Galaxy Note 8, the latter of which packs 6GB RAM. Increased supply is supposed to help reverse the trend in 2018, though you can't help but worry about the prices being kept high next year.

Tim Clark: Destiny 2

The moment I first clapped eyes on Destiny 2 at the reveal event in May, running in 4K at 60+ FPS, could easily have been my high of the year. But as we know, what followed has been something of a shuttle crash. It's not that Destiny 2 is a bad game when viewed in isolation. I completely agreed with Tom's verdict that there was an excellent 60-70 hours of grind to be had, and it's especially fun played with friends, as our awards noted. But Bungie's fundamental blunder—and the more I think about it, the more arrogant it looks—was the idea that the sequel could be tailored almost entirely for the casual audience, and the hardcore players would just suck it up and stick around because, hey, that's what they do. Or perhaps even more cynically, maybe the bean counters felt it didn't matter if nobody sticks around so long as enough of them bought the base game, season pass, and some of the baubles in the microtransaction store.

If the vacuum where the endgame should've been was the only issue, then that would have been bad enough. But Bungie compounded the issue with a string of mistakes, from a hidden XP throttling system, to an exotic weapon released seemingly untested, to a DLC expansion that locked vanilla players on PC out of stuff they paid for just over six weeks ago. It's been a baffling series of self-inflicted wounds, and I can't recall such a big studio having to issue so many apologies, so soon after launch. What's most frustrating is that I still love much about the game and still spend a lot of time—too much!—playing it. 

The universe Bungie has built, how the weapons look and feel to fire, and the amazing experience of raiding with a team of friends are all things I don't want to leave behind. I think underpinning all the game's problems, though, is the studio's focus on scooping up as much Eververse store money as possible. Somewhere the path to what made the game fun in the first place has been severely strayed from. It's not understating it to say that the changes that need to happen in 2018 will make or break the game. I hope Bungie sees how seriously it needs to reconsider its current approach to making money from the playerbase. For the extended dance remix version of this discussion, here are my thoughts on Curse of Osiris