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Steam, Unleashed

As many people are writing about, Steam recently revised their policy on policing the content of games sold on their platform. The new policy? Anything goes… unless it’s illegal or “trolling.”

So we ended up going back to one of the principles in the forefront of our minds when we started Steam, and more recently as we worked on Steam Direct to open up the Store to many more developers: Valve shouldn’t be the ones deciding this. If you’re a player, we shouldn’t be choosing for you what content you can or can’t buy. If you’re a developer, we shouldn’t be choosing what content you’re allowed to create. Those choices should be yours to make. Our role should be to provide systems and tools to support your efforts to make these choices for yourself, and to help you do it in a way that makes you feel comfortable.

I agree with pretty much everyone that this change will not go well for Valve.

What I don’t think is appreciated as much though, is the quandary Valve was/is in. Although there has been movements to erode it, most of the internet is still protected by Safe Harbor rules, meaning that you cannot be held responsible for content that other people post. This has led to a weird dichotomy in which Valve gets blamed for letting school shooting games slip through the cracks – and how this must reflect on Valve’s values as a company – whereas no one holds any such standards on Google, through which you can readily find the most vilest of content imaginable. “Steam is offering it for sale though!” Okay… how about Amazon and eBay and Craigslist and any ISP that allows whatever store/forum to be hosted on their bandwidth?

Do we even want these tech entities to be the arbiters of morality on our behalf?

When I saw this announcement, my first thought was “Yikes,” followed by “This is probably less bad than simply saying ‘We now allow (cartoon) porn.'” Because that is really what’s going on here, IMO. Remember the game Hatred? That was pulled from Steam for violence/controversy back in 2014… and personally reinstated the next day by Gabe Newell, who said:

Hi Jaroslaw. Yesterday I heard that we were taking Hatred down from Greenlight. Since I wasn’t up to speed, I asked around internally to find out why we had done that. It turns out that it wasn’t a good decision, and we’ll be putting Hatred back up. My apologies to you and your team. Steam is about creating tools for content creators and customers. Good luck with your game.

Conversely, the number of uncensored hentai games on Steam can be counted with, ahem, one hand.

You can make all the “Artistic!” arguments you want, but the bottom line is that Valve had to constantly argue that Geralt having sex on a stuffed unicorn (etc) in Witcher 3 was fine, but anime boobs was going too far. Worse than literal Hitler, in fact, or outrageous violence and gore. Visual Novel studios had to censor their products, and then offer instructions on the Steam forums on how to uncensor it via patches. Until Valve cracked down on that… which then led to developers giving instructions on their own webpages and dedicated fans then relaying that info via Steam forums.

To be clear, this policy shift will unleash all sorts of actual disgusting, offensive garbage on the platform, a few clicks away from anyone. Steam will still have a long way to go to get as bad as this site, but they are certainly heading down that road.

But at some point, I have to ask… why shouldn’t Steam be a simple (DRM) platform? The argument that Steam used to be a curation of the best games is a canard from yesteryear. In 2013, there were 565 new games released on Steam. The following years, that number increased to 1772 in 2014, 2964 in 2015, 4207 in 2016 (40% of all games on the platform), and 7672 in 2017. Any sort of active curation has not been occurring for at least four years, and certainly stopped by 2016.

Amusingly, we seem to be on the pendulum backswing when it comes to videogame punditry. Back in the day, you had to rely on gaming magazines like Nintendo Power and Game Players (ah, my youth) to find out any useful information about the gaming world. Then gaming went mainstream, and for a while there you were able to consume the information available on your own. Now there are so many games and information vying for your limited attention that it’s better to just find a few websites or bloggers with similar tastes and just follow them. That’s your curation now.

Anyway, like I said before, I fully anticipate Valve being raked over the coals for this move (which they have arguably been doing for 4+ years now). It’s already happening, actually, but it will get much worse for them once (more) outright racist and sexually violent games are released and then broadcast on cable news channels. I don’t want those games to exist either… but someone apparently felt that way about uncensored Visual Novels for many years, and I didn’t think that was particularly reasonable. Those two things are not equivalent… and that’s kinda the point.

Is it that we are supposed to trust Valve’s corporate values to arbitrate the correct morality, or is it more that Valve’s (nebulous) policy provided us a lever by which we could enforce our own? With Valve throwing up their hands, we have (for now) lost that leverage, and must rely instead on the much more difficult, and potentially futile, endeavor to change hearts and minds directly.

Bleach is a much better disinfectant than sunlight, but at some point we should address the issue of why shit is getting so dirty in the first place.

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End of Year: 2017 Edition

Much like with 2016, this year seems to have been one in which we entered the Darkest Timeline… until I look at my personal life and find things have been pretty fantastic this year. Bought a house, got a big promotion, got engaged, played some videogames. Who could ask for more?

Well, aside from ~80,000 people last year, but nevermind.

Here were my goals from last year:

  • Give FF14 another shot. [Gave way more than a shot]
  • Play through some of those PS3 games I bought four years ago. [Oops…]
  • Resist playing WoW until the WoW Token -> Blizzard balance goes Live. [Done]
  • Clear at least 30 games from my Steam backlog. [Tentative yes?]

Still haven’t touched those PS3 games, but I did resist the urge to unnecessarily buy a PS4. Mainly by way of missing the Black Friday sales, but a win is a win! Sorta. That said, when I upgraded my 24″ monitor to a 27″, I went ahead and ensured that I could use it for both my normal PC and the PS3. In fact, I have the PS3 hooked up to said monitor right now and could play those games at any moment. Even bought a Bluetooth speaker, so there’s no issues there. Yep. Any day now.

The Steam backlog thing was a bit tricky to figure out. Sorting by the Last Played column and looking at my Finished category, I see the following:

  • The Talos Principle
  • The Flame in the Flood
  • Remember Me
  • The Shrouded Isle
  • A Story About My Uncle
  • Space Pirates and Zombies 2
  • Crawl
  • Armello
  • Black Desert Online
  • Darkest Dungeon
  • Divinity: Original Sin
  • Total War: Warhammer
  • SteamWorld Heist
  • XCOM 2
  • The Forest
  • Dragon’s Dogma: Dark Arisen

That’s a total of 16 real, substantial titles that I feel I gave a fair shake whether I ended up beating them or not. The actual total from last year is 88, with a rather large portion (21) being Visual Novels, and the rest being games I tried for about an hour and uninstalled. Looking at my active library, the list fills out a bit more:

  • Subnautica
  • The Long Dark
  • Neon Chrome
  • Darkwood
  • 7 Days to Die
  • Spelunky
  • PixelJunk Eden
  • Dust: An Elysian Tail
  • Kingdom Rush
  • Infinifactory
  • ARK
  • No Man’s Sky
  • Getting Over It with Bennett Foddy
  • Warframe

So… that’s technically 30. Although, even more technically, these have not been “cleared from my backlog,” as they are still hanging out in my library (some uninstalled). It could go either way, but I’m inclined to give myself a break.

Without further ado, here are my goals for 2018:

  • Complete the vanilla, HoT, and PoF story content in GW2.
  • Play through some of those PS3 games I bought five years ago.
  • Embrace the notion of shorter, possibly more frequent posts.
  • Use my Blizzard balance to pay for all my Blizzard gaming.
  • Clear at least 40 games from my Steam backlog.

Feels kinda like a low bar, but exceeding low expectations is what I’m all about.

Half Death: Episode 3

If you haven’t already heard the scuttlebutt… well, I’m sorry. The former lead writer for the Half Life series has released what is widely reported as a summary of the hitherto (and likely forevermore) unreleased Half Life 2: Episode 3. While it is being termed “fanfic” by the author himself, keep in mind that Marc Laidlaw left Valve in January of last year, and there are no other writers from the series remaining in Valve.

Read at your own risk unforeseen consequences.

Divorced from physics-based gameplay and otherworldly vistas, the plot ends pretty quick. And it certainly still leaves the door wide open to some kind of proper Half Life 3. But… this is closure enough for me. It feels right. While nothing can really assuage the ire I feel after the ending of Episode 2 almost ten years ago, this nevertheless meets me halfway. It lines up with pre-established lore, and completes the themes presented since the original game.

Which makes sense, coming from the person who wrote everything in the first place.

At the same time… goddammit. Valve hasn’t released a single-player game since Portal 2 in 2011. That’s more than five years ago, for those (not) playing at home. And really, they don’t need to anymore. Steam obviously more than pays for itself, as evidenced by the non-standards of Early Access and shovelware that make it to the front page. For all intents and purposes, Valve has taken the ball and gone home, having monetized every inch of the field. They built it, we came, they left.

Oh, well. At least there are all these other games I can play on Stea…

…goddammit, Gabe.

Steamy

I am not a frequent reader of Polygon, but their recent (hit) piece on Steam is interesting. There is a lot going on in the article, but these are the two thesis paragraphs:

This, then, is Good Guy Valve — a corporation which employs precision-engineered psychological tools to trick people into giving them money in exchange for goods they don’t legally own and may never actually use while profiting from a whole lot of unpaid labor and speculative work … but isn’t “evil.”

This is the Good Guy everyone seems too afraid to call out, the toxic friend who is so popular that upsetting him will just make things worse for you, so you convince yourself he’s really not that bad and that everyone else is over-reacting. Once the Good Guy illusion has disappeared, we’re left with the uncomfortable truth: Valve is nothing more than one of the new breed of digital rentiers, an unapologetic platform monopolist growing rich on its 30 percent cut of every purchase — and all the while abrogating every shred of corporate or moral responsibility under the Uber-esque pretense of simply being a “platform that connects gamers to creators.”

Basically, Valve conned us 13 years ago into believing they were the Good Guys, to the point that we unapologetically ascribe sins to Origin and UPlay that Valve themselves invented, and still perform where not prevented by EU law. Shkreli would give his left nut for the amount of free advertising that blasts over the internet for every Steam sale. All of this, all of this free money coming in, all this outrage over other corporations screwing over customers and employees alike… and we still eat it up for Valve.

I will admit that this article gave me pause.

It is a weird situation to find myself in, especially given that I am Pro-Consumer. Have you heard about Consumer Surplus? I invented that term. I will talk all day about how obscene it is for Blizzard to charge $25 for a character transfer, but spend zero time talking about how Valve takes a 75% cut of community-created DotA item/model sales.

That said, I’m not entirely sure there is a contradiction there, much less a cause for proletarian revolt.

Look, most of us grew up in the pre-Steam days. Do you remember what buying PC games was like? It was chaos. Sometimes you needed to keep the CD in the tray to play the game, sometimes you didn’t. Sometimes the publishers installed a rootkit on your machine, sometimes they didn’t. The first time I ever “pirated” a game was with Command & Conquer 3 because the disc I bought from the store wouldn’t play; there was either a scratch on the CD or some bug or something, but it instantly crashed on boot. Downloading a Day 1 crack on a game you just bought for $50 and couldn’t even return is pretty emblematic for that time period.

In short, Steam saved the PC gaming industry. It provided a framework in which the industry could grow, while simultaneously providing immense value to gamers. Steam sales actually were revolutionary at the time – the only times you ever got a discount elsewhere was when the game was in a bargain bin. Steam sales are disappointing these days, for sure, in a world of GreenManGaming, Amazon discounts, and all the other storefronts. Whom deliver Steam keys 99% of the time. Which is what most gamers want, considering the platform itself is immensely stable in comparison to oh, say, RockStar’s Social Club.

There are legitimate complaints regarding Steam. The Support sucks, so I have heard. It took them entirely too long to introduce Refunds, and I understand that that only came under threat of court orders. I’m also sure that the author’s claims regarding reimbursement percentages for selling character models is probably true.

But overall, I think the article is mostly attacking a straw man. There will be Valve fanboys, just as there are Apple fanboys. The difference is that Apple is a walled garden of overpriced, proprietary bullshit. Steam appears to be a near-monopoly… but based on what, exactly? Origin (or GOG, etc) might indeed be the better gaming platform these days… if it weren’t for the fact that they have an absurdly low (in comparison) library of available titles. Does Steam have exclusivity agreements that nobody knows about? If not, who is really responsible for its market share? No one is stopping anyone from opening a competing service that only takes 25% of the cut or whatever.

The bottom line is that nobody is being tricked here. Uber intentionally treating their entire workforce as contractors to avoid paying for health benefits or time off is not at all the same as “tricking” people into buying videogames over the internet. The damning “culture of cliques” at Valve is laughable; welcome to everywhere. Hell, if you want to see an abused workforce, take a gander over at Amazon warehouse for a moment.

“Good Guy Valve” is a marketing fiction, sure… but built on the back of a decade of actual value.

Ringing Endorsement

Does anyone else remember playing Dungeon Defenders? You know, that 4-player co-op pseudo-tower defense game from a while back? I knew that the sequel was in Early Access, so I decided to check on it’s progress since it reappeared on my Steam window.

“Still in Early Access, eh? Let me check the reviews…” Top one:

DD_Review

Oh, Steam. Never change.

Although the review goes on to point out that things have since changed – the endgame grind has become easier than before, best weapons were nerfed, etc – the juxtaposition between the 1,095 hours played and the Not Recommended score is just… I don’t know. Funny? Sad? Nostalgic from an MMO perspective?

The developers actually responded to Karthu’s review, assuring him that the changes are a work in progress as they shift some of the systems around in an attempt to provide more depth. Which highlights the Sisyphean absurdity of the situation even more as this dude played an Early Access game for over 45 days straight. Or to put in another perspective, that’s roughly 2.5 hours a day, every day, since it’s Early Access release on Steam (December 2015).

I dunno, man. That sorta sounds like a ringing endorsement to me. Even if it no longer takes 50+ hours of grinding the same map to get the best weapon. Especially if it no longer takes 50+ hours of grinding the same map to get the best weapon. I guess we’ll see.

It Worked

The final (?) chapter of my GTA 5 woes has come to its end.

After uninstalling the “corrupted” GTA 5 installation, I emailed GameBillet to ask them to reinstate their download page that I had brief access to when I originally bought the GTA 5 key from them. From there, I committed myself to downloading 30 individual 1.9 GB files from their servers.

Nothing (other than Steam) is ever that simple though. The first problem I encountered was the fact that Chrome would hang on 100% download completion without actually “finishing” the file. This was not a GTA 5-specific issue, but rather something I have been experiencing for the past month or two with Chrome, even on 125 KB downloads.

Chrome_Stop

Ain’t nobody got time for that. Except for me.

To ensure this would not be a factor, I ended up reinstalling Firefox and downloading from there. This prevented the hung downloads, but Firefox was unable to handle downloading more than six files at a time, so that is what I limited myself to.

The next issue was that after a day of this, I couldn’t log into my GameBillet account, and the “forgotten password” request couldn’t be completed because it stated that my email account didn’t exist. Pretty goddamn strange considering I had two emails from their support team not four days ago. Luckily, I was able to find the original email that contained the download links, so I could still download direct from there.

The final boss, as in most RPGs, was somewhat of a let-down. Having downloaded all the .bin files, I had to run the installer to combine them. Which meant duplicating the 60 GB files on my SSD because of course. After deleting some other games I doubt I’d ever play again (or at all), I logged into Rockstar’s shitty Social Club interface…

…and had to download a 2 GB patch. At 200 kb/s. Fine. I made the time.

Then, the moment of truth.

GTA5_Success1

Never felt so good driving around a corner.

It worked. It really worked. I was able to get to and through the 2nd mission. I didn’t play for much longer beyond that point, but at least I did not run into the exact same breaking point as before, and that’s something.

While this remains another example of my parsimony biting me in the ass, I don’t really blame GameBillet in this scenario: I blame Rockstar and every game maker with their own shitty download client. If Social Club downloaded at more than 200 kb/s, I wouldn’t have had to use a VPN and it wouldn’t have corrupted my files. The real lesson learned here is that Steam fucking earns their 30% cut, and Rockstar is going to eat that cut every goddamn time from here on out.

The Curse that Keeps Cursing

Hey, do you recall the travails associated with my attempting to install GTA 5 through Rockstar’s shitty “Social Club” nonsense? Well, I finally decided to quit hesitating and go ahead and start playing the game.

Oh, wait, there’s a 1 GB patch to download first. At 200 kb/s, again. I think the most baffling part of this – besides the fact that I can use a VPN to magically make the download go back to 2 mb/s – is how it says it is downloading at 200 kb/s, but literally nothing else will load properly. I tried to load Google to see if this shit got fixed somehow else, but Google literally timed out. So whatever the launcher is doing, it is doing so badly to effectively kill the entirety of my internet.

With everything downloaded (via VPN), I finally booted up the game. And it worked through the tutorial and the first few missions. Then… it didn’t:

GTA5_1

Really? Really?

I was on the way to repo a motorcycle in the game, passed some invisible line, and the entire game crashes with that error. After several repeated experiments, it appears the crashing is related to either loading a cutscene that would trigger in that area of town, or simply loading that section of town. Either way, the game is functionally useless because I cannot progress past this point.

I looked online for solutions, and the culprit is likely some kind of corrupted file. Which, per the source, can occur if the original download is interrupted. Hmm. Where have I…

The one “quirk” with this “solution” is that Ultrasurf cycles through various proxy servers at certain intervals, which technically interrupts the download. For the most part, the GTA 5 launcher will pause and then resume the download no problem. After 5-10 cycles of this though, it will stop the download entirely, forcing you to press Retry to get it moving again. I’m not in a particular mood to babysit this download for eight real-time hours, so I had to look for another solution.

Enter Advanced Mouse Auto Clicker 4.0

…oh.

There is no official way to check for corrupted files via Social Club’s launcher, for the record. I ended up finding a Reddit thread talking about downloading and creating a goddamn Python script to check your files. Which I did so, and everything came back OK. Found a slightly more up-to-date list to add to the script, but still no errors. Rockstar themselves suggests uninstalling and reinstalling.

Fuck. That. Shit.

Honestly, at this point, I’m sorely tempted to chalk the whole thing up as a total loss. As in, deleting GTA 5 and just never playing it. I mean, technically I can wait for another year or whatever and try and snag the game in a Steam-specific sale and be done with it that way. But I’m already out $28, so there is no “deal” possible in this scenario.

There is one other scenario in which I might salvage this situation: I contacted the retailer to re-enable a direct download of the individual installation pieces of the game. My hope is that it won’t download at 200 kb/s, and thus I can download sans VPN and without mid-download micro-interruptions. There is no guarantee that it will work, and shit is already annoying as hell, so this may just be another variation of Sunk Cost Fallacy.

But Christ Almighty, have I learned my lesson. Some people might cry about Steam being a monopoly, but if Steam is a monopoly, it is precisely because of the incompetence of everyone else. It has literally been 5-10 years since I’ve remembered that I’m a PC gamer. You know, that unfortunate kind of gamer who can buy shit that doesn’t work out of the goddamn box. Who else would put up with that?

Digital Resale

As you might have heard, a French consumer group is suing Valve over, amongst other things, the inability of customers to resell their Steam games. The actual likelihood of this case being successful is rather low, as a German consumer group sued Valve (for the 2nd time) and lost last year. Which is interesting, considering reselling software licenses was ruled legal in Europe back in 2012.

The entire issue is fascinating to me though, as it touches on a lot of philosophical, economic, and even political points. There has been this historical dichotomy in gaming since at least the 90s, where we (in the US) have just simply accepted that computer games cannot be resold, but an entire industry can be built around reselling console games. I mean, think about it: why? Why the difference?

It seems we just kinda decided – rather arbitrarily, I might add – that because the PC disk wasn’t necessarily after installing the game, or that it’d be too easy to copy, that we shouldn’t be able to resell it. But what does that actually matter from a rights perspective? “You don’t own the game, you own the license.” Yeah, unless it’s an Xbone copy of Call of Duty, or a music album, or a DVD, in which case it apparently doesn’t matter.

If you have been following this blog for any particular length of time, you might know that I am a stalwart consumer advocate. And thus, I also agree that we should have the right to resell game licenses. None of the counter-arguments are at all compelling, and mostly seem to revolve around “it’s always been that way” or “think of the children game developers!” About the only halfway interesting one was something along these lines:

As a consumer I do care about this, as I can only see digital resales being viable if the game enforces online authentication every time you start up the game. Physical games don’t need this as they use authentication with the physical medium, you need the disc to play.

Some people also brought up the Xbone launch debacle. The problem is… these are non-issues. The Xbone was going to require a constant internet connection, or at least the ability to phone home every 24 hours, which has nothing at all to do with licenses. Requiring a connection for when you purchase or sell a license? Uh… yeah. That’s fine. You’ll presumably need a connection to download or sell the goddamn game in the first place. There is zero reason to require verification after that, other than to be nosy.

As for the impact to game developers? I mean this in the kindest way possible: not my problem. Nor is it yours. It is intellectually dishonest to wring your hands over such a development if you aren’t already very concerned about, say, Steam sales in general. Businesses are abstract, amoral entities that don’t give two shits about you. They are not your friends. If it were up to them, games would cost $2,000 apiece and require you to drive to their headquarters to play them.

Will game companies start doing more micro-transactions/DLC/services bullshit to recapture funds lost by a used game license scenario? Maybe. Then again, that sounds exactly like the same dumb argument that we shouldn’t be paying fast food workers more because it encourages businesses to replace workers with robots. Guess what? They’re going to do it anyway.

Honestly, just like with everything, it’d be best for everyone involved if game companies got ahead of the legislation on this. I don’t see any reason why Value couldn’t implement a system of resale that includes a cut for both Valve and the developer. When I sell a Steam trading card for $0.10, Valve takes two cents. No particular reason why Valve couldn’t take 30% (or even more) of the resale value for facilitating the transaction, and give X amount of that to the developer. If Valve, et al, tries to fight the future on this one, they might be stuck with a defined activation fee at best, while gamers trade licenses on eBay, Craigslist, etc.

Review Bombing

Three years ago, I wrote a post called The Weaponization of QQ in which I discussed “review bombing,” e.g. the practice of people writing negative user reviews out of spite. At the time, one of the particular objects of ire was Mass Effect 3. The user rating has trended upwards from 3.7 to today’s 5.4, but there remains 2518 positive vs 2372 negative reviews. And the vast, vast majority of the latter straight-up include passages such as the following:

I would have given this [Mass Effect 3] just a five, as it’s just that, an average game. However, since it’s clear that Bioware bribed journalists and reviewers to give their game a good review, I decided to counter the inflated reviewer scores and give this game a zero.

Now in the waning days of 2015, I am here to say that the practice is, unfortunately, alive and well.

One of the more topical targets is Fallout 4, which also sits at 5.4, primarily due to “reviews” like this:

Overrated Bethesda is back at it again, and they created another piece of garbage idiots to j!zz over. For starters this isn’t a 0/10, it’s more of a 4/10 but I’m trying to even the score because the fanboys are giving the game a 10/10 without explaining anything.

The above opening continues with some actual criticism of game mechanics and such, which puts it in a shockingly vanishing minority of these sort of reviews. Many are just like this:

Slacktivism at it's finest.

Slacktivism at it’s finest.

It is not entirely clear how many of these people even played the game.

Fallout 4 is not, of course, the only high-profile victim. Even media darlings like GTA 5 are not immune:

Useful.

Useful.

Back in June, I had to scroll through thirty-eight (38!) negative Steam reviews to find even one that contained useful information about the actual game. The rest were simply outrage over one of the Steam sales in which Rockstar apparently increased the price ahead of the sale, via adding in-game currency as the only available bundle, thereby possibly disabling Steam refunds. Which is certainly an entirely valid concern by itself, but not one that really has anything to do with reviewing the game.

The first time I brought this up, I was concerned about what possible effects these user review bombings might have on the direction of developer game design. Now? I’m much more concerned about how devalued this practice has rendered user reviews and, by extension, all our opinions. Perhaps developers have never been overtly concerned with user reviews, so review bombing doesn’t matter. But they mattered a bit for me, when determining if a game might be worth playing. And now that resource is gone, to be replaced with the outrage of the day.

Black… Wedthurfriday

The deals, they have begun. My own shopping list:

  • | | Far Cry 4 – $15 (@Ubisoft); $22.50 Gold Edition (@Amazon)
  • | Dying Light – $20.39 (@Steam)
  • || GTA 5 – $26.99 (@GameBillet) $35.99 (@Steam)
  • |??| Darkest Dungeon – $11.99 (@Steam)
  • |??| Life is Strange (1-5) – $10 (@Square-Enix) $13.39 (@Steam)
  • || Divinity: Original Sin – no sale (?!)
  • |??| The Legend of Heroes: Trails in the Sky – $9.99 (@Steam)
  • |??| Shadow of Mordor GOTY – $14.99 (@BundleStars)

Just to be clear, I’m not buying all these games. The ones with a green checkmark? Yes. Red circles are not good enough of a discount to purchase, and the question marks are, of course, question marks. This entire exercise is kind of superfluous given how I am still trucking through Fallout 4 (70+ hours), but hey, the less of a gap between mainlining high-quality entertainment, the better.

I may or may not update this post with additional deals as they catch my eye.

Edit: Life is Strange is $10 on the Square-Enix website.

Edit2: Apparently Far Cry 4 sale on Ubisoft went away. Amazon has Gold version up though.

Edit3: Ooo… GTA5 down sub-$30.