Category: Gaming (page 12 of 73)

Don’t Call It A Comeback

Courtesy Blizzard
Probes aren’t just adorable – they’re essential.

There are really only two games I’d consider playing competitively on a regular basis. I don’t think I have the skills to play a first-person shooter anything but casually in multiplayer, and while I used to play CounterStrike in university, I can’t see myself devoting the time necessary to the game now, let alone coughing up money every year for the latest iteration of the best “spunk-gargle-weewee” game around. I’m also not one for fighting games like Street Fighter; again, I’m much more casual with that sort of game, and Divekick is more my speed with that sort of thing. The two games I look towards as a true test of my skills and that engage me enough to drive me to improve constantly are Magic and Starcraft. While I still want to return to Legacy in Magic, Standard will be more economical, but that’s a post for another time. Even more economical is StarCraft 2 – unlike Warhammer or Warmachine, there’s no miniatures to buy or paint, and no need to find a table big enough to play on. The only investment required is time. And lean tissue in the brain.

Getting back into StarCraft 2 after a long break isn’t easy for anybody. Heart of the Swarm has hit since I last played on the ladder, and that may have changed things up drastically. My only recourse is to change with them, and that means starting over again, from scratch, to build myself back up into a better gamer. What I like about StarCraft as opposed to say, Magic, is that the random element is minimized and, on higher levels of play, non-existent. It’s entirely skill and strategy. But before I can get anywhere near that level, I have to get my bare bones basics nailed down. And that means mechanics. That means making workers.

Building workers is pretty much the foundation of any future play. It’s the fuel that runs a player’s engine in StarCraft. It’s the mana of Magic, the production certs of Axis & Allies, the planetary resources of Twilight Imperium. I can’t spend any time worrying about build orders or army composition counters or even the meta-game at large. Not yet, at least. As much as I love to tie my strategic and tactical gameplay into a greater philosophy or Sun-Tzu or something, there’s a reason soldiers start at boot camp and aren’t just shipped into combat. Eren in Attack on Titan doesn’t strap on the Three-Dimensional Maneuver Gear and get right to titan-slaying without some serious training. That’s the way it has to be for me, as well.

So I’ve looked up some notes on the changes to the game, watched some videos by Filter, and started drilling against the AI. Not to practice tactics, not to ensure wins, not to nail down build orders. I’m just making workers and basic units, focusing on the workers. So far, Terran and Protoss are going fine. Zerg, I’m struggling with. But I’ll get there. And when I do, at that point I’ll jump on the ladder and start fighting live opponents. Though ‘fighting’ may be a bit of a stretch, as all I’m likely to do is bunch up all of my basic dudes and lob them at the enemy with no real tactics involved.

Then again, I don’t think many people at Bronze level will know what to do when 50 Marines or 30 Zealots or 40 Roaches come knocking at their door en masse 10 minutes into a game. I guess we’ll see once I have my benchmarks nailed down.

Game Review: Dishonored

Subtlety can be underrated in video games. A great deal of them rely on glitzy graphics or bombastic action to carry their experiences. Rock-solid gameplay that relies on things other than frenetic twitchy skills, a unique world with a lived-in feeling, and an interesting story with characters that have depth and complexity all contribute to a game rising above the average. In the case of Dishonored, two out of three ain’t bad.

Courtesy Bethesda Softworks

Corvo Attano had it all. From his birthplace on Serkonos in the Empire of the Isles, he rose from obscurity and a mysterious past to become Lord Protector of the Empress and her daughter. Unfortunately, he did not foresee assassins bestowed with a dark power storming Dunwall Tower and assassinating the Empress. Framed for the murder and on the run, Corvo is on the run with few options – until the same power approaches him with an offer to help him get his revenge. Even as a plague ravages the streets of Dunwall, Corvo finds his way to a Loyalist group willing to back him up, directing him where to point his deadly dagger.

As I mentioned in the intro, world-building goes a long way in making a game both worth your time to play and memorable after. Dishonored‘s Dunwall is one of its main draws. The city seems to have a very unique mix of Victorian-style architecture and dress while things like the Tallboys and Walls of Light have a somewhat dystopian electropunk feel to them. Graffiti, conversations, artwork, and the variety of items to pick up all work together to provide a sense of immersion in the world through which Corvo will be sneaking from target to target.

Courtesy Bethesda Softworks
From its canals to its adverts to its balustrades, Dunwall looks amazing.

Much like Deus Ex and Thief, the sneaking and the possibility of bypassing combat entirely instead of being shoved into it the way you are with other first-person games is what sets Dishonored apart. No enemy, from the standard street-walking mook to what would qualify as boss fights, needs to be confronted directly. You always get a clear indication of how aware guards are to your presence, you’re agile enough that running on rooftops is always an option, and you don’t dissolve in water so swimming can work, too – provided the vicious barracuda-like fish don’t have you for lunch. Your gadgets and powers are a big help, as well. Even the lowest level of the Dark Vision power lets you see guards through walls so you can better plan your routes, and Blink, a short-range teleport, lets you cross open areas and even lines of sight without raising the alarm. Couple these powers with the option to choke folks out and a sleep-dart crossbow, and you have the opportunity to prove that assassins don’t have to kill to be effective and feared.

This leads me into talking about some of the drawbacks to Dishonored. The number of dead bodies you create and the degree to which you use certain powers contribute to what’s called Chaos, a mechanic that functions a lot like morality systems in other games. A high Chaos rating alters the last mission of the game, and the game has multiple endings based on it, meaning that if you want the best ending, you need to be as non-lethal as possible, even if it’s more organic to silence a guard with a quick stab or you’re just fed up with a section and want to blast your way through. On top of that, the characters you encounter, especially your erstwhile Loyalist allies, are very flat and not terribly emotive, many of them having the creepy unblinking constant-eye-contact problem NPCs have had since Oblivion. I almost would have preferred text screens between missions or, even better, a voice-over from Corvo so our protagonist could have a little more personality of his own. Deus Ex (especially Human Revolution) and Thief games benefit greatly from their heroes not being silent.

Courtesy Bethesda Softworks
“Fly, my pretty ones! FLY!!”

Still, none of these problems can prevent me from recommending Dishonored. For all of its faults, the game plays extremely well and feels rewarding when you pull off the right combination of teleporting, sneaking, distracting guards, and finding your unique route to your target. The world is rich and well-realized even if it is populated with stiff characters lacking true depth, and the visual and sound design pull you into Dunwall every time it loads up. A little characterization here, a touch of personality for our hero there, and removing the Chaos issue would make the game damn near perfect. As it is, it’s simply a very good game that fans of stealth, assassination, and games with a stand-out look and feel are bound to enjoy.

Making Magic More Metal

Courtesy Wizards of the Coast

It’s been a few months since I’ve even considered looking for more than a few minutes at truly competitive gameplay. There’s been a lot going on, and I haven’t really taken the time to consider how that could be helpful to me. Things like constructing a deck in Magic and building efficiently in a RTS game are good structural exercises for my mind. Taking those skills into a competitive environment keep my attention sharp and teach me how to be a more gracious loser. Because I know I won’t always win. But that doesn’t mean I won’t try, dammit.

For the better part of a year, I haven’t seriously tackled the Magic: The Gathering format of Legacy. I was considering a few potential decks a while ago, but most of those plans fell by the wayside. After the release of the Modern Masters set, and some prompting from a friend, I’ve come back to the notion of putting a deck together to take with me to official events and the occasional Saturday night at my friendly local gaming store.

Legacy isn’t the only format out there, though. Between it and the ever-changing Standard is a format known as Modern. There are a few decks out there that have cards that span both formats. The one that appeals to me the most is called ‘Affinity’. I’ve liked artifacts for a long time, because they’re not dependant on colors and can get around a lot of obstacles if played correctly.

I tried putting together a list that didn’t subscribe to most common color combinations for the deck. However, a few suggestions and lists introduced me to [mtg_card]Tezzeret, Agent of Bolas[/mtg_card]. An ambitious and cunning artificer, Tezzeret has always been friendly to metal decks. As an agent of resident big bad dragon daddy Nicol Bolas, he’s slightly more insidious. The deck takes some of the basics of other Affinity decks in terms of creatures and mana sources, which gives me a few options.

[mtg_deck title=”Tezzeret’s Affinity”]
// Creatures
4 Arcbound Ravager
4 Ornithopter
4 Memnite
4 Vault Skirge
3 Etched Champion
3 Steel Overseer

// Spells
4 Thoughtcast

// Planeswalkers
4 Tezzeret, Agent of Bolas

// Artifacts
4 Chalice of the Void
4 Mox Opal
4 Cranial Plating
3 Springleaf Drum

// Lands
4 Vault of Whispers
4 Seat of the Synod
4 Ancient Tomb
3 Glimmervoid

// Sideboard
3 Oblivion Ring
3 Perish
3 Ethersworn Canonist
3 Whipflare
3 Tormod’s Crypt
[/mtg_deck]

The deck can push damage past defenders with the [mtg_card]Etched Champion[/mtg_card] or fly over them with [mtg_card]Ornithopter[/mtg_card] or [mtg_card]Vault Skirge[/mtg_card], any one of them benefiting from carrying [mtg_card]Cranial Plating[/mtg_card]. However, the deck also has a win condition that has nothing to do with creatures. Tezzeret can drop very early in the game, and his ultimate ability syncs well with artifact lands, 0-cost cards, and other low-cost options. Remember, X is twice the number of artifacts. So, if I have 5 artifacts in play, I gain 10 life and my opponent loses 10 life. That’s a 20-point swing, which can be difficult to overcome.

The deck is, of course, not invulnerable. It has no counter means save for Chalice of the Void, creatures can trample over the Champion no matter how much protection he has, and faster decks like burn can probably beat me to the punch or take wind out of my sails. Still, I think it has a lot of potential, and that potential doesn’t stop with Legacy. In Modern, the Chalice goes to the sideboard and illegal cards like Perish and Tormod’s Crypt have to go. Still, the play of the deck will be largely unchanged. I’m looking forward to putting it together and seeing how it plays.

Game Review: The Resistance

Games are meant to be fun. In general, they are distractions from the tumult and tedium of our daily lives, and interesting exercises in thought and interaction. You play them with your friends, to share an experience and grow closer. For the most part, at least. Some games, though, pit you mercilessly against your friends. Some games make you suspect your friends, your trusted companions, are capable and even willing and eager to stab you in the back. Some games make you feel like Caesar on the Senate floor as Brutus and Cassius approach with long knives unsheathed. The Resistance is one of those games.

Courtesy Indie Boards and Cards

In the original version of The Resistance, between 5 and 10 friends gather around a table as members of a covert cell of freedom fighters, dedicated to toppling the oppressive near-future government that has clamped down on individual liberty and thought. The members take it in turns to lead missions against the government or its lackeys, choosing team members from those gathered. The missions themselves are formless and ultimately irrelevant. What matters is that some of those around the table are actually government spies, traitors who will stop at nothing to sabotage the efforts of the Resistance. The game, then, is figuring out who the spies are, and succeeding in enough missions to win the day despite their dastardly efforts.

This game is relatively light on rules, but deep in its nuances. At the beginning of the game, the spies reveal themselves to one another in secret. Each knows who the other spies are, but the other members of the Resistance have no idea who could be a spy and who is loyal. When the leader for the turn chooses her team, the rest of the Resistance votes on if the team should proceed or not. If you’re loyal to the Resistance, and you suspect one of the members of the team is a spy, you can vote against the mission, but be careful: if too many votes fail, the spies win. If too many missions fail, the spies win. The loyal members have to rely on deductive reasoning and clear heads to prevail, while the spies must use deception and undermining of the truth to win.

After you get the feel for The Resistance and how it plays, you can throw more variables into the mix. These take the form of Plot Cards, two of which are drawn by the leader for the turn and given away to other team members. These cards allow players to see the allegiance of others, take control of the team, or voice their opinions before anybody else does. These are powerful tools for both sides, and more often than not reveal information regarding loyalty and motivation. As such, they tend to give the Resistance an advantage over the spies. This isn’t always the case but it happens more often than not.

Courtesy Indie Board & Card Games

Recently, Indie Boards & Cards have started changing things up. A variant has been released simply called The Resistance: Avalon. Instead of the near-future and Plot Cards, the game takes on an Arthurian theme and features particular roles. Loyal servants of Arthur are assisted by Merlin, who knows the identities of the traitors, here called Minions of Mordred. However, one of those Minions is the Assassin. If the Assassin can name Merlin after the loyal knights and ladies complete three quests, the bad guys still win. This means that the loyal servants must conceal information almost as much as the Minions do. Other roles include Percival (who knows who Merlin is), Morgana (who appears as Merlin to Percival), and Mordred himself (who is unknown to Merlin). These roles add more mystery and intrigue to the game than the Plot Cards of the vanilla game do, and I’d have to say it causes me to lean more towards the Avalon variant than the base game. Not that I’d turn down a game of either…

If The Resistance has a flaw, it’s that playing it multiple times with the same group of people leads to deductions based on previous patterns rather than in-game behavior. I’ve discussed this previously, and while it’s certainly not a deal-breaker for the game, it does point to an advantage players might have if they can pick up on the behaviors of others in a short amount of time. In other words, if you’re good at poker, you’re probably going to be pretty damn good at The Resistance. And if this is the only flaw the game has, the only thing I can say I really don’t like, it’s clear that the game is a winner.

Indie is not quite done with this game, as they recently held a successful Kickstarter for a variant based on the deception & bluffing game Coup. I’m curious about it, but I guess I’ll have to wait for them to do another run of it before I can pick up a copy. In the meantime, I’ll definitely be playing more of The Resistance during lunch breaks and gaming get-togethers, and if you have a group of friends interested in a game that requires no dice, no grand strategy, no big time commitment, and a willingness to stab your friend in the back, I can’t recommend it highly enough.

Game Review: Mark of the Ninja

One of the reasons I thoroughly enjoyed games like Deus Ex and its sequel Human Revolution is due to the stealth elements. I’ve dipped my toe into Thief, and I also got a charge out of both of Rocksteady’s Batman games (Arkham Asylum and Arkham City). Stealth-based games need a few things to work well: clear indicators of how easily the enemy can detect you, multiple routes to your objective, and an atmosphere of tension generated by foes and situations that present you with puzzle-like ways to overcome their deadly obstacles. Klei Entertainment’s Mark of the Ninja has all of these things, with the added bonus of appealing to aficionados of the legendary spies and assassins of feudal Japan.

Courtesy Klei Entertainment

For centuries, the Hisomu clan has defended its secrets and maintained its traditions. Without warning, the diabolical company Hessian Services storms their dojo and makes off with those secrets. Our hero is awakened from his recovery from an extensive tattoo (the titular ‘Mark’) to rescue his master, and embarks on a path of revenge and assassination. However, the Mark that allows him to move undetected and leap superhuman distances comes with a price: before it drives him mad with power, he is expected to take his own life.

Klei Entertainment previously made the Shank games, somewhat over-the-top side-scrolling action games in the vein of Mad Max or some of the nastier, in-your-face encounters of Borderlands. The designers have traded frenetic, button-mashy action for a more quiet, measured approach. Like the good stealth games mentioned above, Mark of the Ninja is built around smooth motion and wide-open level design. Moving around the maps feels natural and intuitive, and you think less about button-presses and combos than you do about guard search patterns and the locations of fuse boxes and lights that ache to have darts thrown at them.

Courtesy Klei Entertainment
The cutscenes are like something out of Gargoyles.

Adding to the atmosphere is the art style, steeped in darkness and flowing like ink from a brush. While the faces of the characters may be a little cartoonish for the game’s occasionally violent content, it definitely works within the context of this game’s world. When the game plunges into darkness, be it due to the environment itself or your darts shattering lights above the heads of hapless mercenaries, it becomes clear the art style was more than just an aesthetic choice. Your character becomes a shadow of his former self, literally, with only the ink of his mark visible to us as we sneak from one hiding place to another. It lends the game incredible atmosphere and tension all on its own.

Sooner or later, though, you will encounter your enemy. The decision must be made if you will dispatch them or try to sneak past. Killing guards does make it easier to make it across the room, but at the end of each level, if you manage to avoid killing anyone you get a substantial bonus to your score. The game also rewards you with Honor, which can be used for upgrades. Paradoxically, your upgrades make it easier for you to kill people. It’s hard to say if the trade-off is substantial enough to prevent you from doing fun things like hanging bodies for other guards to find, or picking off a room full of enemies one by one just to see how scared the last one gets.

Courtesy Klei Entertainment
“Hmm. Where does one stab a laser?”

Let me draw your attention to the screenshot used above. Pretty dark, isn’t it? As much as I’m uncertain as to how well-balanced the game is in terms of sneaking versus killing, I want to reiterate how lovely the game is and how well its art style informs its gameplay. Being reduced to a dark silhouette against a dark background, especially when it happens just as a guard turns to face your direction, never stops producing a sadistic little grin and the desire to jump on the big dumbass to give him a wedgie. Unfortunately there is no “wedgie” option, and we’re back to deciding if we want to try and move on in spite of the challenge or if we take the quick and easy path of murder.

As much as I like Mark of the Ninja, I haven’t gotten too terribly far with it, which may make this more of a “First Impressions” write-up than an actual review, but the flow of gameplay is so smooth and the storytelling so organic I can’t help but recommend it. Scaling a tower to close in on an enemy feels like an achievement in and of itself, the challenges the game presents provide incentive to be even more inventive and careful, and there’s something inherently badass about a game featuring a ninja behaving in this way. When was the last time Ryu Hayabusa actually snuck up on someone? I think it’s been a while. Mark of the Ninja is available on Steam and XBLA, and it’s definitely worth checking out.

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