Category: Gaming (page 18 of 73)

Tabletop as Brain Food

SmallWorld with the 'rents

I’ve put myself on a path to improve my physical well-being. Being more mindful of what and how much I eat, walking with the intent to start running, looking into a local gym, and so on. Mostly, I fear the atrophy that comes with a sedentary day job and an equally low-impact life at home, and if I’m honest, I’m unhappy with the amount of flab I currently have on my frame. However, making such a change is relatively easy. The body can adapt to adjustments in schedule and activity rather well, all things being equal, and it’s really a matter of establishing and sticking to habits than anything else.

But what about the brain? The most vital of organs also needs maintenance and attention as we age. It’s important to keep the mind engaged and not just feed it something distracting or shallow all of the time. I mean, I won’t begrudge people who really enjoy “Dancing With The Stars” or “Two And A Half Men”, some people do need to unwind with that kind of fare. I’m simply not one of them. As much as I like the occasional campy pleasure like Flash Gordon, more often than not I look to have my brain fed, to keep it trained, to present it with challenges it must overcome.

That, in part, is why I enjoy tabletop games so much.

It took me a while in my youth to really grasp how important it was to me to keep playing them. For a time, I simply enjoyed spending time with my dad, even if I would sometimes let myself get bored between moves rather than studying his strategy and planning my response. Nowadays I can’t imagine sitting entirely idle during an opponent’s turn, though I do occasionally get distracted. Not only is it necessary to pay attention in order to look for victory, it’s an exercise in putting yourself in another’s position, or imagining the other as a complex being instead of just someone to beat. That, to me, is just as important as winning.

I am quite fortunate to be in a place where I can spend time around other gamers who are engaging in this way almost constantly. My co-workers play and even design games on a daily basis. A fantastic store is within easy driving distance to present all sorts of challenges. My father lives a bit further up the road. When I get home, I have the option to play something like Civilization V, Magic: the Gathering – Duels of the Planeswalkers, or Blood Bowl with other human beings. And on rare occasions, a game of Chez Geek or Cards Against Humanity might break out.

To me, the important factor in this is that other people are involved. No programmed response or solitaire experience really throws a wrench into your thought processes like another live human being. It makes the problem solving more complex, and thus more rewarding, even when you lose. On top of that, being in a situation with another person as your opponent builds character and social skills. Trite as it may sound, we learn more from losing than from winning, both about how we play and how we act. It’s one thing to gnash your teeth and swear at something like Super Meat Boy or Hotline Miami; doing so at a stranger or even a friend is quite another issue. Fun as it can be amongst people who know you to engage in name-calling for the sake of in-game banter, when it comes to playing with strangers or in a competition it’s important to know your limits and when and how to gracefully bow out of things, or the optimal way to accept and celebrate victory in front of those who’ve lost. You can only get that through this sort of play, and you learn it as your brain is trained.

Boring as it may seem to some outside observers, when I’m engaged in a game like this, I assure you, I’m never really bored.

Early Adoption, Preorders, and the PS4

Courtesy The Escapist
Courtesy The Escapist

Last night saw the big announcement and unveiling of Sony’s next generation of console, the PlayStation 4. Actually, ‘unveiling’ is a misnomer, as the console itself was a no-show. The crowd in the room and people who managed to watch the stream got a whole bunch of specs for the new device, a look at its controller, and previews of its launch titles, including a new Killzone, a racing game, and Diablo III, among others. We know it will be available for sale by the end of this year, and we know its price point will be between $429 and $529 in US currency.

Now, I am not a games journalist. I don’t have the experience or clout or wherewithal or following to adequately fill that role. Many people I admire professionally, and some I’ve met or know personally, already work very hard and often thanklessly to keep scrubs like me informed. So what follows is not so much an editorial spiel on last night’s presentation, but more a from-the-groundlings reaction to this and other recent stuff in the video games market.

To me, the hoopla over the PS4 is a lot of sound and fury signifying very little. Glimpses of the presentation left me unimpressed, and what visuals I saw looked more like a tiny step forward in graphical quality, rather than a giant leap. The integration of social media sharing and other features like friends being able to take control of your game if you let them just strikes me as somewhat gimmicky, and seems like an avenue for others to exploit the hardware. On the other hand, built-in streaming and recording are good things for folks looking to break out as pro gamers, or who just want to share their gaming experiences with others, without tying them to a PC.

It’s entirely possible that I’m somewhat biased. I’ve been building my own desktop PCs for a long time, and I’ve always done so with an eye on gaming hardware and ensuring I can play new releases for at least a few years. I have yet to build a hardcore gaming PC with dual graphics processors or liquid cooling or anything fancy like that, but this latest rig especially has been very good at putting console graphics to shame, for the most part. The PS4 does not look to be light-years ahead of what I already have under my desk, and what’s more, I have the sneaking suspicion that its new hardware and features may not work as smoothly on release day as they seemed to last night.

I only recently purchased a PS3, and it works well. It plays its games easily, and there are plenty to choose from. But this is years after its release. I did not pay the markup inevitable with a hot new product, I didn’t deal with early bugs or account hacks, and I have never felt comfortable buying something like a gaming console on the promise of what’s to come. I want to know what I’m investing in before I invest, which is why I watch MTG Salvation like a hawk whenever a new Magic set is announced. I’m sure some businesses are eager to capitalize on the early adoption dollar, but I’ve never seen the logic behind such behavior. This is especially true when it comes to video games, especially given what we’ve seen lately.

I was interested in Aliens: Colonial Marines, as a fan of the franchise and someone eager to see the days of shooters like Doom and Painkiller come roaring back to this generation of dull modern military “spunkgargleweewee” titles. But that interest has evaporated. Not only have the reviews of the game been abysmal from both professional critics and knee-jerk groundling gamers (like me!), but the demo that got everybody so hyped for the game turns out to have been entirely fabricated. And now, thousands if not millions of gamers are stuck with a game they pre-ordered that completely took them to the cleaners in promising something that it simply refused to deliver.

If I put in a pre-order for something, I want to have a decent idea of what to expect. I pre-ordered Cold Days on the merits of Jim Butcher’s previous work. I’ve put in to get boxes of Magic cards on the street date because I know what’ll be in the box, or at least what sort of mix there’s likely to be in the boosters. Video games, unfortunately, have neither the track record nor the transparency to give me the confidence I feel is required to justify a pre-order. I don’t care what DLC is on offer, I’m not as taken in as I once was by kitsch in the box, and I get suspicious when a game is hyped too much in the days leading up to release. There are games I’m interested that are coming out, to be certain, but with my age and awareness has come a growing sense of suspicion and cynicism when it comes to being sold such things. As hopeful as I am that BioShock Infinite will rock my world, the failures of BioShock 2 are enough to give me pause before clicking that ‘Pre-Order’ button on Amazon, to say nothing of what’s happened to Aliens fans and the broken promises of games like Duke Nukem Forever and Killzone 2.

The phrase caveat emptor has not gone anywhere, and it’s as true in the 21st century as it was back before the 1st. Know what you’re going to buy before you buy it, and take the time to ask serious questions about what you’re going to invest your time and hard-earned money into before handing it over to a third party who’s more interested in a fancier boat or hat than they are in delivering what they promise or ensuring you’re a satisfied customer. I’m not an early adopter, and I’ve stopped pre-ordering video games, because this sort of swindling and smoke-and-mirrors behavior has got to stop. And they only way we can really tell these people how we feel is with our wallets, by keeping them closed.

Game Review: Journey

I would be one of the first people to stand on rooftops to declare video games as a legitimate form of art. They convey stories in a way not possible in books, music, cinema, or the stage. They combine many forms of media into a singular experience to entertain and engage. Until now, there have not been a lot of games that fully encapsulate the experience of a work of art, the sort of thing that defies description and speaks to the engaged on a personal level. Some immerse with gameplay mechanics while others focus on story. Many video games struggle with balance between the two. Journey does it with such ease, it’s almost painful in its sublime beauty.

I had a feeling I’d start gushing about the game once I started typing. I’ll try and reign it in.

Courtesy thatgamecompany

Journey is both the title and premise of this little PS3 exclusive indy title from thatgamecompany. Your character, nameless and without speech, begins by some markers at the edge of the desert. In the distance is a mountain, from which pours a geyser of light into the sky. It is mysterious and ominous at the same time, and it is your sole destination. You are gifted with a scarf, and when the scarf’s embroidery glows, you can use it to fly a little. That is literally all you know at the beginning of the game.

Games have taken great strides in immersion over the years, and one of the biggest steps has been the minimization of user interface. While impossible for things like MMOs, the less overt information that clogs the screen, the more room there is for the design team to show their work. Journey is almost completely without UI. There’s no health bar to speak of, no prompts for quick time events, no directional arrows or minimap or equipment or sub menus. You are shown an outline of your controller at brief moments when you start out, demonstrating how to act in one of the two permitted ways other than movement: you can fly, and you can sing. When you sing, you not only emit notes, a small sigil appears above your head; it is the mark you make upon the world.

Courtesy thatgamecompany

As you travel, you may see other marks and hear other notes. As much as the expanse between you and the mountain yawns wide and desolate, you are not alone in your journey. Other players are with you, and some may try to endear themselves to you by helping out while others run in circles or sit quietly. You can leave them behind you, of course, pressing ever onward, but there’s no guarantee one won’t try to keep up. Yet, the path you must take is lonely, filled with signs that something terrible happened in the past, and there are perils ahead that are daunting to face on your own. You will not know the people you meet in Journey, at least not until the very end of the game when their names are displayed, but you can get a feel for them based on how they move, how much they sing, and how often they wait for you if you fall behind as you float, fly, leap, and slide from one obstacle to the next.

Before I circle back to all of that personal stuff, regardless of what you may draw from Journey, the beauty of the game cannot be overstated. The visual style is unique and breathtaking, from the way the wind moves the sands of the desert to an entire sequence that seems to take place under water yet clearly is in the open air. Life-forms made of tapestry float past you, ruins lean out from rocks with the weight of history upon them, and watching things react to the sound of your character’s voice never fails to delight. Couple these visuals with the haunting score and keen sound design, and you have a world that may engulf you before you’re aware of what’s happening to you.

Courtesy thatgamecompany

I’ve been playing video games most of my life. I started on an old Atari 2600 back in the early 80s, and I’ve been trying new things and challenging games ever since. I’ve been racking my brain to remember a gaming experience like the one I had with Journey, and my memory is coming up short. Games have made me cry before, certainly: the death of a beloved character, watching a protagonist break down, that sort of thing. But for the life of me, I cannot remember a game making weep openly for joy the way Journey did.

I wish I could tell you why. I would love to lay out the entirety of the experience to communicate why I love it so much. But I can’t. I won’t do that to you. I won’t spoil it. You just have to trust me. If you’re reading this, and you own a PS3, you owe it to yourself to buy and play Journey. It is a masterwork of game design, a symphony in digital entertainment form, an exciting and harrowing and touching story from start to finish that you experience not by reading, or watching, but by participating. For me, it reinforces my belief that the very best journeys, in gaming or in life, are the ones we take together.

Space Shooters Return

Courtesy Giggly and SOE
“War. War has changed.”

It’s been a while since I’ve played Tribes: Ascend. While I still think the skiing movement mechanic and the unique weapons make it fun in the middle of the game, some of the periphery aspects of the game and its business model left me feeling sour. It’s hard to stay invested in a game with ongoing development when you get the impression that the dev team cares more about producing super-powered weapons for an initial rush of cash than they do fixing existing problems or heeding feedback from the community. League of Legends occasionally has this problem as well from time to time, and while Planetside 2 can also feel like the devs have gone too far one way or another, I just can’t stay mad at it.

I tried a bit of the original Planetside back during my World of Warcraft days. A MMO shooter seemed like an innovative idea. Shooters tend to be at their most chaotic and unpredictable (which leads to fun times) when games and servers are full. Most of them limit the size of their games, with something like 16 players to a team. That’s one of the main things that sets Planetside 2 apart: its scale. Instead of 16 players to a side, engagements can involve any number of players, and I’ve seen battles take place with hundreds of players swarming around a base while hundreds more rush about defending it. There are no NPCs or boss monsters or dungeons: all of the conflict is generated by players, vying for control of resources on a distant world.

It would be very difficult to get any positive results without some organization, which leads me to the second point in Planetside 2‘s favor: the outfit. Like guilds in other MMOs, an outfit makes a huge difference in yielding enjoyment from the game. While there is a proximity voice chat feature in the game, I’ve found it’s a great deal better to find an outfit that has its own voice solution, like Mumble or Ventrilo, to facilitate communication and organization. You can enjoy the game as a lone soldier following no orders but his or her own, but this can also be a lonely and confusing experience. In an outfit, you know where to go, can communicate what you need to the team or offer contributions of your own, and if the outfit is right, you can leave proximity voice for things like a teammate broadcasting music to put you in the right mood.

Finally, Planetside 2 puts an emphasis on combined arms, from foot soldiers with various weapons to ground vehicles in multiple roles to aircraft. And all of them can be customized with weapon loadouts, perks, armor options, even camouflage and vanity items. This is the part that appeals to the theorycrafting portion of my brain. I find myself asking many questions as I pore over the options available to my classes. What’s the best way to dish out a ton of damage as Heavy Assault? Is the Infiltrator better as a close-quarters stealth assassin with a suppressed SMG, or a long-range sniper with the best scope? How can my Engineer best protect the Sunderer that supports our advance? So on and so forth.

I think it’s these factors combined that keep bringing me back into Planetside 2. Sony Online Entertainment may not always strike the right balance, but with the addition of things like the Engineer’s AV turret and the upcoming VR trainer for pilots, they seem to be moving in the right direction, which is more than I can say for some other developers. They’ve put together a game that makes you feel like you’re part of something large and expansive, and for my part, makes me want to experience more of it. I want to keep earning certifications that yield more interesting loadouts, improve my skill at flying so I can escort our dropships or pilot one of my own, and I definitely don’t want to miss the next time the outfit advances down a hillside, firing our plasma rifles as a teammate plays “Disco Inferno” over proximity.

FNM: Walking After Midnight

Courtesy Wizards of the Coast
Art by D. Alexander Gregory

The gates are open, and all ten guilds of Ravnica are available to players old and new in Magic: the Gathering’s Standard format. This is one of the problems with the format, actually: every few months, the available cards change radically. Some previously robust deck solutions get the wind taken out of their sails, while previously unrealized options come to light. But in this rotation, something I didn’t quite expect has happened. The field has opened up to allow some old favorites from a previous rotation to become viable.

Last block, a card was introduced that I absolutely adore. It’s not a planeswalker, a majorly powerful instant kill sorcery, or a creature with massive stats and fantastic keywords. No, my favorite card of the Innistrad block is the humble [mtg_card]Lingering Souls[/mtg_card]. It keeps emerging in my decks – Vengeance at Dawn back when Scars of Mirrodin was part of Standard, Spirit Squadron when that rotated out, a token deck in Modern – and there’s good reason for that. It only costs three mana to cast, and having two flying creatures on the field at turn three is a powerful field position even if they’re small. In addition, it has a flashback cost, meaning it can be cast again after its first use. And in an inversion of the usual setup of such spells, the flashback cost is lower than the regular cost. This means that in subsequent turns, the spell is even easier to cast, provided it’s not removed from your graveyard.

One thing I’ve discovered is that creatures cannot always be relied upon to secure a win. There are all sorts of ways to avoid dying to creature damage: big blockers, sweepers, gaining life, and so on. Some players find ways around this with direct damage, creatures resilient to being destroyed or capable of evading defenders, or some combination of spells to pull the rug out from under your opponent, such as in OMNIDOOR THRAGFIRE! and older decks that use dreaded “infinite combos”. Like many tools in a competitive game, such combos are the sort of thing that feel blatantly unfair when you’re on the recieving end of their shenanigans, but when you pull apart the mechanics, you can see the ingenuity involved and realize why some players may choose that route. Remember, neither I nor any other person has the right to tell other people how to play their games.

Standard now does feature one of these combinations. Gatecrash introduced us to the [mtg_card]Vizkopa Guildmage[/mtg_card]. Her second ability states that whenever you gain life, each opponent loses that much life. This is useful when you include the new Extort keyword, but the last block’s final expansion, Avacyn Restored, gave us the enchantment [mtg_card]Exquisite Blood[/mtg_card]. “Whenever an opponent loses life, you gain that much life.” With both cards in play, and the Guildmage’s ability active, all one has to do is gain one life, or deal one damage or steal one point for your opponent, and a positive feedback loop begins.

This combo is not foolproof. While it’s powered by an enchantment, which are very difficult to get rid of, the other major component is a creature. They’re vulnerable, and if she hits the battlefield too soon, every turn is another turn that could see her getting blasted. Thus the ideal situation is to summon her, activate her ability, and set off the loop all on the same turn. This requires mana. Thankfully, there are ways to generate all of that energy even without green. The new creature [mtg_card]Crypt Ghast[/mtg_card] causes more black to come our Swamps, while alluring but deadly planeswalker [mtg_card]Liliana of the Dark Realms[/mtg_card] gets more of those Swamps for us to use.

[mtg_deck title=”Walking After Midnight”]
// Creatures
4 Crypt Ghast
3 Vizkopa Guildmage

// Sorceries
4 Lingering Souls

// Instants
4 Tragic Slip
3 Beckon Apparition

// Planeswalkers
2 Liliana of the Dark Realms
2 Sorin, Lord of Innistrad

// Enchantments
4 Intangible Virtue
4 Blind Obedience
3 Oblivion Ring
2 Exquisite Blood

// Lands
4 Godless Shrine
4 Isolated Chapel
8 Swamp
7 Plains
2 Vault of the Archangel

// Sideboard
3 Sundering Growth
3 Ultimate Price
3 Nevermore
2 Rest in Peace
2 Chalice of Life
2 Midnight Haunting
[/mtg_deck]

The idea in Walking After Midnight is to have more than one win condition. One is our combo, and the other is an overwhelming force of tokens. The old, tried-and-true setup of Lingering Souls, [mtg_card]Intangible Virtue[/mtg_card], and [mtg_card]Sorin, Lord of Innistrad[/mtg_card] is the fuel for that potential army. To get either of these things going properly, we’ll need mana (as mentioned before) and time. We get time by using the final portion of the deck: control. We exert control over aggressive creatures with [mtg_card]Tragic Slip[/mtg_card] and [mtg_card]Blind Obedience[/mtg_card], eliminate creatures or other permanent threats with [mtg_card]Oblivion Ring[/mtg_card], and [mtg_card]Beckon Apparition[/mtg_card] removes potential targets for reanimation or flashback. And the deck also uses the aforementioned Extort mechanic to equalize when necessary as well as setting off the combo win condition. The sideboard deals with more specific threats, and packs a way to set off our combo if the opponent has a way to resist damage or loss of life.

It’s not perfect, but it’s resilient to sweeping spells, accelerates quickly, and if nothing else, should be fun to spring on people who don’t expect it.

How does the deck look to you? What would you change? How would you shut it down?

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