Category: Gaming (page 19 of 73)

Game Review: The Walking Dead

Here, take this. It’s my zombie card. I’m turning it in because as of this writing, I have never read the graphic novel The Walking Dead, nor have I tuned in for the television series. What I know of the series has been gathered from snippets of others’ conversations, posts on Tumblr, and good old-fashioned deductive reasoning. I know it’s a zombie cataclysm tale (‘apocalypse’ is an inappropriate word as it means ‘revelation’ and not ‘disaster’), there are only a handful of survivors, they squabble among themselves because homo homini lupus, and one of the survivors on the TV series played Murphy McManus from The Boondock Saints. So I downloaded the episodic video game of the same name developed by Telltale Games with only the barest knowledge of what I was in for.

Courtesy Telltale Games

Our story begins with Lee, a college professor, handcuffed in the back of a police car on the highway out of Atlanta. While the police scanner carries information regarding some sort of city-wide disturbance, the officer behind the wheel seems more interested in his own stories, and determining if Lee is, in fact, guilty of whatever he’s accused of. The car hits someone walking across the highway, and in the resulting crash, the police officer is killed. Lee struggles out of the car and with his cuffs before the police officer reaches for him, but more due to an appetite for brains than as a plea for help. It is only the first of many challenges Lee will face, and considering some of the choices that lay ahead, it may well be one of the easiest.

Once you get into the game, you will discover that you have stepped not into a shooter or even an RPG, but something far more reminiscent of games gone by. Playing this game reminded me of long nights of pixel-hunting in the likes of Indiana Jones and the Fate of Atlantis, Day of the Tentacle, Grim Fandango, and Full Throttle. Telltale has done episodic adventure games in the past, but many of them have seemed to be more whimsical fare, at least in presentation. The Walking Dead is quite earnest in its subject matter, its writing, and its characterization. There are going to be some characters you downright hate in this game, but they’re so well written and acted that even as you want to hit them, you can understand the motivations behind their unreasonableness for the most part.

Courtesy Telltale Games

But by far, the standout character is Clementine. Normally, child characters are either irritating to the point of losing all sympathy or become a huge burden to the adult characters through either their own ill-conceived actions or exploitation by others. Clementine, however, is different. At eight years old, she manages to survive outside her parents’ house and helps Lee when he arrives. She has a very solid sense of right and wrong, and some of Lee’s choices involve whether or not to tell her the truth. She will remember if you lie to her, as well; The Walking Dead does a great job of keeping track of choices Lee makes, big or small. It feels very natural to have characters reference things that happened two or three episodes ago as you go about trying to stay alive and sane in the wake of unchecked horror.

So the story is good and the characters top-notch; what about the gameplay? Well, that may be one of the biggest strikes against The Walking Dead. As a point-and-click adventure game, there isn’t a whole lot of actual game to be had. While some items can be small or hard to see even as you move your mouse all over the screen, none of the puzzles are terribly complex. What combat there is exists in a very simplified form, and while the occasional timed sequence does liven things up, hammering the Q key to escape the grip of a zombie is about the most complex thing you’ll do to fight the undead. Then again, there are plenty of games and mods out there if all you want to do is blow off zombie heads with a shotgun like you’re in Army of Darkness or something.

Courtesy Telltale Games
“I said, we’re closed!”

There are two modes of gameplay, one which gives you hints and tips as you play regarding where to click on items and what results will come of the choices you make, and one that keeps the UI as minimal as possible to maximize your immersion. As much as I preferred the second mode, as it yanked me into the story in an incredibly absorbing way, the first is good for those who are unfamiliar with adventure games or terrible at puzzles. With the hints on, the story is not held up by your hunt for the right battery or candy bar. Turn them off, and the atmosphere and tension increase significantly. As much as the straightforward design of the game could be seen as something of a flaw, the power of the narrative and the humanity of the characters is what stands out, and the game has the good sense not to get in its own way. The cell-shaded art style harkens to the graphic novel, while the character’s voices and the game’s episodic nature gives the TV show vibe. It’s the best of both worlds, and you get to put the boot into some zombies yourself rather than reading about or watching other people do it. I don’t see how this isn’t a win all around.

Stuff I Liked: The way characters’ prejudices and preconceptions come into play naturally, and are discussed with maturity. The natural flow of dialog. The environments that provide diversity and move the story along without feeling forced or out of place.
Stuff I Didn’t Like: Occasionally characters moved with stiffness or unnaturalness, and I’m not talking about the Walkers. A bit more puzzle variety might have been nice. I hope your Q key is in good shape.
Stuff I Loved: Lee. Clementine. The subtle soundtrack. The way friendships were formed and tested. The very real handling of matters like food supplies, fuel, and human understanding in the face of the ongoing calamity. The moments that made me stop and think, or gasp in alarm, or well up.

Bottom Line: The Walking Dead wants to tell you a story. It wants to bring you into this vision of our world and show you what can happen when people are thrown together due to something beyond their control. It seeks to use zombies the way they’re most effective: not as target practice, but as a means to show humanity at its absolute worst and its undeniable best. It does all of these things extremely well, and you should definitely invite it into your home to do its thing.

Gaming in 2013

SmallWorld with the 'rents

The new year is in full swing. I’m starting it off writing by carving out writing time on a daily basis (for the most part, more tomorrow on that). But once the writing is done, and with Fringe done and Sherlock‘s third season not yet underway, what sort of amusements fill my time once I tear myself away from the allure of social media and videos on the Internet?

Magic Type <2

With the introduction of Gatecrash, you might think that I’m eager to get involved with new decks for Magic: the Gathering‘s Standard format. And you wouldn’t be wrong. However, I have to admit the format is beginning to lose some of its luster. New sets to Magic come out every few months, and when they do, your current Standard decks either need an overhaul or get scrapped altogether. I like theorycrafting and deck-building as much as the next Planeswalker, but the recurring investment is starting to bother me. I’d much rather make small alterations to decks I already have than having to keep build new ones every quarter while sinking money into boxes of new cards.

To that end, I’m turning more towards Modern and Legacy formats of Magic. I’ll talk more about the decks I’ll be fielding next week, but suffice it to say the new expansion does factor into at least one of them…

Warhammer 40k

Oh, 40k. If ever a hobby was even more of a time and money sink than collectible card games, it would be you. Your little plastic men are much pricier, your rules are a great deal more complex, a fighting force takes a lot more to prepare than a deck, there’s painting involved…

…yet I can’t deny there’s appeal. The universe is steeped in baroque, melodramatic lore, the disparate forces guarantee there’s something that will appeal to players, and I’ve played it and other wargames enough to understand the appeal of plotting out a strategy to defeat the enemy, preparing the right mix of troops, seeing how the enemy responds, and the thrill of adaptation on the fly. I have a Dark Vengeance starter kit sitting near my writing desk, just waiting for me to make the time to start doing something with it.

Soon, my minions… soon.

Video Games

I played a bit of the original PlanetSide back in the day, so I figured since it has the same name and is free to play, PlanetSide 2 would be worth checking out. There are plenty of multiplayer shooters out there – Team Fortress 2, Blacklight: Retribution, Tribes: Ascend – but this is the first one where I’ve felt like part of a major military outfit instead of a being out for myself. To succeed in PlanetSide, teamwork is required, not unlike League of Legends. And rather than approaching the enemy with a couple friends, you do so as part of a group that could include 100 or more fellow players. This leads to some chaos, to be sure, but after joining up with an Outfit and getting on Mumble with them, it really provides a gaming experience I hadn’t realized I missed. It feels like a worthwhile investment.

On the single-player front, I have quite a few video games left to finish before I feel comfortable downloading new ones. I kickstarted Strike Suit Zero and definitely need to play more of that before I weigh in on it, I haven’t finished Assassin’s Creed: Revelations, and I have an itching desire to play through LA Noire and The Witcher 2, which probably means I should finish the first Witcher as well. At this rate, it might be a while before I finally play FarCry 3 or Dishonored, which is a shame, because I really want to play both of them! Not enough hours in the day, unfortunately.

Board Games

Here we have perhaps the rarest of specimens amongst the games I play. I live with someone who finds board games to be rather boring, and so my boxes containing SmallWorld, Ticket to Ride, Pandemic, Android: Netrunner, and Lords of Waterdeep go largely unopened. We do play Cards Against Humanity and Chez Geek from time to time, but I don’t think the others will ever really win her over.

But I will not be deterred! There are still board games I want to experience. I am a huge fan of space-themed 4X games, and Eclipse looks poised to scratch that particular itch. After Wil Wheaton’s Tabletop showed me how Alhambra works, I find myself intrigued by a game with such a pastoral theme that still has deep strategy and requires forethought and negotiation. I hear wonderful things about Battlestar Galactica, and the theme in and of itself is enough to encourage me to buy. And tying back into Warhammer is Chaos of the Old World, a game that will require me to scrape together three friends, no more and no less, who will probably get annoyed at me if I keep calling dibs on Tzeensch.

That’s a rundown on what I’ll likely be playing in the year ahead. What about you? What’s on your docket for gameplay and other amusements?

The Guilds of Gatecrash

Courtesy Wizards of the Coast
Art by Cliff Childs

The cards have been spoiled, the materials have been sent, and another Magic: the Gathering release event is upon us. The second set in the Return to Ravnica block, Gatecrash, hits the streets to open February, and with it comes a re-introduction of the five guilds not featured in the first set. While I maintain my allegiance to the Izzet League, I must admit some of the other guilds do hold appeal for me, and all of them warrant examination.

We’ll start with the Gruul Clans. A loose affiliation of rowdy and rather monstrous bands of warriors united under the massive cyclops Borborygmos, I think they would only be out-partied by the Rakdos. Gruul is all about big game-ending creatures, from dragons to hydras, and I feel it will pair very well with two of the guilds introduced in the previous set, Golgari and Selesnya. The new Gruul mechanic, Bloodrush, ensures that attacking creatures could always get bigger than the opponent expects. Yet, I don’t feel the Clans are for me. I like dragons and massive creatures as much as the next Planeswalker, but I also enjoy coming at my challenges from areas other than the “smash face” angle. Plus, with many saying Gruul is “the guild to beat” in Limited engagements, my inclination is to invest in another guild.

The Simic Combine feels like a cousin to the Izzet League. This may be due to many of their creatures being somewhat odd combinations, like Crocodile Frogs and Crab Sharks. But rather than Frankensteinian mad science at work, the Simic seek to bring the natural world into the cityscape of Ravnica in a way that may not be as harmonious as the Selesnya would like, but still ensures the preservation of non-constructed life. Simic creatures Evolve, growing stronger as larger ones enter the field. I can see how advantageous this could be. However, I don’t feel quite as drawn to the Combine as I am to some of the other guilds.

I’ve always been fascinated by decks that marry the colors of black and white. [mtg_card]Sorin, Lord of Innistrad[/mtg_card] remains one of my favorite Planeswalkers. While not what I would consider my primary colors, the dichotomy of white’s ability to defend and gain life and black’s tendency to erode and corrupt is intriguing. So it is with the Orzhov Syndicate. Part church and part organized crime family, the Orzhov often make you pay for what you want. Attack an Orzhov player and you may lose all of your creatures. Attempt to damage them directly and they’ll gain life in response. The new Extort system allows an Orzhov player to supplement the cost of a spell with additional mana that not only increases their own life, but reduces that of the opponent. I feel Orzhov may be one of the most underestimated guilds in all of Ravnica, and I’m curious if I can prove it.

Slightly more prevalent than my fascination with dichotomy is my love of stealth, counter-intelligence, and espionage. Games like Deus Ex: Human Revolution, Thief, and Metal Gear Solid always get my attention, as has House Dimir. Ravnica’s guild of spies and assassins relies on deception and misdirection, as well as nasty tactics like milling an opponent’s library, forcing discards, and making creatures impossible to block or even target with spells. And if a Dimir agent gets a hit in on you, it could cost more than life points; Ciphers attach to creatures like enchantments but cannot be removed without removing the creature themselves, repeating their effects every time the creature does damage. My attraction to the Dimir may help explain my trepidation towards the Gruul; I prefer subtle tactics to overt ones.

Last but never least, the Boros Legion returns in Gatecrash. While the Orzhov may represent the most insidious aspects of an organized spiritual movement, the Boros are more of the fire and brimstone types, or rather fire and sword. Lead by a literal archangel and commanding an army of dedicated soldiers, Boros has just as much aggression potential as the Gruul clans. It combines the direct damage of red with the defenses and life gain of white, and Battalion allows groups of creatures working together to surge forward in battle. On top of all of that, I feel they may work quite well with Izzet. After all, Boros are all about righteous fire, and what fire burns hotter than lightning conjured by magic?

All in all, Gatecrash looks to be an exciting and flavorful set. I think I will be playing Boros in at least one release event, and if I manage to pair up with someone for Two-Headed Giant, I may choose Orzhov or Dimir. I have Standard deck ideas that include all of those three guilds… more on that next week.

If you’re playing in the Gatecrash release events, what guild have you chosen and why? If you haven’t picked one yet, don’t worry – you can learn more about them here, or even take a quiz to place you in one. Good luck!

Game Review: Spec Ops: The Line

If you look up the definition of the word “game”, you will find words like “amusement” and “fun” used to describe it. And video games, by and large, are designed to be just that: fun amusements. But as technology has progressed and the tools used by developers have become more advanced, the capacity for video games to tell stories that give context to the fun continues to grow. And just like with any other medium for storytelling, occasionally a game will come along that eschews the typical through-line of established narratives and try to not only tell a story, but tell us something about ourselves and the world in which we live. Enter Yager Development’s Spec Ops: The Line.

Courtesy 2K Games

In modern-day Dubai, nearly cataclysmic sandstorms have battered the city. A United States army battalion, the “Damned” 33rd under command of one Colonel Konrad, moved in to help evacuate civilians from the are before it’s swallowed by the desert. After a long silence, a distress signal was detected. Captain Walker of Delta Force and his two squadmates are sent into the area to locate survivors and report back with their status. When they arrive, they find evidence that something has gone wrong within the city. Given his personal history with Konrad, Walker decides to try and find some answers.

The game is a third-person shooter, reminiscent of games like Mass Effect, in which you and two AI partners grab cover where you can and shoot from behind it. Ammunition is scarce in this bleak urban environment devastated by the desert, so you must scavenge what you can from the fallen. There are a variety of weapons, many of which feel somewhat situational, but good luck trying to determine if the P90 or the shotgun is a better choice in the middle of a firefight. The gameplay, while not innovative or a stand-out, is competent and functional, and I am of the opinion that it is the least important aspect of Spec Ops. I will go so far as to say that any review that focused on the gameplay has missed the point of the game entirely.

Courtesy 2K Games
Much of the scenery is gorgeous in its bleakness.

No, the point of the game is to tell Walker’s story, and as it unfolds, we discover that Walker’s story is one of eroding character, the horrors of war, and perhaps even madness. Rather than constrain this narrative to cut scenes, however, much of the story’s weight and message are in the actions the player can take. Does Walker shoot his foes and move on, or does he take the time to execute them as they lay on the ground, holding their wounds and bleeding out, moaning or gurgling or crying out for mercy? While video game violence is by no means realistic, the executions are somewhat brutal, and they always yield additional ammo – in essence, the game rewards you for being as inhumane as possible to your fellow man.

This is not done with any amount of cheek or humor, though. The actions you take as Walker, or that Walker takes while under your control, are presented strictly as they are, leaving you as the player to make your own judgments as to the necessity of the brutality and the state of Walker’s mind. Walker has multiple opportunities to stop in his pursuit of Konrad and ‘the truth’, ones his squadmates point out as the situation develops, but the more horrors Walker is exposed to, the more dedicated he becomes to finding Konrad. And the further he goes to achieve that goal, the more and more he becomes divorced from the professional solider with whom we’re introduced in the beginning. Say what you like about Nolan North: the transformation in Walker’s words and mannerisms is so potent thanks in no small part to the voice work. The visceral immediacy of modern warfare coupled with Walker’s fanatical pursuit of his quest creates an extremely tight and effective story, albeit not an entirely fun one, and also drives to the heart of a matter beyond the plight of pixelated soldiers.

Courtesy 2K Games
How many of these candles are lives you’ve taken?

The depiction of modern warfare in video games is one of those things that is often seen or described as glamorized. Some even go so far as to say that such games promote violence. While evidence is threadbare at best when it comes to video games inspiring troubled young people to take up arms, the plethora of games in which heroic soldiers (usually Americans) gun down diabolical foreigners in the name of freedom with attractive and satisfying hardware flood the market and always sell. At first, it seems like Spec Ops is just another one of those paranoid gun-wank fantasy trips, but within the first few minutes the tissue-thin facade of its Modern Warfare and Medal of Honor brethren falls away to reveal a stark reflection of those games and their players. There is one sequence, in particular, where Walker and the player assume your usual perspective on a tool of destruction: from above, in monochrome, on a small military device as you guide projectiles of death. And after all of the explosions and multiple-kill combos and the eagerness of the programmed device, you and Walker must slowly move through the devastation you just caused. I won’t say too much more on the sequence, other than doing so in the way Spec Ops does was a bold choice that makes the glorification of such things in other games seem downright creepy by comparison.

Art, from tragic portraits to satirical plays, has always been in a position to, as Hamlet put it, “to hold as ’twere the mirror up to nature: to show virtue her feature, scorn her own image, and the very age and body of the time his form and pressure.” Spec Ops has the bravery to be unflinching in its depiction of a soldier slowly coming undone due to his own inability to deal with the issues before him in any way but violence, and even extends that towards the player to a degree. This is a game that a player is not entirely guaranteed to enjoy; however, it is also a game that a player is unlikely to ever forget, not because the gameplay is bad or the characters ridiculous, but because it is designed to plunge you into the abyss of the human heart at its darkest, and make you stare at what lurks there whether you want to or not.

Courtesy 2K Games
Best not to think about that man’s family, right? Do you think they’ll miss him?

I’m skipping the usual “stuff I liked/disliked” portion and going straight to the bottom line, here. There are games that come along that are landmarks in their field. Like Myst for adventure games, StarCraft for real-time strategy, and Silent Hill 2 for horror, Spec Ops: The Line is perhaps one of the most important games I’ve ever played. It breaks from traditional mores of wrapping some spoon-shallow paranoid fantasy around what is essentially the means for online gamers to verbally abuse one another to the staccato background noise of simulated gunfire, and shines a bright and brutal light on the sort of people who enjoy engaging in said abuse. I highly recommend the game for anyone who appreciates storytelling in games, is sickened by modern military shooters, or thinks games are nothing more than passing fancy amusements for the intellectually stunted. It is dark, it is uncompromising, it is chilling, and it is one of the most emotionally fulfilling gaming experiences I have ever had.

The Speed of Strategy

Courtesy Blizzard Entertainment
First contact with the Protoss. Better think fast.

Yesterday’s Extra Credits discussed depth & complexity in games. When discussing complexity, James asks the question “How many mental calculations per second are you asking of your player?” He then goes on to posit that turn-based strategy games are no more complex than first-person shooters, based on the number and types of decisions a player must make based on the pace of play. But turn-based isn’t the only kind of strategy game out there. When considering the degree of challenge presented by a game based on strategic, overarching decision-making, the speed at which the game progresses is very important.

When I think turn-based strategy, I think Civilization. It’s the 4X game I grew up with and, while I miss Master of Orion, the latest iteration is very polished and well-presented. As all of your decisions are done on your turn, and no time limit is imposed on those turns, the pace of play is very leisurely. While you are making complicated choices, especially as you develop more technologies and expand your empire, you are under no temporal pressure to come to a conclusion. You have all the time in the world, and that makes a game of Civ truly relaxing, if incredibly time-consuming.

Some games present the choices of the player in relative real time but mitigate the pace with the use of a pause function. So it is with FTL. Weapons fire and teleporters activate just as soon as their cooldowns make them available, which can lead to some intensity, especially when you have multiple hull breaches and you have Mantis invaders chewing on your crew. But you can hit the Pause button at any time, catch your breath, and consider the situation from a broad perspective. This reduces the immediate burden on your brain and mitigates the pressure, thus making decision-making a bit easier and reducing what appears to be a daunting amount of complexity.

Online games do not afford the luxury of a pause function. Time manipulation in the real world would be a titanic advantage, but chronomancy is unfortunately restricted to speculative fiction. However, team-based play like that in League of Legends tends to take the burden off of the individual player. Ideally, five brains are better than one, and being able to at least discuss the situation at hand if not develop a plan of attack based on that information lessens the cognitive burden on the individual. The pace is still fast and some decisions will need to be made immediately without help from the team, but that ‘safety net’ is still there.

And then you have solo real-time strategy experiences like StarCraft 2. While a team mode does exist for the game, the play that earns the most attention, accolades, and money is the one-on-one experience. You can strategize and theorycraft until the exploding sheep come home, but when the game begins, all of your decisions need to be made immediately. You must process information on the fly, while carrying out your own plans. You must both out-smart and out-play your opponent, even if you’re going for a held-back strategy that works from the angle of base expansion, defense, area control, and technological upgrades as opposed to, say, a cannon rush.

Yet the decisions you have to make in a game of StarCraft – unit composition, the approach to the objective, examination of opponent’s weaknesses to exploit – are not that different from those in Civilization. They simply need to happen more quickly, and while this may make the game seem more complex, I dare say it really isn’t. The complexity of the decisions is magnified by the pace of play, but taken on their own the decisions themselves are not that difficult. It is, however, difficult to make a solid decision in a very limited span of time, and still have the confidence to know it was the right one to make (see also The Walking Dead).

This is both the challenge and the appeal of strategy. No matter what the pace of play might be, the brain is fully engaged in making decisions and carrying out strategies. Playing well is definitely more a case of mind over matter, and I for one am a huge fan of thinking your way out of a difficult position.

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