Category: Gaming (page 35 of 73)

General Post-Blizzcon Thoughts

Courtesy Blizzard Entertainment

BlizzCon has come and gone again. And again, I didn’t get to go. Sadface. But next year! Next year will be THE YEAR OF CONVENTIONS! I’m totally going to cons next year. It is a moral imperative.

Anyway, while I wasn’t present and couldn’t shell out for the live stream, I did keep an eye on my Twitter feed and a couple other news sources to piece together what the rather mad and admittedly skilled yacht-owning developers at Blizzard have in store for their fans. Let’s go IP by IP.

World of Warcraft: Mists of Pandaria

“Isn’t it a little late for April Fool’s?” – Danielle

So, yeah. Pandaran.

Don’t get me wrong. I love the pandaran brewmasters. But to me they’ve always been on the fringe of Azerothian stories, kind of like the bounty hunters in Star Wars. Remember how LucasArts released a game all about one of those bounty hunters because they wanted to make him a “breakout hit” from Attack of the Lame Screenplay? The overall reaction was “meh.” That’s an appropriate reaction here, as well.

Now, taking the game in a PvP direction and away from the PvE content that has not really been up to snuff since Burning Crusade is probably a good thing, as Old Republic‘s voice-acted labyrinthine quest chains are probably going to blow WoW out of the water. And the environments and new character models look great. I just can’t shake this feeling that, like in previous expansions, the other character models will remain as dated as they have been for years. There’s also the fact that adding the Monk as a basic class, while good on paper, means that all of its abilities need to be scaled and balanced against the others. I don’t know if doing Monk as a Hero Class would have been more or less work. But the game already had balance issues, mostly pointed out by the PvPers, and with Mists being aimed for PvPers, you’d think some thought would have gone into making sure things are well balanced. The talent system is reportedly “overhauled and improved,” but I for one won’t be holding my breath. Between Skyrim and Guild Wars 2, I’ll get all the fantasy RPGing I can handle, and then some.

Diablo III

“…like giving crack to a heroin fiend…” – Ross Miller

I’m also somewhat lukewarm about Diablo 3. I enjoyed both Diablo 2 and its expansion, and I’m sure that the sequel will be enjoyable as well in the same “click your way into the dungeon, click your enemies to death, click your way back” fashion as its predecessor and Torchlight. My objections to the lack of character customization leading to the Witch Doctor being a walking stereotype aside, I’m sure the game’s engine is solid, the skills of the various classes fun to use and the story as dark as the previous iterations.

In this case, it’s more a matter of prioritization than anything. I want to play Skyrim and get into Guild Wars 2 far more than I want to play Diablo 3. I must admit, though, that pitching the WoW yearly pass to players by throwing them a gratis copy of this game is a stroke of genius. Well done, Blizzard, enjoy the new yachts!

Blizzard DOTA

“lolwut” – Me.

I love the tongue-in-cheek nature in which this was presented at BlizzCon. I’ve played a bit of League of Legends and I like the gameplay that feels like the handsome bastard rogue child of RTS and RPG. Doing so with known characters has a frankly shameful amount of appeal. I just love the notion of mincing in as Jim Raynor and blasting the snot out of Arthas over and over again. Or Illidan. Let me show you just how prepared I am, bitch.

Anyway, it could be fun. I’ll be keeping my eye on this one.

Speaking of Jimmy…

StarCraft II: Heart of the Swarm

“ZOMG PROTOSS GOT SHAFTED, NERF TERRAN” – Every Protoss player ever.

Campaign looks interesting, wish Kerrigan’s skin was still as dark as it had been in the original game, blah blah blah.

I’ll talk more about the units and other initial changes in tomorrow’s post, but what struck me as the torrential amount of backlash from a lot of the StarCraft community. I guess I shouldn’t have been surprised, as many players have made it a point to constantly decry how one particular race is dominating the others or the ways individual units can or should be tweaked to defang a prevalent strategy. Personally I don’t put a lot of stock in public outcries in this matter, partially because I have no basis by which to gauge the power of units relative to skill as I don’t have much skill myself, and partially because I think that most of the forums on which I see this sort of caustic feedback are too loosely moderated to sort out the ruffians and bandwagon-jumpers from the people who have honest, well-reasoned opinions on the state of the game. I should really listen to the podcast of the same name more.

Thoughts on new multiplayer units and the changes I’m aware of tomorrow. Stay tuned.

Game Review: Alpha Protocol

Courtesy Sega & Obsidian Entertainment

One of the things that made Wing Commander such a memorable series of video games for me, beyond the cool spaceships and neat character design, was the branching campaign. You could choose to defend a particular asset for the Confederation, or take the fight right into the Kilrathi’s furry faces; you could completely botch a mission and the game would not end; you could lose wingmen and shipmates and life would go on. It was storytelling that felt open-ended even if the plot was rattling along on rails towards the final destination. At least those rails had junction points.

Alpha Protocol brought back some of those memories, mixed in with liberal doses of Deus Ex and Mass Effect, to produce a gaming experience that, quite frankly, surprised the hell out of me.

Courtesy Sega & Obsidian Entertainment
It’s a balcony hot tub in Rome. Eat your heart out, Mr. Bond.

We’re introduced to Mike Thorton, an American international operative candidate with a shady background recruited by an organization called Alpha Protocol. The organization is a covert unit attached not to the government per se, but to one of its biggest private military contractors. Mike is dispatched on his first mission to Saudi Arabia, but before things can be properly concluded, he’s betrayed and abandoned. With few resources to begin with, Mike must travel around the world to build a case against his former employers, or at least collect enough explosive devices to make the PMC’s stockholders very nervous and very angry.

More often than not, when a game declares itself to be an “action/RPG”, what they mean is that you can customize a few of your weapons and maybe put a different hat on your self-insertion military fantasy persona. The games that continue the traditions of System Shock 2 and Deus Ex are few and far between, allowing you to make a character tailored to your particular gaming tastes not just in terms of weapon mods. Alpha Protocol may not be as deep as those others in terms of game engine, and I’m not sure shotguns needed their own category1, but at least an effort is made to allow a player to guide Mike down a particular path, and not just through the medium of the thumbstick.

Courtesy Sega & Obsidian Entertainment
Well, I could beat it out of him with own vodka bottle… hmm.

Indeed, between the action set pieces players have opportunities to determine how the story will unfold, and without the benefit of a color-coded morality meter. Instead, Mike interacts with people through one of three attitudes, chosen on the fly: professional, aggressive and suave. They’re three distinctive flavors of one overarching attitude, however. Mike’s a bit of a jerk. I mean, sure, he’s been backstabbed by his government and the company trying to buy them2, and that’s likely to make anybody a little cross. Some of his antics are excusable under that circumstance while others are inexplicable in their maliciousness or mischeviousness, outside of just being a troll. This doesn’t stop them from being hilarious, but how professional can one actually be if they’re sending emails about bovine weaponization conspiracies to trigger-happy nutcases just for a laugh?

I don’t want to give the impression that moral choices don’t exist. Most of your conversations, however, are more personal matters. The choices you makes in how you relate to certain people will raise or lower their respect for you, and consequently can either make them inclined to help you or eager to put a bullet in your skull. However, there are moments where you must make a decision, and you’re not given a lot of time to make up your mind. Brilliantly, you will not always know the full ramifications of the choice you make when you make it. Only at the very end as the news is relating stories from around the world do you realize exactly what you’ve done3. Amongst games where choices are almost always squeaky-clean white or dastardly black, Alpha Protocol paints its plotlines in shades of gray. And they’re really attractive shades.

Courtesy Sega & Obsidian Entertainment
I told him what I’d do if he crossed me. He thought I was bluffing.

When the words stop flying to make way for bullets, Alpha Protocol still does a few things quite well. Like any good game with emphasis on stealth and gathering intelligence, it gives you the option to sneak past opponents rather than shooting them in the face, even if the “takedown” option still induces wincing on the player’s part. While it’s possible to play through without making a single kill, I can’t imagine getting punched in the throat by a professional martial artist is particularly pleasant. And the mini-games you must play to hack computers, pick locks and bypass circuits do a great job balancing a limited time-frame with puzzle-solving skills, for the most part.

It’s not a game without flaws. The engine occasionally goes a bit berserk with its rag doll physics, and you’re never 100% sure the wall or prop you’ve chosen to take cover behind will (a) conceal you or (b) allow you a clear line of fire to your foes. Some of the boss fights can make life very difficult for particular character builds, and on a couple occasions I set off an alarm trying to pick a lock when I distinctly hit the button to quietly cancel the attempt. I hear there are also conversational bugs but I can’t recall running into any, so if I did they were somewhat insignificant, not unlike the others. None of the bugs or hiccups I encountered felt game-breaking, and more importantly, none of them got in the way of the story. Indeed, the story is what keeps the action moving, even when nobody’s getting shot at. Here’s a case where the strengths of the game outweigh its flaws, and while I can’t blame some hardcore shooter fans for letting those flaws keep them from checking out Alpha Protocol, enthusiasts for this style of game are sure to be pleased.

Stuff I Liked: Weapon customization is pretty cool, and having be only one aspect of character building rather than the extent of it is even better. Every safehouse is distinctive for its area which was a great touch, as were the little trophies and mementos Mike keeps. Options to decrease difficulty of missions through gathering additional intelligence felt smart. No hilariously stereotypical accents – “ZEY HAFF GIVEN ME LEMON-LIME” is a thing of the past.
Stuff I Didn’t Like: Could have consolidated SMGs, shotguns and assault rifles into one category and spread out lock-picking, hacking and electronics. Some obtuse boss fights. The occasional bug that will break a lockpick, your cover or that gas canister next to you, but thankfully not the entire game.
Stuff I Loved: Writing and voice acting well above average. A conversational system that makes sense and works well without being tied to rigid morality. A sense of purpose and weight to choices made. Satisfying stealth gameplay. More than a few laughs when Mike starts trollin’.

Bottom Line: It could be because I’m a fan of good storytelling that drives the action, or decently balanced stealth/shooting gameplay, but for me, Alpha Protocol shines. As shooter-RPGs go, it’s around the same level as the first BioShock in terms of action, definitely inspired by the aforementioned superstar shooter-RPG tagteam. And in terms of plot and character, the plot adaptability and solid writing has it swinging from the same monkey bars as Dragon Age: Origins while Halo and Gears of War participate in a game of gay chicken over in the nearby sandbox.


1 Deus Ex filed them under “Rifles” for a reason, after all.
2 Just swap “Halbech” with “Bank of America” or “Wells Fargo” or any oil company and you’ve got the right idea.
3 I’m giving Sega & Obsidian the benefit of the doubt and thinking this was meant to promote better storytelling, not just a way to get us to play the game more than once. Which I think I may have to, now. Bastards.

Game Review: Deus Ex

Shooters can be curious beasts. Any game that pours you directly into the perspective of someone holding a gun empowers you to make choices, even if it’s just the choice of which weapon to pick up to fill one of your two precious slots in Halo. The more choices the player is called upon to make, the more a game from the first person perspective resembles a game centered around character and story instead of bullets and bloodshed. Balancing shooting action with role-playing can be difficult, and the urtext for it comes to us from an older game entitled Deus Ex.

Courtesy Ion Storm
Yeah, I sang the theme song with Yahtzee’s lyrics, who hasn’t?

Welcome to the future, where New York’s been attacked by terrorists and cybernetic enhancement is quickly becoming normal, even fashionable. Our hero is JC Denton, a man employed by the United Nations Anti-Terrorist Coalition and blessed with a variety of nanotech augmentations that aren’t just for show but let him punch bad guys in incredibly efficient ways. While taking the battle to streets it quickly becomes obvious that JC’s being manipulated, and we slowly realize that there’s a vast global conspiracy going on and it’s up to us to put a stop to it. Or, perhaps, decide how to take it in a better direction than these bozos are.

Deus Ex joined the pantheon of PC gaming back in 2000, and was quickly elevated to one of the highest seats there thanks to a game engine that actually supports balanced character building instead of just gluing new bits onto your guns. Modern games may spoon out achievements when you reach milestones but Deus Ex provides in-game rewards known as ‘skill points’ which are used to raise skills such as rifles, electronics and swimming. Which is a good thing, because without these point JC wouldn’t be able to hit the broad side of an oil tanker with an assault rifle, acts perplexed when looking at an electronic keypad and only holds his breath underwater for about 90 seconds. The last one isn’t quite so bad and considering how much swimming you’re likely to do, you’re much better off teaching yourself to pick locks more efficiently and keeping your rifle scope steady.

Courtesy Ion Storm
It was a dark and stormy night in New York…

The way the game supports your character-building is by presenting you with options for dealing with obstacles, from locked doors to boss fights. There’s almost always a way past a sealed entryway, be it a vent or a different door with a different locking mechanism, and most of the time if you’re not up for fighting a boss character you can just run your ass away. It’s also the sort of game where there really aren’t any invisible walls, and your health only regenerates if you choose to make it at the expense of your bio-electric energy reserves. It’s entirely possible to lose one or all of your limbs and to need to wiggle your way to a nearby health kit without being spotted by the cops.

Player choice also becomes a factor in conversations you choose to have. JC can be generous and make attempts to be personable, or he can be the sort of withdrawn, terse individual that just guns down the bad guys like many modern shooters show their heroes to be. I say “make attempts” because the voice acting and dialog in Deus Ex isn’t out to win any awards. JC sounds like he’s been gargling gravel for the last year or two and most of the other characters have hysterically stereotypical accents. The way the characters speak to one another is the first in a pair of pretty major flaws.

Courtesy Ion Storm
He’s a ladies’ man.

The other is the graphics. It’s an older game, so of course it’s not going to have the glitz and polish of something created last year, but Deus Ex looks bad even for a game from 2000. The designs of the levels and characters alike are blocky and rigid. There are a limited number of character skins and mouth animations are incredibly stilted. While I’d like to think there’s more to games (and people) than their looks, processing the visuals in the game can sometimes be a real chore.

However, under the horrendous appearance and occasionally terrible dialog is a plot that not only tries to influence the player but allows them to make an empowered decision. While quoting philosophy and whatnot is part of the dialog, when it works it shows a world where invisible powers are struggling to control mankind, and all of them want JC to operate as their scion in the conflict. But JC, and the player, are their own creature and will only obey the tenets of their own will. When we arrive in the endgame, JC does make the occasional quip intended to be clever, but also debates the pros and cons of his decisions with intelligence. How the game ends is entirely up to us.

Thus, from start to finish, Deus Ex puts the onus upon the player instead of taking them by the hand and pulling them through the plot. Instead of relying upon the fiction trope for which the game is partially named, we are given a set of options that allow us to become, for the would-be rulers of the world, a deus ex machina ourselves, appearing from the machine to give one of the powers exactly what they want. And that notion is more empowering than just about any firearm you’d care to name.

Stuff I Liked: Decent soundtrack, actual RPG structure, multiple approaches to obstacles and a near-future setting only slightly far-fetched.
Stuff I Didn’t Like: Even with modern texture updates the game’s a bit of an eyesore in places. A good portion of the dialog’s hard to swallow and I saw a couple plot twists coming a mile away.
Stuff I Loved: A decent amount of non-linearity calling upon the player to decide how to proceed, from the very first level on Liberty Island to the final decision to determine the ending of the game and, by extension, the fate of the world.

Bottom Line: For those nostalgic for the likes of System Shock 2 and for shooter fans looking for a game with a bit more depth than Halo or Modern Warfare, Deus Ex delivers. If you go in prepared for some of the dated material in the game, you won’t be disappointed.

Dark Heresy Dossiers: Introduction

Courtesy Fantasy Flight Games

I’m planning on attending MEPACon Fall 2011, and while I’ll be doing demos of both Maschine Zeit and Amaranthine, I’ve been interested in starting a new ongoing campaign. In light of Honor and Blood’s potential return during the convention and my interest in a long-running Legend of the Five Rings game that will also be there, I thought there might be some interest in adding a grimdark sci-fi horror-adventure to the mix.

Rather than simply saying “here are your characters, let’s go” or “okay, here’s how you build characters, we can start playing in two hours,” I’m going to opt for a mix. Players interested in joining the campaign will have a choice of nine different Dossiers, each describing a character on a different career path. Instead of just laying down stats, the Dossiers will instead give a vague notion of a character’s background and set up a few baseline numbers, from which players can build their avatars in various ways.

I think this approach will save time, add intrigue and facilitate storytelling. Getting some of the basic stuff out of the way and focusing mostly on what players want to do to make characters their own, rather than starting from scratch, will help the group get right to the action, especially if someone doesn’t get to the table until others are settled in. But not all of the interesting stuff is limited to that gaming table.

You see, after the initial events that bring everybody together, the events of the adventure as well as aspects from the Dossiers will be brought up to players via email. Players will be encouraged to keep in touch with the Judge and each other. When players gather again in person, the idea will be that much has gone on behind the scenes between meetings, giving them stories to tell each other that will build and enhance their characters even further.

Everyone will have secrets, ties to their pasts and people they’ve influenced, be they enemies or allies. Views on the Imperium, the Inquisition, the Calixis Sector and one’s fellow Acolytes are bound to change. And all of this information, these events and the choices players take, will be added to their Dossiers by the dutiful servants of the Inquisition.

Over the next few weeks I’ll be posting the initial Dossiers here. I’m looking forward to MEPACon, and I’m hoping this notion will have others looking forward to it as well.

Looking Ahead at Guild Wars 2: Races

Courtesy ArenaNet

My wife and I haven’t been doing much in the way of MMOs over the last year. We’ve tried a couple since parting ways with World of Warcraft but none have really hit that “sweet spot” for either of us, the sort of feeling we were expecting that would keep us playing for a long time. But there is one poised to hit that exact spot, and it’s called Guild Wars 2.

I never played the original Guild Wars and, as I understand it, I missed out. As such, I can’t comment on how this game is looking to improve upon or innovate in light of its predecessor. Instead, I’ll point out why I’m eager to get started playing when it’s released some time next year.

The first choice you make in character creation is your character’s race, so let’s talk about those first.

Both the Charr and the Norn appeared in the first Guild Wars, and as I understand it, one or both of them were antagonists. Rather than pulling their cultures out of the aether, however, ArenaNet did a very smart thing in taking notes from our own history. The Charr have their roots planted in the fertile soil of imperial Rome, while the Norn seem to hail from the lands of the ancient Norse, if not Marvel’s Asgard. They’re fleshed out in Guild Wars 2 and while their cultures are different from those of humans, they’re not so alien as to be unappealing; in my case, quite the opposite.

The new races are the Asura and the Sylvari. I’m not a big fan of small races, as much as I love the goblins of Warcraft, but the Asura’s thirst for knowledge, love of artifice and esoteric designs have me curious. The Sylvari, on the other hand, were appealing to me from the start. Their society is based on Arthurian legend and folklore, they have disparate but linked attitudes and personalities that bind them together, and gender is largely a non-issue when it comes to relationships and romance. I am so there.

The humans in Guild Wars 2 seem similar to those in other MMOs, but the strata of their society and the history inherent in having an entire previous game gives them just as much weight as the others. I love the idea of creating a character that will be part of a society that has equal parts familiarity and uniqueness, and every single one here fits that bill. It’s pretty much sold the game to me on that basis alone.

Next up? Classes.

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