Author Archives: Azuriel

Good Guy SOE

So, I find myself playing PlanetSide 2 again. Yes, I had stopped for good. Probably more than once. I might be what they call an “unreliable narrator.”

What brought me back into the fold (for the time being) were forum tears. Specifically, I saw a veritable rash of QQ posts on Reddit concerning how overpowered A2A missiles are, how unfair it is that skilled pilots (presumably packing lolpods) are being blown out of the sky by noobs, and so on. So I did what every rational gamer would do in such a situation: log on and run the flavor-of-the-month gravy-train all the way to cheeseville.

Let the hate flow through you.

Let the hate flow through you.

11 kills in 43 minutes may not sound like anything – and it’s not – but they were 100% other players in jets, which I can assure you is a feat I have never remotely came close to before. Indeed, the time was inflated a bit because I had to go in search of more jets, having destroyed the gate-camping ecosystem I was hunting in.

In the meantime, there was another controversy brewing on the Reddit forums in the form of John Smedley changing the way subscriptions work at SOE. Currently, you can subscribe to Ps2 for $15/month, receive some membership perks, and then receive a monthly stipend of 500 Station Cash (SC). As Wilhelm has detailed previously, SOE has had a ton of issues with people hoarding currency from triple SC sales, to the point where they had to stop letting you redeem SC for expansions, subscriptions, etc. For the less economic-minded, the problem with SC hoarding is that SOE can’t actually count the cash you used to purchase SC as revenue until you redeem it; until you do, the SC technically counts as a liability. Indeed, since the introduction of Player Studio items, SOE faces the additional uncertainty of having to potentially pay out an unbounded amount of cash to players once per quarter, depending on how many people redeem their SC for those items. We aren’t talking about virtual money for virtual items anymore, we’re talking cash payments to player artists.

If that still sounds confusing, an example I’ve heard is this: imagine what would happen if 100% of EVE’s playerbase used PLEX for their subscription next month. Sure, CCP technically already has the money, but they are unlikely to have enough cash on hand to cover a full month’s worth of payroll, server costs, etc, with nothing coming in that month. Companies do end up estimating “breakage” (e.g. gift cards that are never redeemed and the like) but they can’t claim all of it without running afoul accounting principals.

The first solution Smed presented was interesting. Instead of a 500 SC stipend that simply accumulates, they would allow you to purchase one item a month that costs up to 2000 SC. A voucher, if you will. The primary issue under that scheme is that there is next to nothing in the Ps2 store that costs 2000 SC aside from the ocassional bundle, which you cannot even buy with it. Most player-created items – which, incidentally, are so much cooler than SOE-designed items that its sickening at this point – cost 1000 SC apiece, so ostensibly you would be coming out ahead under this rubric… but Player Studio items were also excluded. Even if Player Studio items were allowed, the creators would see zero reimbursement since the 2000 SC voucher was “free” – Smed stated in the thread that SOE was seriously considering eating the cost and paying the item creators anyway.

If you weren’t interested in fancy hats and cosmetic items though, you were going to be boned as a Ps2 player under this system. One of the perks of subscribing to Ps2 was getting access to a 2nd Deal of the Day, and said deals frequently put items at price points below 500 SC. Indeed, there were two items last week that were selling for 99 SC. If I wanted both, I could either spend an extra dollar and use the 2000 SC purchase on the other, or I could get both with the 500 SC stipend and have some virtual change left over for next month. And on the other end of the spectrum, if you have been playing for a while, there isn’t liable to be anything you want to buy in the store in a given month – especially since the devs decided to take their content-free optimization break. Each month you didn’t purchase anything as a Ps2 player was 500 SC you weren’t ever getting back.

After going back and forth across a 200+ response Reddit thread, Smed dropped some interesting information. The plan going forward for SOE is for the All Access Pass to be lowered to $14.99/month and to automatically apply to all SOE games (on the PC, for now). In other words, one subscription to rule them all. It sounds a bit weird at first, given how many of the games SOE offers are F2P to begin with. But that sort of makes it subtly brilliant: the fact you are receiving “premium” bonuses for games like DCUO might make you more inclined to download the client and take advantage of them. But what if I don’t care about DCUO or EQ1/2 in the least? Hmm. Maybe you have heard of EverQuest Next: Landmark & EQN proper?

The plot… it thickens.

As for the stipend, Smed will be bringing up a compromise to the suits: subscribers will get the 500 SC like usual, but you have to log on each month to claim it. While it seems silly that that solves anything, I wouldn’t be surprised that there are a non-zero amount of people that have auto-renew subscriptions and do nothing with them. After all, that’s kind of the point of auto-renew subscriptions as a business model. For every heavy Netflix user, there is someone like me who has booted it up for about two months out of the entire last year.

In any case, mad props to John Smedley for coming to Reddit of all places and laying down the behind-the-scenes facts. There are some people who are not happy with the way things shook out (the 2000 SC voucher sounded better to them), but no one can deny the fact that SOE climbed down the mountain and took the feedback of its players seriously. If you were going through Ghostcrawler withdraw like I am, look no further than… the PlanetSide 2 Reddit forums, apparently.

Review: State of Decay

Game: State of Decay
Recommended price: $7.50
Metacritic Score: 76
Completion Time: 18 hours
Buy If You Like: Grand Theft Zombie, Sandbox Roguelikes

Even with shortcuts, the game world is pretty large.

Even with shortcuts, the game world is pretty large.

State of Decay is an open-world zombie sandbox game originally released for Xbox Live Arcade and ported to the PC. You take control of a randomized character and thereafter do your best scavenging buildings for supplies to build up your home base while recruiting additional survivors whom you much switch to after your character becomes tired or injured. Or killed, given how State of Decay features permadeath and auto-saving checkpoints. There is a fairly standard plot you can run through to beat the game, but it can be ignored for however long you wish.

I want to highlight the “PC port” part of this game again, because State of Decay unfortunately takes some hits from both angles. First, the game can be buggy. Zombies inside buildings can sometimes clip through the walls and start trying to give you a nice hug while still being immune to bullets to the face. During one play session, the NPCs on escort missions decided they would just stand there at the end of the mission instead of running to the “end mission” zone. Since the game won’t save until a mission in complete and there isn’t any way to cancel a mission in progress, I was stuck until I tried the outlandish solution of physically moving them inches at a time by bumping into them with my character. It worked, by the way.

The second PC Port hit comes from the fact that the game… well, it could use some work mechanics-wise. The core gameplay itself is rather amazing and refreshing. The map very much feels like a real set of small towns, and you can explore and ransack 99% of the buildings you see. As anyone who has read this blog might know, I have a (un)healthy obsession with looting stuff in post-apocalypse games like Fallout, and State of Decay definitely scratched that itch.

I see what you did there, devs.

I see what you did there, devs.

The problem is that some shit doesn’t make any sense, gameplay-wise. When you’re looting a house and come across a crate of supplies (Food, Medicine, Ammo, etc), you can load it into a duffel bag and take it back to your base to deposit. You can even drop the duffel bag and pick it up later if you want. What you cannot do, apparently, is load the duffel bag into your car trunk. Or have the NPC that accompanied you into the house to carry something. Or drop off the supplies at an Outpost you created, even though it has a Supply Chest that gives you access to all your gear no matter the distance to your home base. While you can call in scavengers to sort of auto-loot the house, the fact that they travel on foot and are fully exposed to the zombies you likely drove right past means looting the next town over is pretty much 100% up to you.

Also, I’m getting real tired of games where you can loot items from containers, or leave items in containers, but cannot put items back in containers. “Oh, I suppose I have to destroy this perfectly useful baseball bat because I picked it up first instead of this handgun.” That sort of nonsense is nothing more than lazy programming.

Loot ALL the things.

Loot ALL the things.

The game also doesn’t quite seem sure what type of challenge it wants to present. Your character can sneak around and even perform stealth kills on zombies, but said stealth kills aren’t really stealthy at all – it always makes enough noise for other zombies to investigate. That’s… realistic, I suppose, but it makes stealth gameplay mostly irrelevant. And while it is frighteningly easy to die when mobbed, for the most part killing zombies is EZ-Mode; melee attacks interrupt zombie grabs, and homemade silencers make gunplay perfectly safe. There are stereotypical “Freak” zombies with extra abilities, but the open-world nature of the game means that most of the time you can lure them outside and then run them over with a car.

At the end of the day though, I enjoyed my time killing zombies and looting things in Trumbull Valley. The skeleton of an amazing game is definitely there; the devs just have to flesh it out a bit more. What I would like to see is a full-fledged sequel called Nation of Decay or something, in which I can load up the back of my Camero with supplies, pop a 80s rock ballad in the tape deck, and slam a zombie with my car door as I speed down the highway into the sunset.

Language of Action

This amusing comparison was posted on Reddit the other day under “Morrowind vs Skyrim vs Dark Souls”:

/slowclap

/slowclap

The implication here is (presumably) that games these days are being dumbed down, or at least are not being made as challenging as their predecessors (Dark Souls aside). This sort of “hand holding” is pretty much the de facto standard in MMOs as well, in the form of highlighting of the questing areas and the like. ¹

To which I say: “Good.”

If there is one particular scenario I despise more than anything else in videogames, it is when I sit down to play one and then can’t. I do not mean that I try and fail and am unable to progress – that part is good! It’s gameplay, it’s doing things, it’s actively engaging my faculties. Rather, I mean when the game is not even allowing me to try anything because I am missing something and don’t even know it. Or maybe I am not missing anything and the game is at fault. Indeed, whenever I get stuck in a game, these are the usual possibilities:

  1. I cannot solve the puzzle.
  2. I missed an invisible quest trigger.
  3. I cannot locate the quest objective.
  4. I do not know where to go next.

In all those scenarios aside from #1, we can entertain the possibility that it is the game designer’s fault. And that’s the problem! Sure, occasionally it is my own damn fault for not reading the quest text correctly or I didn’t pan the camera 110° to the right or whatever. But after 20+ years of playing videogames, I can assure you that my default assumption is not that these designers do everything on purpose. Games are art, but if you set out to evoke a particular emotion with a piece and it generates the exact opposite, we can say that that piece of art failed in its goal. Sometimes mistakes can make a game better (like… Gandhi in Civilization), but an equal or greater amount of time they are simply mistakes.

Things can go too far the other way, of course. In the opening scenes of The Witcher 2, as you approach the ominously empty bridge, you get a prompt telling you which buttons to press to avoid dragon fire. “What dragon? Oh.” Quests in Skyrim which ask you to find the artifact that has been hidden for centuries… and there’s a very visible quest marker that appears directly over it. I can concede that something like this other Reddit picture is too much:

I hated Navi anyway.

I hated Navi anyway.

At the end of the day, though? I am playing videogames to do things. I do not consider walking around a room pressing the Interact button every few steps as doing something. There is a place for games in which the “doing” is figuring out where to go or what to do next. And that place is “Pile of Games I’m (Literally) Not Playing.”

¹ I still remember the river of tears that resulted from WoW adding quest givers to the minimap back in Patch 2.3. Yes, seriously, tears.

Bring It, 2014

The normal sort of thing to do is look back on what 2013 brought us, but ain’t nobody got time for that. And 2013 sucked anyway. Let’s see what’s in store for next year, yeah?

The Repopulation

For as much as crusty old bloggers harp about Star Wars Galaxies and Ultima Online, I find it amusing how not a one of them (that I am aware of) has mentioned The Repopulation. What is it? Why, according to Kotaku it is the love child of SWG and UO. MMO? Check. Open-world sandbox? Check. Build your own towns? Check. No levels or classes? Check and check. Can just be a crafter all day, or dancer, or street performer? Ayep. Hell, they even claim you can seamlessly switch from hotkey MMO style combat to an action-oriented 1st/3rd-person shooter perspective. It’s a veritable pantheon of Jesus features.

You can craft a Portal turret pet. Need I say more?

You can craft a Portal turret pet. Need I say more?

Apparently the game is already in Alpha from a successful Kickstarter campaign in 2012, although they are giving it another $50k Kickstart for some reason or another. Closed Beta for backers starts in March. The end result will be a F2P MMO that sells “memberships” in tiers for a one-time purchase, which is perhaps the most novel business model I’ve seen yet. In fact, I think that was the last undiscovered videogame payment scheme. Achievement unlocked.

WildStar

It’s a thing.

Elder Scrolls Online

Also a thing.

EverQuest Next: Landmark

If Landmark ends up being anything more than a commercial disaster, it will be in spite of having the most vague, nonsensical marketing strategy I have ever witnessed. I mean, watch this promotional video. That was uploaded on December 6th, 2013, so it’s not from back when they didn’t know how they were going to cover up the EQN delay.

Okay, this does look kinda interesting.

Okay, this does look kinda interesting.

That being said, I am always keenly interested in anything that allows players to freeform create things in game spaces. I’m not talking about building a house somewhere in UO or other nonsense. I’m talking about actually being able to craft something that can effectively be used as a portfolio of game design. Hell, I still have all 11.6 gigs of Portal 2 installed because I imagined that one day I would get around to building my own puzzle as an example of level design. Did it happen? Nope. Could it have happened? Yep. PlanetSide 2’s Player Studio deal apparently had some budding designers banking $5000-$8000 in a quarter, for crafting the equivalent of hats and camo. Landmark will have the same sort of system in place, on a much larger scale.

So, Landmark is on the radar. I’m not convinced that it will actually be a “real” MMO in terms of it being entertaining to play the non-crafting bits, but who knows? Certainly not SOE, that’s for goddamn sure.

Destiny

Not a thing. Seriously, it’s Borderlands 2 Online minus a PC version. Which means I’m not playing it.

Firefall

I hadn’t even thought about this game since I ran into a bugged quest back in July. Actually, I take that back. I had an entire post ready to go entitled “Firefail” and it was to be accompanied by this picture:

Welp, so much for that.

Welp, so much for that.

Basically, I tried patching the game and got stuck at the last 0.04 MB. I truly did try everything, including a full uninstall of the game client and a redownload.

As it turns out, I might have dodged a bullet there. Apparently, the CEO of the game studio was fired after having spent millions of dollars on high-end camera equipment and, no joke, converting a tour bus into a mock-up of in-game transport. That bus job cost $3 million from an MMO game studio’s coffers. Oh, and I guess apparently the CEO announced that he unilaterally cancelled all PvP in a forum post? You can read a sort of insider view of the dirty laundry in this (verified!) Reddit thread.

WoW: Outlands 2.0

Probably a thing.

Holiday

I’m still on one, technically.

In the meantime, please enjoy the three new anime micro-reviews I uploaded: Nichijou – Everyday Life, Planetes, and My Teen Romantic Comedy: SNAFU.

Review: The Last of Us

Game: The Last of Us [PS3]
Recommended price: $30
Metacritic Score: 95
Completion Time: ~17 hours
Buy If You Like: Metal Gear Zombie, brilliant storytelling, good games

You can almost say the post-apoc was an improvement.

You can almost say the post-apoc was an improvement.

When it came down to a decision as to whether I should do an extremely late jump into this (now past) console generation, I really only had one question: did I want to play The Last of Us, or the Halo series? Despite ultimately choosing the PS3, I waited on purchasing The Last of Us for quite some time. This was the reason I bought this console, and I was a bit apprehensive about putting that $200+ decision to the test. After all, everyone raved about Bioshock Infinite at release and looked how that turned out for me. How could this Metacritic 95/9.1 game live up to the expectations I have levied upon it?

The answer is “Easily.”

The Last of Us (TLoU) is 3rd-person, stealth-emphasized cover-based shooter set twenty years into a “zombie” post-apocalypse. An outbreak of mind-destroying spores has nearly wiped out humanity, and the survivors are doing their best to stay alive in a world of infected bites, raiders, and mundane starvation. You play as Joel, a professional smuggler and hardened badass, who along with your partner Tess is looking to get even with a guy who robbed you both of a shipment of guns. After a series of close calls, Joel & Tess take up one last job: to smuggle a 14-year old girl out of the city and to a safe house.

The principal gameplay is exploring, sneaking, and killing from an over-the-shoulder perspective. While the environments are extremely linear and the number of enemy types fairly basic, I found the gameplay itself to never get dull. Supplies are almost always limited, so some real decisions will need to be made as to whether you take the time to sneak around and get some stealth kills versus lobbing a Molotov cocktail into that group of enemies right now. Compounding this, the human AI is brutal in its sensibility – enemies will fan out, attempt to flank you, send only one guy to investigate noises while the others watch, and so on.

There will be a lot of waist-high obstructions to crouch behind.

There will be a lot of waist-high obstructions to crouch behind.

About the only complaints I have about the combat side of things is the reverse difficulty curve and checkpoint system. Like many similar games, TLoU is harder in the beginning and only becomes progressively easier as time goes on. Part of that is familiarity with effective strategy, given how there aren’t a lot of new enemy types, and part of that is from access to more/better weapons. Indeed, facing human enemies became somewhat of a joke later on since they would frequently congregate in small groups at the beginning of encounters, which made it extremely easy to blow them all up at once with a nail bomb. And while I give Naughty Dog some credit for a truly seamless checkpoint system, it ends up doing some strange things to the difficulty insofar as discreet encounters only end up being ~5 minutes long.

For as fluid and exciting the combat system may be, where the game truly shines is everywhere else. The visual juxtaposition of ruined human civilization and a greenery of nature reclaiming the space filled me with sadness and wonder simultaneously; it feels like the most compelling combination between the movies I Am Legend and The Road. The musical score is amazing in its ambiance and willingness to not take over a scene. As for the voice acting, well, I never really noticed there being voice acting at all – it was just normal, natural dialog.

The overall narrative is likely the thing most everyone talks about when TLoU is brought up, and I can confirm that it is about as amazing as advertised. The weird thing is that there was not one particular moment in which I remember sitting there thinking “Wow, that’s some good videogame plot.” Instead, I felt permanently affixed to my screen, playing in five-hour increments, as each scene segued perfectly into the next and I eagerly devoured every little detail.

That queasy feeling you get when you realize you'd probably do the same thing.

That queasy feeling you get when you realize you’d probably do the same thing.

Now that I think about it, there actually were a few details in cut scenes in which my jaw dropped at the excellence of Naughty Dog’s craft. When Joel ever-so-briefly looked at his watch, for example, I was taken back to that first wink in Mass Effect when I understood, for the first time, how much farther gaming as a storytelling medium has evolved. These subtle-yet-significant gestures hold such a hidden depth of emotion that it boggles my mind that their meaning wasn’t as belabored in-game as I am doing right now. I mean, the gesture would be ruined if it called more attention to itself, but it is such a calculated risk that I’m surprised they did not.

Ultimately, The Last of Us is one of those shining examples of Games As Art that also happen to be extremely compelling to play. And unlike some other titles which overreach in their attempts to be narratively “deep” and complex – *cough* Bioshock Infinite *cough* – The Last of Us simply presents its case amongst gripping gameplay and, story told, drops the mic as the screen fades to black.

Maybe Too Much Verisimilitude

So, I guess the devs from FFXIV just released the prices for in-game housing and no one is happy. The pushback from the devs was phrased this way from Massively:

Yoshida said that the high cost in intended to prevent wealthy players from snapping up all of the plots and that all players will be earning more money with patch 2.1. “I understand that, in taking these measures to ensure even distribution of land, we are asking for considerable patience from those players who are eager to enjoy housing right away,” he said. “While I sympathize with players concerns, we believe that this is in the best long-term interests of the game.”

In other words, the concern was that the wealthy players would go around and snatch up all the land before the average player/guild could do so, Monopoly-style. Considering that the housing area is already going to be instanced away from the game world, which is itself already segregated into identical servers, this seems like an Extraordinarily Dumb Problem to Have.

In fairness, I have never thought that “in the world” player housing was ever a good idea, in any game. I’m sure that it “worked” (for very narrow definitions of the word) in various games, but the whole thing strikes me as a kind of bizarre pyramid scheme. What’s the content? Where’s the gameplay? If you are first in line, congratulations, you have an exclusive advantage on into perpetuity and everyone behind you is screwed all in the name of… what? Some vague sense of permanent ownership in a virtual world? Don’t get me wrong, I fully support player housing in general. I just don’t see the point in finite plots of land in a game ostensibly being played by hundreds of thousands of players. This sort of nonsense is why I never got into playing multiplayer Minecraft – where is the fun in traveling to the shit ends of the world because all the prime real estate is taken?

But hey, Square Enix, good job with that heavy, capitalistic dose of realism in your escapist fantasy MMO. Maybe you could add some adjustable-rate mortgages in the next patch, or just allow the rich players to become landlords and rent out property.

Gaming Verisimilitude

On Thursday, I popped The Last of Us (TLoU) into the PS3 just to see if I needed to do some sort of lengthy install, but ended up playing for 5 hours straight. The game, simply put, is quite amazing thus far. However, I am experiencing some game design tropes that are grating on me to a higher degree than normal, perhaps precisely because everything else is so good.

Early on, you are basically told that while you can treat the game like a cover-based shooter to some extent, sneaking around is likely the best method given the chronic lack of supplies. That’s fine, sure. What is less fine is when you silently take down an entire warehouse full of guys very clearly armed with guns, and only happen to scrounge up 3 bullets of ammo from nearly a dozen corpses. Were the guns just for show? The last two guys were fine with shooting the conveniently-placed, waist-high obstruction I was hiding behind for almost a full minute, but in a moment of extreme bad luck, must have been killed right after they fired their last bullet.

I understand that this is One of Those Things in gaming in which we are supposed to suspend disbelief. I remember running a D&D campaign a few years ago in which I decided early on that I was going to rebel against gaming tropes and having the party’s human opponents drop everything they were carrying. In retrospect, it ended up being a perfectly foretold disaster: the party became understandably obsessed with looting each body clean and making frequent trips to Ye Olde Item Shoppe to peddle their warez. If I were able to loot full clips of ammo from each enemy I downed in TLoU, it would likely ruin the resource-tight mood by the end of the first hour of gameplay.

I am finding myself less sympathetic towards two other semi-related aspects that are not exactly TLoU’s fault but nevertheless somewhat jarring. First, the game is not and has never appeared to be an open-world sandbox or anything of the sort, which is fine. However, I feel subtly punished for exploring when the designers take the time to add in secret caches of goods in off-the-path locations. See, the issue is that I do not ever know if this “secret” door I’m opening isn’t actually the trigger for a cutscene or the path to the next area. I want to explore every nook and cranny of the game world! And yet I feel like I can’t, because I’m paranoid about inadvertently moving the story forward and being unable to backtrack. I’m seriously starting to miss the “Chrono Footsteps” feature from Singularity which highlighted the exact path you should take, so you know for certain which areas you could explore safely.

Compounding this issue is when I’m in the opposite scenario in which the game is clearly telling me where those story triggers are. “Oh, you want me to hurry up and walk over to that door? Good, now I know I can explore this whole half of the city instead.” The game is not Fallout, has never pretended to be Fallout, but I simply can’t help myself from treating every open building as an opportunity to scavenge for supplies. It’s the post-apocalypse! Let me spend hours combing the area for scrap metal and duct tape! I do this shit for fun.

Finally, Naughty Dog, really? I have a hunting rifle, shotgun, bow, two pistols, three Med Kits, a metal pipe with scissors taped to the end, three Molotov cocktails, a few proximity mine-like explosives, and a goddamn brick in my backpack… but I can’t carry more than 7 rifle rounds? Or more than four pairs of scissors? Inventory management is one thing, but limiting ammo to this degree is so overtly gamey that it sucks me right out of the narrative and back into optimization mode. “Hmm, if I use the shotgun to clear this next room instead of sneaking through, I can double-back and pick up those shells I left behind.”

Although I am complaining quite a bit, I need you to understand that it is only because these (ultimately minor) issues stand out in brilliant contrast to an otherwise amazing game. This isn’t so much a fly in the ointment as it is a hangnail the day after a big promotion. You know, minor, almost trivial annoyances that you nevertheless can’t quite stop thinking about.

Regression to the Mean

Tobold and others are fundamentally correct about Hearthstone’s metagame essentially being reduced to a small set of cards. The speed at which the metagame changes in response to pro-player feedback also approaches the speed of light; Argent Squire went from being something I never saw in the last three months to something I now see every game. In fact, if you want to win damn near every game you play, all you need to use are these cards:

  • 2x Novice Engineer
  • 2x Loot Hoarder
  • 2x Gnomish Inventor
  • 2x Shattered Sun Cleric
  • 2x Acidic Swamp Ooze
  • 2x Faerie Dragon
  • 2x Dark Iron Dwarf
  • 2x Chillwind Yeti
  • 2x Defender of Argus
  • 2x Argent Commander

I cannot begin to tell you how many games I have lost due to Defender of Argus. Some of these cards will be nerfed soon, but not all of them (including Defender of Argus), and I’m not even convinced the nerfs will hurt their inclusion in nearly every deck.

The funny thing though, is how simply using these cards does not necessarily mean you win automatically. They are strongest possible cards for their cost, no doubt, but what they do not do is tell you is who’s the beatdown. They do not tell you whether you should play the Faerie Dragon or the Loot Hoarder on turn 2. They do not tell you which class to play, which class cards to choose for the rest of the deck, and whether to spend mana on removal this turn or send everything to your opponent’s face. In short, they don’t tell you what to do in this scenario:

So many possibilities...

So many possibilities…

As I have said before and will undoubtedly say again, sometimes Hearthstone can be played by a monkey. Sometimes you only have one rational move, and sometimes you will win no matter what you play because your opponent got screwed by RNG. And vice versa. But none of this should suggest there is not room for skill, acumen, and calculated risks. It’s not about seeing the same pieces day in and day out, it’s how those pieces interact with one another.

Hearthstone has its issues – Blizzard can’t pretend that Mage isn’t OP for too much longer – but a metagame revolving around X number of cards isn’t one of them. It would be better if more cards were viable, sure, but there is plenty of meat and marrow on these bones.

Battlefield 4 Impressions

I have spent the past few days gorging myself on Battlefield 4, and feel it’s time to come up for some air and reflect on my self-abuse. As you might recall, I dabbled in the BF4 beta for a hot minute and was none too impressed. That opinion is… mostly still intact, although there are some definite surprises.

Progress!

Lens flare technology has definitely improved.

Right off the bat, the game does not feel materially different from BF3 in any way, shape, or form. The environments are detailed, geography diverse, the physics palpable, and actually seeing people to shoot without an over-reliance on Q-spam is a study in #firstworldproblem frustration. “The game is too beautiful to notice the bad guys.” All of this existed in BF3 to an indistinguishable degree. The “levolution” upgrade to the engine makes for some nicely-done scripted destruction, but that appears to be it. Well, the weather effects are pretty damn amazing too.

Indeed, about the only thing that became immediately apparent in terms of differences between BF3 and BF4 is how DICE continues to lurch further away from anything resembling intelligible UI design. The Battlelog fiasco is fine, whatever. What I’m talking about is how convoluted the menus and unlocks and the rest happen to be. Back in BF2, you earned ranks via XP and received an upgrade of your choice for any class (occasionally there were prerequisites). In BF3, all this was shook up with the introduction of assignments/etc, which had you to unlock weapons/items via the completion of what, in retrospect, closely resemble MMO quests: getting 20 kills with gun X and doing Y twice to unlock Z.

That's right. I took out an armored patrol boat with a blowtorch.

That’s right. I took out an armored patrol boat with a blowtorch. It only had 4hp but STILL!

For the most part, BF4 does away with that unlock scheme. Instead, weapons are unlocked linearly based on XP earned using any particular weapon in that class, e.g. using any LMG eventually unlocks more LMGs. The “problem” is that there is (still) really no incentive to use the newer weapons because you’ll likely be stuck with iron sights and no other accessories (bipod, laser sight, etc). The workaround appears to be via “Battlechests,” which are basically briefcases you earn via leveling up (and sometimes randomly in a match) that contain XP boosts, attachments, cosmetic items, and so on. Unfortunately, the accessories you earn can be for any weapon, including ones you haven’t even unlocked yet, so it’s too random to be useful for assuaging the new weapon issue.

One of the worst parts of BF3 was that feeling of utter uselessness that came with being a brand new player with zero unlocks; not only were you likely bumbling around getting no kills, even if you were in a position to be useful, you couldn’t really pull any of it off with the tools available to you. Even the DICE developers came out and said they “should be slapped” for it.

Well, the devs must have been talking about their BSDM preferences because BF4 proudly continues in that hazing tradition. The default Engineer anti-vehicle tool, for example, is a dumbfire rocket launcher that sometimes-maybe veers towards the roof of vehicles if it passes nearby. Which sounds neat, except this rocket hits like a dry pool noodle. You get stocked with five of them, and all five rockets are required to kill a single tank, assuming the driver is dumb enough to just let you launch five rockets at him. Or smart enough, I guess, because he’ll likely live past the barrage via passive vehicle repair and meanwhile you’ve just spent a full minute accomplishing nothing. Thankfully, the later weapons are significantly better in every possible fashion, but it’s still a ridiculous way to handle the new player experience, IMO.

Shooting lock-on rockets at vehicles while parachuting from 10,000 ft is my favorite thing.

Shooting lock-on rockets at vehicles while parachuting from 5,000 ft is my favorite thing.

It would not be a DICE game review without mentioning the bugs. I would say in the ~25 hours of play time I’ve racked up this far, I have to Ctrl-Alt-Del my way to the Task Manager and End Process about once every 2-3 hours; the Ctrl-Shift-Esc shortcut is apparently not powerful enough to break through whatever memory hole BF4 generates. Rubberbanding is occasionally an issue, although it mainly appears to be a server-specific problem. I have not encountered any obvious hackers, but I’m sure that’s inevitable. I still get in a full round of Candy Crush before the level will load when starting a session for the first time, but that’s been the case since BF3. DICE is saying they’re putting future expansions on hold until they sober up enough to fix the problems, which has to start sounding embarrassing to someone over at EA since that seems to be the case with every game they release.

Overall though? I’m having a lot of fun for my $26 thus far. I’m extremely burnt-out on PlanetSide 2, and BF4 scratches an itch in the way only someone slightly resembling your long-gone ex can. “Remember when you played Battlefield 2 for four years in college?” Yes, yes I do, BF4. You’re not BF2, but you’ll do. For now.