Category Archives: Commentary
October Surprise(s)
October is shaping up to be a busy month.
Hearthstone is going to have its first (and only) beta wipe coinciding with a large rebalancing patch. And apparently more opt-in beta waves. Which is an important distinction from open beta, which this will not be. The good news is that there isn’t going to be any further beta wipes, so progression for those that are in the beta is going to be permanent thereafter.
The “rebalancing” is of most interest to me (of course), as Blizzard is going to have a thread a needle made out of graphene. I have talked about some of the imbalanced cards before, but the most salient point is that the devs do not have the same access to the balance “knobs” as they do in, say, WoW or Diablo 3. Hypothetically, making the Pint-Sized Summoner go from costing 2 mana to 3, for example, is an enormous balancing change that has wide-ranging repercussions on how (and if) the card is played at all. I would personally change the Pint-Sized Summoner to be a 1/1 or maybe a 1/2; the former makes it a dead draw against Mage and Rogue decks, but honestly, I don’t feel like an Arena game should revolve around whether you have a turn-2 removal spell in your opening hand. Maybe they could change it to be only 1 mana off the cost of creatures and leave the rest alone?
Speaking of digital card games, Hex will be beginning its Alpha testing on October 8th. To be honest, even with the weekly Kickstarter updates, I sorta forgot about the fact that I pledged $85 (!) to this game nearly 5 months ago. And even more honestly, Hearthstone kinda sucked all the oxygen out of the CCG room. For however lame its been to go 0-3 or my most recent 3-3 record in the Hearthstone Arena, at least I could choose to pay $0 for those games; going back to $6 drafts will be rough. The Alpha test will give everyone 4 copies of all PvP cards, so at least I won’t have to decide whether to “waste” all my Kickstarter packs before the game comes out (which hopefully dilute the skill pool a bit).
Although I have not been playing it regularly, PlanetSide 2 is due for a huge optimization patch on October 23rd. I’m not actually all that excited about it, even though the devs are supposedly touting a ~30% gain in frame rates across all types of computer configurations. Why? First of all, this optimization work is at the expense of everything else. Changes to the Infiltrator class? Pushed back. New air weapons pushed back. New continent pushed back. And so on.
A fire was clearly lit under someone’s ass about poor performance, but with players leaving in droves, I’m not sure that chasing after the ones that left over computer issues is a winning proposition. And that leads me to reason number two: it’s all really a cynical ploy to get the game ready for the PlayStation 4. “Cynical” as in they only bothered caring about performance nearly a year after release, and only when the opportunity to cash in on a new market presented itself.
I’m a little bitter, if you can’t tell. Every time I get the bug to go play some more of PS2, I hit Instant Action and am sent to some deserted facility that changed hands an hour ago. And when I do happen to find some action, it inevitably dies down quickly and I’m left staring at the 5, 10, 15 minute capture timer. “Open world” and “emergent gameplay” is nice and all, but when I end up playing longer on my phone waiting for something to happen in the main game, something has gone horribly wrong. Ain’t nobody got time to wait around empty bases.
Luckily for me, and rather unfortunately for Sony, Battlefield 4 comes out October 29th.
I am not really all that certain I will be purchasing it on Day 1, although I had a blast playing Battlefield 3 for the six or so months that I was doing so. Looking back in my archives, I didn’t really talk about my experiences with it all that much. Basically, I see it as PlanetSide 2 without the waiting. While BF3 is technically more similar to Call of Duty than a sort of “open world” like PS2, the reality is that all PS2 brings to the table (or my table, anyway) is the ability to hop into a vehicle or airplane without having to wait/steal it from someone else. Every single other thing is better in BF3 – the shooting, the graphics, the action, the tactics, the depth. Again, technically, PS2 can have deeper strategy via Outfits and the like, but to the average player in the average game session, BF3 can’t be beat.
I haven’t really been following the Battlefield 4 news all that closely, but I find it interesting that the new game modes are being heavily skewed towards Call of Duty. Not that CoD invented any of them, of course, but I am more referring to that sort of play-style. Domination, Defuse, Team Deathmatch, Squad Deathmatch, and Rush are all CoDish to me. Conquest is still there in all its glory though, and Obliteration sounds somewhat interesting with its hot potato gameplay. But sometimes I just feel like shooting people in the face, you know? So that’s probably okay. Plus, technically every game mode will be available in all 10 maps, so it is not as though you’re stuck in the same handful of maps for every Conquest game.
Also coming in October: Terraria‘s 1.2 Patch, Don’t Starve‘s final two content patches (October 1st and presumably the final one 3 weeks later), and I guess GTA Online.
Regarding the latter, I am, of course, holding out for the PC release.
Loot 2.0
The big news of the week has been Blizzard’s rather unprecedented decision to shut down the Diablo 3 AH in March of next year. While I suppose that the start of a new expansion is as good a time as any, I still find it interesting that they are bothering at all – a bit late to close those barn doors, yeah? Then again, I suppose with all the other changes they have made in the time since I stopped playing (a whole year ago?!), the “economy” has become more warped and functionally useless than before. Making it five feet in Act 2 Inferno used to require Resistance scores out the ass, but between the general elite nerfs, the player-decided mob-levels, and the Paragon system, you can probably make it through the game without buying anything.
You would still want to, of course. Even a child should be able to understand that a 5% chance at something good is worth less than buying exactly what you want from someone who was going to vendor the thing anyway. Or anyone playing the game for more than an hour during the open beta weekend, for that matter.
The question though, is what system will replace it? Apparently Blizzard feels it is Loot 2.0:
- New game modes including Loot Runs with guaranteed special item drops when successfully completed.
- Smart drops where a dropped item is guaranteed to roll the appropriate mainstat for the class that finds it.
- Fewer but better item drops, where players will see far fewer items, but the items (especially the rares) will have better stats.
- A new NPC Artisan, the Mystic who has the abiilty to reroll one selected affix on an item.
- Legendary (including Set Items) will get an across the board quality buff.
- Legendary items will drop more often, especially for lower level characters with guaranteed legendary drops from the first kill of many story/quest bosses.
- Legendary items will roll with less low-end variability, to reduce the likelihood that they are complete junk.
- Legendary items will gain variable item levels with stats scaling appropriately — current high level items legendaries will drop on lower difficulties and low level Legendaries will drop in the end game. All stats on these items will scale up or down to be appropriate for the level of the monster that drops them.
Item binding is going to be a key feature of Loot 2.0, with some of the found items, and most or all of the crafted items or items upgraded with the Mystic gaining BoA or BoE to restrict them from being traded or sold. Full details are not yet finalized.
I counted three instances of the word “guaranteed” in there. Not something I usually associate with Diablo games, but hey.
While the above is not an exhaustive list of the Loot 2.0 paradigm – I’m pretty sure that not even Blizzard knows what else they’ll toss against the wall before March – we can see the sort of trajectory taking shape. What is a huge unknown to me though, is what exactly Blizzard plans to do with all the gold left in the economy when the AH doors close. Will the Mystic be an expensive gold sink? That might work… but what about the people who haven’t stockpiled? Will the feature not be for them? Between that and the possible stockpiling of crafting materials, I almost have to assume that Blizzard plans a “currency reset” with the expansion, to go with the inevitable gear reset that comes with an increased level cap.
In any case, watching things play out this week has been interesting while playing Path of Exile on the side. I mentioned before that PoE has something more akin to a lore-based barter economy, but I am finding it even more interesting than before. Effectively, I find myself rolling my own loot back in town when I go to vendor things. Useful Magic/Rare/Unique items do drop out in the wild, but I am finding that the addition of colored gem slots adds another depressing layer of randomness to everything; a given item might be awesome for your class/build, but if it is replacing an item with a good spell-gem configuration, you might end up banking it instead. While there are “currency” items that can add/change sockets, I am finding it almost easier to hold onto normal items with good sockets and then spend my “money” turning that into a Magic/Rare item instead.
That can sort of happen in Diablo 3’s crafting system, but it lacks the granularity and impressive nuance that PoE brings to the table. Scrapping four items to get another shot at getting a useful fifth isn’t the same as being able to choose to reroll an item’s magic properties, adding a new property, adding sockets, adding connections between sockets, changing a socket’s color, and/or stripping the item clean and then possibly rerolling it into a Rare/Unique.
Can I also just mention how addicting just leveling in Path of Exile can be? It’s the standard sort of hack-n-slash, but since your gems can level up too, it feels like I “level” a half-dozen times every 30-40 minutes. “Getting kinda sleepy and I still have 8 bars before level 24. Oh, wait, there’s like a centimeter left on my Raise Zombie gem XP bar. Hmm… let’s go clear out the NW corner.”
But, yeah, loot systems. Borderlands 2 is feeling pretty archaic right now in comparison.
Item Build Paradigms
As you may recall, I have been having a rough time in Borderlands 2. I bought the Season Pass back when I bought the original game, but sort of let things slide somewhere around 95 hours /played, about the time the Hammerlock campaign was released. My main issue, aside from general burnout, was that my character is Zer0, the melee-based ninja/sniper character. Simply put, I was having a hard time surviving in the extended difficulties as someone either in the middle of the action (where mistakes kill you quickly) or trying to snipe when 10 people are shooting at you (whom are extremely accurate with their assault weapons).
Now, I can already hear those of you in the audience: “But, Az, Zer0 is like one of the strongest characters in the game! He can solo the raid bosses!” Sure he can… with a very specific loadout of Legendary/Unique weapons, which either requires luck, grinding, duping, or all three. While I am obviously not allergic to chasing gear drops in games, in this instance all I really wanted to do was finish the Hammerlock DLC and then complete Tiny Tina’s Dragon Keep DLC. You know, at a level in which it’d be challenging and rewarding too – there isn’t any real reason to blow through it on Normal or anything.
Unfortunately, I was stuck between a rock and Ultimate Vault Hunter Mode (UVHM). I beat the game on True Vault Hunter Mode (TVHM) way back when, plowed through it again in “2.5” mode where everything is scaled up to level 50 (the cap at the time), leaving all of the sidequests alone so that I could give myself the option of getting the highest-level versions of the various unique gear. Hell, I even farmed the last boss a few times. UVHM steps it up a few notches though, including a level cap increase, and basically makes Slag elemental weapons (which increase the damage of all other sources) required. Not only did I not really have any of those weapons, my current gear was simply not cutting it… or anything, really.
This past weekend, I finally decided I was going to give it one more shot. My plan of action was to grind to level 51 and then cash in my ~40 Golden Keys and hope that the level-cap inflation on guns would give me something worth shooting. Since I was grinding anyway, I decided to do so in the Torgue DLC, in the repeatable Bar Brawl quest area; each run gives you special DLC currency to purchase, among other things, an Unkempt Harold, e.g. a Legendary everyone seems to use.
So I did. And got it. And now it feels like a whole different game.
The basic gist is that the gun says it deals ~14k damage per shot, but the “bullet” is actually a missile that splits off into 3, 5, and 7 missiles depending on how much distance it gets before impact. The Double Penetrating Unkempt Harold, which is the version I got, does the same thing x2. So, depending on how close something is, a shot from this pistol deals ~196,000 damage. Meanwhile, my best rocket launcher deals 226,000, with a 3-round clip and 7.4 second reload speed. I can carry 700 pistol rounds and reload in under 2 seconds. I could technically pick up another Unique item from a sidequest (The Bee shield) which would add something crazy-stupid like 40,000 damage to my bullets – which ends up being added to each bullet from the Unkempt Harold – but it is already making my TVHM-ish run somewhat of a joke.
What all of this is making me realize is that I don’t like this paradigm. Specifically: the gear-based-build paradigm. “Get item X and now you can do build Y.” Another of the items I picked up was a weapon (the Rubi) that gives heals you for 12% of the damage you inflict while having it equipped. It is another of the sort of “required” weapons for endgame Zer0 builds, as you can abuse the life-gain by dealing melee or grenade damage; the gun itself will never hold a candle to others, but firing one and then swapping back to it before impact will still basically let you heal to full. Combined with the “health-gating” hidden mechanic that prevents you from being one-shot (50% + 1 HP and you will survive any hit), this lets Zer0 basically melee raid bosses.
The problems, as always, are A) getting the gear and B) what to do until you get the gear. I am 100% for different character builds. I don’t even have much of an issue with talent choices leading to different stat weightings, e.g. choosing Talent X makes Haste worth more than Crit or whatever. But building an entire character around single pieces of (rare) equipment? That feels awful to me. Either you don’t have the item yet, in which case you feel weak/incomplete, or you do get the item and suddenly everything else that drops is useless/unrewarding. Plus, there is the whole side-effect of the fact that your character identity feels weakened or nonexistent; do my character choices even matter in the face of my item collection? Am I Zer0 at all, or am I simply “some dude with a Rubi and DPUK?
I decided to take a break from Borderlands 2, and started playing Path of Exile as a backup game. And… whoops! Just like many hack-n-slash games, it too features rare items that you can/should/(have to?) build entire characters around. Because that’s fun. To someone. Sigh.
Endless Loop of Nonplaying
The final Season Pass DLC – Tiny Tina’s Assault on Dragon Keep – has been out for Borderlands 2 for a while now. I have not even finished Sir Hammerlock’s Big Game Hunt yet, having gotten bored with what the BL2 gameplay devolves into in Ultimate Vault Hunter Mode difficulty (I started playing Sir Hammerlock after the UVHM was released).
Actually, that is not entirely true. What happened is I’m stuck in an endless loop of nonplaying.
See, one of the big changes in UVHM difficulty is that you pretty much have to own some form of gun that features Slag damage (a Slagged enemy received extra non-Slag damage). Since Slag wasn’t required in the prior difficulty, I never really bothered to pick a gun with it up. And since I never saw a point in farming the final boss back when True Vault Hunter Mode difficulty and level 50 was the highest you could go, my normal level 50 weaponry is pretty weak. This was one of the contributing factors to my boredom with the Hammerlock DLC insofar as the enemies took forever to kill on UVHM and yet none of the weapons I was receiving were technically any more powerful. Lack of character progression = lack of interest.
And yet… where is the off-ramp to this endless loop? Completing the Hammerlock DLC isn’t required to start up the next one, but I’m not likely to start it in UVHM difficulty due to the weapon issue. But I’m already level 51, one past the prior cap, from my progress in Hammerlock. So not only will my Dragon Keep adventure start at a reduced difficulty, I also won’t receive any actual gun upgrades throughout it. But I can’t play UVHM without better guns. Which I can’t get without farming the last boss in story mode, or perhaps farming another of the other DLCs. But I don’t want to farm content that I have technically seen multiple times already, and certainly not to acquire guns that will likely be better than what I’ll see in the DLC I need to have them for.
This is, like, a Catch .2206.
Technically, I have shit-ton of Golden Keys from nearly six months of not using any; these will open a chest with high-grade, level-appropriate weapons of a random nature. Also technically, I could use a Save Game editor and just give myself appropriate weapons. In fact, I was considering the Editor because I’m tired of Zer0’s gameplay but don’t want to have to beat the game twice, again, just to get back to where I already am. But I kinda feel like using the Editor would remove any meaning to loot drops much as the AH did in Diablo 3.
So what typically happens is that I’ll be in the mood for some FPS game, think about Borderlands 2, try and navigate the thought process behind what I need to do to play it, and then… go play something else. Because, Christ, I just wanted to shoot things, not map out the plot of Primer.
The Limits of Procedure
In a recent post, Tobold says:
After Everquest Next announced dynamic spawns with an ecosystem, destructible environment, and open world player housing, several people dismissed these claims as unrealistic with the argument that Ultima Online tried that and failed: Players kill mobs faster than they can reproduce, gather resources so fast that whole forests are turned into deserts, and build houses everywhere until no more flat surface is left. While that history is correct, the conclusion isn’t. As a counter-example look at Star Wars Galaxies, where open world housing clearly worked a lot better than in Ultima Online. So what is the difference, and how can a virtual world with a stable ecosystem be created without players destroying everything? The answer is simply in the size of the world, and the scale of the ecosystem.
Two paragraphs later though, he sort of undermines his own argument a bit (emphasis mine):
The Ultima Online ecosystem failed due to its small size and technical limitations of the time. But a procedurally generated world can be much bigger, even infinite. People don’t run out of world to modify in Minecraft. And if the world is big enough, you can put in enough mobs so that players can’t possibly make them extinct.
Er… if players cannot possibly make the mobs extinct, what’s the point in having an “ecosystem” in the first place?
But, never mind that. What I really wanted to talk about is the Minecraft bit. Because sometimes I get the feeling that “procedurally-generated” as a concept is being elevated as some paragon virtue of game design – a silver-bullet to boredom – when it is really nothing of the sort.
A procedurally-generated game solves exactly one problem: metagaming. That is not quite the correct word I want to use though, as you can still technically metagame a procedurally-generated world in several ways. Namely, by knowing its procedures. For example, no matter what Minecraft world is created (mods aside), diamond only spawns in layer 19 and below. Indeed, there is a whole bunch of Minecraft constants to consider (accurate circa 2010 anyway). All the Minecraft map being procedurally-generated does is prevent you from following a guide telling you to move North a hundred steps and then walk East to find a nice batch of Iron Ore near the surface. Avoiding those scenarios is certainly useful, and it’s always fun running into the truly bizarre and whimsical creations of the RNG gods.
The problem arises in treating the procedurally-generated whatever as “endless content,” when it is really not anything of the sort. As I talked about before, your knowledge of a game’s systems really only ever increases as you play; novelty has diminishing returns within the same game. Each Minecraft world generated may be completely different, but you are going to be doing the same sort of things each time: punch wood, make tools, make structure, dig for ore, etc. Different starting locations and details can spice up the gameplay for a time, but your “build order” is unlikely to change much no matter where you are.
Procedurally-generated content definitely has a place in gaming, usually in the context of roguelikes, but it will not solve any of EQN or any other MMO’s problems. Not that its application in MMOs made much sense in the first place – one of the defining characteristics of an MMO is a persistent world, which is incongruent with procedural generation. Even if it was just one world of infinite size (expanding at the edges), the amount of space surrounding objects of player interest would remain finite. And that’s assuming players would be willing to trudge out very far from their starting location in the first place.
No, just adding more space isn’t going to solve the issue. If anyone claims that an MMO’s world cannot be too big, simply point them at any given low-pop server of any game anywhere.
Bioshock Infinite DLC Cometh
I am not entirely sure how I feel about the news that Bioshock Infinite will be getting three DLC packs in the near future. Actually, I do: a distinct lack of fucks given.
The first DLC is a story-less horde mode that will subject you to more of the banal combat system. The second and third are portions of a presumably expanded narrative, although who can really tell what is going on in a time-traveling alternate-dimension throw-everything-at-the-wall plot? But, hey! We’re going to see a pre-destruction Rapture! You know, a throwback to the games that were actually good.
To be fair, Bioshock Infinite did do some things right. The visuals were gorgeous, Elizabeth made the game feel more human, Columbia had brilliant imagery, the music was fantastic, and so on. It is just that Kotaku’s recent interview with Ken Levine boiled my residual bile concerning the plot back up into white-hot incandescent rage. I was fine all the way up until the final paragraph:
“I walked away from BioShock Infinite actually very, very satisfied mostly because of the debate that people were having, not just about what happens in the game, but about what the meaning of it was. That we gave something for people to argue about. We trusted the gamers enough to say, ‘You know what? There’s some room here for you.’ If people walk away frustrated that we didn’t explain everything to them, it probably wasn’t a game for them.”
That noise you just heard is the sound of an aneurysm.
No, Levine, you do not get to fucking say that. As I pointed out months ago, the plot of Infinite is complete garbage. The “room” left for gamers is for them to refuse to apply critical reasoning to their experience, thereby passively constructing a better ending which doesn’t exist inside the actual game.
I can get behind a narrative that explores the descent of a man’s soul to the point that he believes unmaking his existence would be better for everyone involved. We can all probably emphasize with that, regretting having done things or failing to do so. That was not Bioshock Infinite’s plot. The real plot was this:
Finally, let me kind of wrap all these various ingredients up into one complete shit sandwich. What exactly is the message being conveyed here in Bioshock Infinite? What is the theme, the moral of the story?
At the beginning, I almost felt like Booker was trying to make up for his sins, to seek forgiveness and redemption, to put things right. But what is Booker’s actual crime that he is repenting? To stop a person he never turned out to be from entrapping the person he is into a crime a third version must now stop? Booker choosing to be drowned seems a noble sacrifice until you realize what exactly he is undoing: choices he never made. Or, even worse, stopping a man (Comstock) he had no choice into becoming. There is never any “good Comstock” because apparently being bad is a constant. Fate. Predestination.
What is the message here about personal responsibility, free will, and choice? You have none because Constants and Variables. And suddenly, infinite universes means you are implicitly responsible to consequences [of actions] that you never chose and never happened in your own universe. Do you remember when you donated to charity instead of setting a baby on fire? Well, you should feel real bad anyway because the not-you baby-arsonist is running amok and it’s up to you to stop yourself like you already did by not setting the baby on fire in the first place. GUYZ, DEEPEST PLOT EVAR.
There is no route from Infinite’s plot to a good story. None. The “grand redemption” is paying for mistakes you explicitly did not commit in this universe. Even in my most charitable reading of the game – that Booker acknowledges the potential darkness in his soul – leads to the same asinine moral conclusions. Because Booker can choose evil, and did so in an alternate universe, it’s better to kill all possible versions of himself before he can make that potential choice. O… kay? All of us have darkness inside; quite literally who we are is determined by how we manage that darkness. Simply choosing to have it never happen in the first place is an easy, childish fantasy.
And don’t get me started on how moral responsibility can possibly exist in a deterministic universe.
But you know what? This is not even about Infinite anymore. This is about the hubris of an artist to paint his/her deficiencies as strengths, thereby negating any difference between good or bad works. It is me telling you that if you do not find this argument convincing, it is your fault. “If you don’t like this thing I made, it must not have been for you, and thus you’re an idiot for having bought it.” That’s not how this shit works! And besides, Levine, you already told us everything relevant in the game proper: namely, that you’re the next M. Night Shamalanananon. A couple of great works, followed by a more crappy one, and all of a sudden (spoiler alert) the trees are killing everyone.
The tragedy in all this is that we already know who ultimately wins the historical narrative. It has been four months since the debacle started, and all the comment sections in the DLC posts are filled with those gushing over the “deep” ending. And why not? Those who were disgusted as I am have long since stopped caring, or are embarrassed to silence that they still do, leaving the uncouth Philistines to drown in their Confirmation Bias echo chambers. And that is how this whole thing will play out: a great game with a good plot that sold millions of copies. Just like 50 Shades of Grey, Diablo 3, and EA’s Sim City.
Constant and variables, amirite? Christ, how depressing.
In Defense of Nostalgia
“That’s just the nostalgia talking.”
After reading Liore’s post about starting to play Final Fantasy 7 for the first time (from the latest Steam sale), I started thinking about nostalgia. After all, I still consider FF7 in my top three favorite videogames of all time. I have undoubtedly played other games for longer – and it’s likely that I’ve played “better” games since then – but a component of what I describe as “favorite” includes impact on my life.
Nostalgia is always used as a pejorative in videogame discussions, a way of dismissing the assertion that X is better than Y, or that X is still good at all. Hell, I have probably used the term in the same manner. But it seems clear to me now that the “charge” of nostalgia is a bit too sweeping. Sure, sometimes you think something is (still) good simply because you liked it when you were younger. But sometimes you do just so happen to experience a revolution or cultural event as a child. Was the moon landing “just nostalgia talking”? Was MLK’s speeches “just nostalgia talking?”
The cultural impact of FF7 in gaming specifically cannot be overstated. It has sold 10 million copies as of 2010, which might not sound impressive for a game that came out in 1998, but keep in mind that that still makes it the best-selling Final Fantasy title of all time. It pretty much popularized the (J)RPG genre in the United States, and arguably sold the original PlayStation by itself. The graphics, which admittedly don’t hold up well at all today, were revolutionary at the time. And the music? The end of Disc 1? One-Winged Angel? There is a reason why so many people cosplay as FF7 characters and not, say, characters from FF6 or FF4 or FF9.
But let’s assume that is just nostalgia talking. Well… when does nostalgia not talk? Is everything from the past suspect? Do things only get better over time? Are all the good things in gaming just conveniently occurring right now? (Hint: Many MMO bloggers are saying no.) I am not entirely sure that a hyper-focus on the present is any less ridiculous than a longing for the past.
I will be the first to admit I have criticized someone for having “rose-colored glasses” in regards to wistfully looking back to, say, TBC WoW game design. And I do actually still stand by those criticisms: there is nothing about TBC that I don’t honestly and truly believe Wrath improved (with the exception of Kara, maybe). But… I dunno. I’m not sure anymore that I can legitimately claim “that’s just nostalgia talking” in one instance and not levy the same damnation on a game like FF7. Vanilla WoW or even TBC WoW were just as groundbreaking at the time, in their contexts, as FF7 or anything else. Cataclysm? Much less so.
Nostalgia remains a tricky subject though. Can something be both legitimately revolutionary and not hold up to today’s scrutiny? Probably. Like… Pong, maybe. And surely there are others too, although the first thing that came to mind, Super Mario Bros, actually holds up IMO. Secret of Mana? The music alone buoys the game. And, again, I’m not entirely sure why a game “not holding up” is necessarily a deficiency of the game anyway. A timeless classic in other mediums remains amazing by definition, but it is not as though we continuously invent new ways of reading books or watching movies. Meanwhile, there are millions of different iterations on combat systems or simple object interaction. Holding games to the same standards of books and other mediums seems like an unfair comparison in that regard.
And really, who cares if it is “just nostalgia”? Regardless of whether FF7 holds up, it had a significant impact on my (gaming) life if nothing else. I created save files in front of every CG cutscene and showed my friends when they came for sleep-overs. Remember the Mako Junon Cannon firing? I was showing them that one and my friend David quipped “Is that the gun?” when the camera was panning to the side turrets. I paused a beat and then said “No, that’s the gun” as the Cannon came on-screen. That IRL moment couldn’t get more cinematic if we tried.
As I mentioned at the top, I have undoubtedly played other games for longer amounts of time, and probably have played objectively better games too. Nevertheless, I’m not entirely sure whether my favorite games of all time list have really changed. To be honest, I haven’t thought about it all that much. Bastion was good enough to dislodge some SNES game, surely, but which one? Hell, can I even get myself to play my supposedly favorite games again? And if I can’t, should that even mean anything?
I dunno. I also purchased FF7 during the latest Steam sale, and am looking forward to playing it again with no mods (besides the music one that makes it sound like the PS1 original). Will it hold up? Will my opinion on it change? We’ll see. Maybe not soon, but eventually. And then perhaps I should give Xenogears and Final Fantasy Tactics another try too, seeing as they hold spots #1 and #3 respectfully.
There Can Be Only One
With an odd sense of inevitability, I beat Don’t Starve’s Adventure Mode Sunday night.
In one sense, my victory was all but assured the moment I zoned into the first world as WX-78. As I may have mentioned, each of the various alternate characters have different pros and cons. The default Wilson has no negative qualities, and has the benefit of growing a beard; if left unshaven, the beard acts as insulation against the cold, while shaved beard hair can be used to craft a Meat Effigy (placeable respawn structure). Wickerbottom has higher penalties for eating spoiled food and can’t sleep, in exchange for the highest Sanity pool, the ability to craft spell books, and can use a lower-level research structure to build higher-tier items. Meanwhile, WX-78 has the lowest starting stats and takes damage in the rain, but can eat spoiled food with no penalty and can eat gears to regain health/hunger/sanity while also increasing said stats by 20 each (to a certain maximum).
With the exception A Cold Reception – where it rains constantly – victory was more or less assured with WX-78 due to the gear bonus alone. While the locations of the Things you are hunting are random, the set pieces in which they are located are all the same. Thus, you know there will always be at least four mechanical enemies at the “exit” to a given world and they will drop two gears each. Gears stack up to 40 in a single inventory slot, do no spoil, and as mentioned earlier they provide a huge boost to all three meters.
In fact, it turns out that I wasted a significant amount of time cooking food throughout most of the worlds given that one gear snack would have been enough to sustain me for an entire day – I waltzed into the final world with 40 gears and left 4 days later. Compare that to my best Wilson run, where I was constantly in dire need of sustenance in a world where plants don’t grow and rabbits need to be dug out of the ground. Indeed, my death in that last level was due to stopping to dig up mushrooms to boost my health/sanity, which was completely unnecessary with WX-78’s gears.
Do I feel satisfied? Well… more or less. I definitely feel like a switch has been flipped off in my mind, allowing me to move on (for real this time). The difference in implicit difficulty sort of made it feel like I had godmode on, although I suppose I should not discount the fact that I had 50+ hours of experience and knew what to expect going in. Another part of it though? I think that I expected to have beaten it that last time with Wilson. The roguelike aspect of having to redo the whole thing generated more hours /played, but not necessarily more enjoyment.
In any case, there is actually more to do. The most recent update fleshed out the Cave system even more, which acts as its own mini-Adventure mode insofar as dying in a cave simply respawns you outside the entrance. I could also seek to, you know, actually survive in Survival Mode – the farthest I got was about day 40. Or… I could move on.
I’m going to try the latter and see if it sticks this time.
Console Counselor Councilor
Okay, I am contractually obligated to divulge that I sit on a THRONE OF LIES.
To be fair (to myself), I already mentioned how I was was getting bored with Don’t Starve’s Adventure Mode, in part, due to not being able to change characters. When I created a new Save with a new character in an attempt to start Adventure Mode with them, I was stymied by the requirement of trudging across the map trying to locate Maxwell’s Door. So what changed?
As befits my new (?) seating arrangement: cheating. Specifically, I enabled console commands. And with my new god-like powers, I… just teleported to Maxwell’s Door. Problem solved.
Now, it should be noted that I still feel a bit wary. Cheating is, well, cheating. I don’t actually care what other people think about the act per se, but I wonder if this will diminish the accomplishment of actually beating Adventure Mode. Technically, I haven’t actually cheated in Adventure Mode – just getting there. And considering I was at the end of my enjoyment with the game proper, any entertainment gleaned at this point is entertainment that would not have existed otherwise.
On the plus side, the character I chose, WX-78, is a robot that starts with lower stats in exchange for the ability to eat Gears to both replenish Health/Hunger/Sanity and increase their maximum stats. And he also takes damage when it rains. So, of course, my very first world is A Cold Reception, aka Waterworld, aka the world where it rains (frogs) for approximately 14 hours every day.
Nice try, Maxwell, but I’m still coming for you like a hungry ghost.






Borderlands 2 Masochism
Oct 3
Posted by Azuriel
I finally beat Tiny Tina’s Assault on Dragon Keep a few nights ago. It was… painful.
The DLC itself was fine – it is humorous and touching and has a lot of D&D/MMO jokes. What ended up happening with my situation though is that I completed the DLC on Ultimate Vault Hunter Mode, aka the highest difficulty (well, I guess it goes higher now). This decision was sort of cemented when one of the Treant mobs dropped The Bee, which is a legendary shield whose shield stats are kinda lame, but adds something like 50,000 damage per shot when you fire with full shields. Either intentionally or unintentionally, that extra 50k damage is added per bullet to my Double Penetrating Unkempt Harold (DPUK), which means mobs typically melted in the fury of 2+ million damage with each trigger pull.
Things got even more ridiculous when I acquired the Grog Nozzle, a quest gun that doesn’t deal a whole lot of damage by itself, but has a high chance of Slagging enemies (increasing subsequent damage by 200-300%) while also healing you for ~65% of the damage you deal with it equipped. Even more bizarrely, since it is technically a quest gun (that you can take anywhere) it doesn’t take up an inventory slot either.
The “painful” part to all this was simply playing the game at all. All non-legendary item drops were useless, especially any shields given how The Bee was pretty much required to deal damage. I did swap it out for a bit in a few areas, but I was leaning real hard on the DPUK to carry me through. Other weapons were pretty much a joke: dealing 32k/bullet damage is irrelevant to mobs with tens of millions of HP and the ability to regenerate health extremely quickly. At one point around level 54, I entertained the notion of going back to some of the DLCs to acquire some (upgraded) legendaries just to spice things up and not be shooting a pistol all day. The Sand Hawk would have been interesting, for example, as a submachine gun shooting bullets in the pattern of a bird flapping its wings. But that would mean extending my Ultimate Vault Hunter Mode stay in content I already seen twice now just to complete the current DLC after which I was likely to uninstall immediately.
All of this really struck home how important it is for games to have a smooth progression curve. Where I “screwed up” was hitting the level cap at the end of Mister Torgue’s DLC; thereafter I was stuck in a limbo of too-easy content on one side and content that’s designed to challenge the people who farmed legendaries at the old level cap. While I suppose the latter group needs catered to – especially given how they’re likely to be still playing, and thus willing to buy DLC – the end result is an extremely warped play experience. Your weapons are so strong because the enemies are ridiculous, and the ridiculous enemies makes your shields/HP basically irrelevant, which means you are awkwardly trying to dodge their melee/ranged attacks with generic movement, none of which really feels like Borderlands anymore.
By the way, calling it now: Borderlands 3 will have a more formal Dash/Dodge button, ala MMOs these days. If Gearbox doesn’t add this, it’ll be because they’re really dumb because goddamn precision movement is awkward and annoying right now for how much they require you to do it.
And have I mentioned that because the death penalty is a percentage of your wealth, that you end up losing $400,000 each time you respawn? There is also a few places with instant-death traps, which was
a lot of funnot at all fun. Granted, you can’t really purchase anything for $5,000,000, but that’s another whole issue entirely. It kinda makes even picking up and vendoring loot a waste of time.The more I think about it, the more I come to understand that Borderlands 2 basically ends at level 50. A full playthrough of the vanilla game will end around level 35, and that was a fun experience. After that? Still sorta fun, but the “optimal” path was going straight through the story missions again, skipping all sidequests, until you hit 2.5 mode at level 50. Then you can safely do sidequests for the unique rewards that would stay useful. Increasing the level cap basically screwed over everyone that hit the old cap without legendaries, as you get left with a Faustian bargain of farming bosses for hours or doing DLC missions for no reward.
So if you haven’t played Borderlands 2 yet and are waiting for the GotY edition, that is my advice: play the vanilla game while doing everything, then the DLCs in order, and then pat yourself on the back and be done with it. You can get 120 hours (or more) of play time like I did, but the you’ll face some pretty ridiculous diminishing returns on both fun and sanity.
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Tags: Borderlands 2, Game Design, Loot, Rewards