Category Archives: Impressions

28+ Days to Die

Okay, now I’m (probably) done with 7 Days to Die.

The one thing I really wanted to do was try and succeed at a randomly generated world. Which is kinda weird, since I’m not exactly a huge fan of procedural entertainment for its own sake. The issue in the absence of randomness is that… it’s not random – you know exactly where everything is. The specific loot might vary from seed to seed, but you’ll always know where the police station is, where there might be a gas station, ect.

Of course, random maps often end up like this nonsense:

7daystodie-terrain

Seems legit.

I almost abandoned my attempt within the first 30 or so minutes, simply because of how annoying it is starting back over. In my prior save, I already had crossbows, iron sledgehammers, and nearly all gun recipes. The real meat of survival games happens in that inbetween time where you are desperately scavenging for supplies while establishing a base. So while it’s fun stepping foot into zombie town for the first time, loot possibilities endless, it’s also highly annoying trying to break down doors with a stone axe. Oh, a gun safe? I’ll just break the lock… ah, right, Stone Age.

I kept at it though, and before I knew it, I had an impenetrable zombie base. Actually, I knew exactly when I had such a base, because I recognized the weird structure that lays atop a “hidden” bunker, and also knew that zombies can’t dig anymore, so the game was effectively over. I mean, there was still the very real chance at death due to zombie dogs, which I encountered several times while venturing about. But as far as Horde Night goes? I could effectively just go AFK while browsing Reddit while it occurred in the background.

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Welcome to Thunderdome.

Later, I created a zombie cage with bars and spikes such that I could shoot/stab through the bars and even loot while the zombies couldn’t do much. I have yet to encounter the Screamer or Cop Zombie types, so perhaps increasing the difficulty could engender some additional feeling of danger.

Alternatively, I might be effectively done. Which is fine, considering I have been obsessively playing it for the last two weeks and have racked up nearly 60 hours at this point. Not bad for a game in Alpha. Indeed, the next update is supposed to have a Behemoth zombie that will topple structures with ease. Unless they let zombies aim at the ground though, bunkers will still be an I-WIN button.

In any case, I highly recommend this game.

I might also recommend waiting until at least Beta to get the most enjoyment out of it. But hey, if you catch it at $5 or $10, it’s worth the money if you think you might like zombie Minecraft.

7 More Days to Die

I technically wrote my last 7 Days to Die (7DTD) post last week. As of today’s post, I have more than 30 hours in the game.

Things were dicey there for a bit. As mentioned, I had a wooden house on stilts on top of a gas station. While I survived the 7th day zombie horde with ease – whose zombies automatically see you through walls – there was a night where some zombies made it to the roof and were mucking about, seemingly ineffectively.

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Cue foreshadowing.

When I tried to repair a bit of the damage they dealt, I noticed that 3-4 of my roof blocks kept falling down. As I was walking around on the remaining roof tiles trying to figure out why… the entire wooden structure collapsed. Which destroyed my forge and two wooden chests, instantly destroying all of the items inside. Apparently one of the stilts had been destroyed, destabilizing the structure.

It is the nature of these sort of games that such a setback is enough to justify starting a new map.

Although I wanted to give up right then, I decided to pack up what little I could salvage and then strike out into the world. If I was going to give up, I may as well poke around and get some additional experience with the game world, eh? After walking around for a while, I suddenly saw it:

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Home, sweet home.

Yep, a football stadium. Score.

Over the next in-game week or so, I holed up in a makeshift structure on the roof of the press box, making traps and speeding along the crafting path. I might have just stayed there permanently, but I had no source of Potassium Nitrate, which is a key component of Gunpowder. While I understand that this is good game design, e.g. not having all resources in the same biome, it was nevertheless extremely annoying. So, I packed up some supplies, and struck out into the world again.

In the course of my journey, I came across a burnt forest biome. While scavenging a destroyed house, I noticed a well. With a hatch. Hmm. Opened the hatch and descended down, only to see a bunch of wooden stake traps in front of a bunker door. I spent the waning hours of Day 21, e.g. horde day, tearing down that metal bunker door with increasing trepidation. I had no backup plan; it was either this or death.

When the door finally fell, I walked in and… yeah: Loot for days.

I created a makeshift barricade down near the bunker entrance, but it did not appear to be especially necessary. The zombie AI had little issue attacking me on top of the gas station or even the stadium, but they have significant issues with underground bases, apparently. Indeed, none of them even really got to the well itself. I have read on the forums that there will eventually be digging zombies or something, but it’s hard to imagine them being able to get through ~10 blocks of dirt and then the concrete bunker itself.

Ironically, this was another logical end point. All my resources were back at the stadium, but I had effectively found a zombie-proof base. It reminded me of the endgame of Civilization matches, where winning is a foregone conclusion and you are left with just the drudgery of going through the actual motions.

Nevertheless, I’m still playing. I ended up leaving the bunker and trekking to a snow biome to finally get some Nitrate. By the time I got back to the stadium, I sat through Day 28’s horde with relative ease. At the point I stopped, I had a mini-bike (7DTD’s only vehicle) all but completed, and was considering the logistics of moving all of stuff to the bunker, including fertilized dirt since the burnt forest biome is kinda depressing. But… nah.

Am I done with the game for now? Probably. Maybe. Who knows? Unlike many other #ForeverAlpha games, 7DTD’s forums have active developer commentary and updates scheduled. The next build, for example, is supposed to include electricity, wires, automated traps, and some base-destroying behemoth zombies for all your endgame needs.

The game is fun and compelling in a visceral way for me, but I’m definitely heading towards the tail-end of novelty and optimization. If I play some more, I’m abandoning the default seed (of which I downloaded a map; cheesy, I know) and heading to randomly generated worlds. I’m just worried that this game will go the same way as Minecraft: a fantastic sandbox that I play in Alpha/beta and then never go back to, even after they add all the good stuff by release.

Survival Survival: 7 Days to Die

In short: zombie Minecraft.

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Fortress of Mostly Solitude.

7 Days to Die (7DTD) is a fairly robust post-apocalyptic survival sandbox game that features deformable terrain, zombies, and the titular over-the-top weekly attempt on your life. I played version 15.1, and the game itself has been in alpha since December 2013. I just purchased it in the recent Steam Winter Sale for $10.

As with most survival games, you start out mostly naked with limited supplies. Run around, punch some trees, craft a Stone Axe that will be your primary tool for most of the game. The nice thing is that just about every single thing in the game world is able to be manipulated or destroyed. Craft a Stone Shovel early on and you can pretty much dig to bedrock. Or just dig a large moat around your future fortress. Then fill it with wooden spikes.

The zombies in this game are fairly standard walkers and runners, at least as far as I have seen. There is supposedly a “heat” system in place that determines whether the zombies will be attracted to your location, and the zombies themselves apparently can hear you (including the noise you make opening your inventory). Oh, and smell you too, if you happen to be carrying any meat. In practice, there will basically be zombies around at night no matter what you do.

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Further back shot of home.

Speaking of zombies, there is an interesting interaction with them and the game world. Everything is destructible, remember? That also means by zombies. While they can certainly try to break their way through windows and doors, there is nothing stopping them from literally banging their way through the walls either. Even elevated positions are not immune, as zombies with readily take their rage out at anything near your location, including any sort of support structures.

Oh, and have I mentioned that there are (rudimentary) physics in the game? Alpha is alpha, so there are some goofiness like floating candles and such, but buildings can absolutely come tumbling down if enough supports are destroyed. (Cue ominous foreshadowing.)

Mechanically, the game is… in an interesting place. The early game feels fantastic. Looting feels extremely rewarding, as you can get some rather extreme rewards from any random pile of garbage. Things get weird in the mid-game though, around the Iron stage of crafting. At that point you are going to need a standard, defensible base to craft a forge, and then start harvesting a ton of resources. If you haven’t looted some critical tools before the Forge though – such as a Cooking Pot – you almost might be better off resetting the game. You can craft such things, but it is so far along the “tech” tree that most of the benefit is moot.

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It’s always nice to have choices.

Speaking of tech trees, there is a rudimentary leveling system in the game, somewhat similar to Ark. Honestly, the implementation needs some considerable iteration, as it is not intuitive at all. There are some “big” skills that cost 10 points per rank, and grant you thinks like faster Stamina regeneration or bonus damage to blunt weapons. There are also skills that only cost 1 point each, such as Mining, which are naturally raised by performing the skill in-game, but can be purchased outright. Then there are other ones, such as Leather, which just straight-up grants you the ability to create leather. But there are also schematics in the game that are required before you can craft certain items.

Like I said, the Skill/Leveling system needs some work. It feels good seeing your crafting skills naturally improving, but you also run into the Oblivion problem of incentivizing, say, crafting a hundred wood clubs to power-level your way to the next unlock. It also irks me a bit that Iron and Steel take the same materials, with the latter just being kinda arbitrarily locked behind “Construction Tools X.” Some kind of progression system is good, but I’m not sure this one is the right one.

Overall though, I am both impressed and pleased with 7 Days to Die thus far. I put in around 10 hours in two days, and will probably be stopping here. On my second character, I built a sort of wood treehouse on the roof of a gas station, and survived the 7th Day horde attack with relative ease. As I started digging a moat around the perimeter in anticipation of the next one, it occurred to me that playing any further was likely to result in me extracting all of the fun out of the game before it is fully implemented/tweaked.

Dragon’s Dogma: Dark Arisen

After playing ESO, I got in a mood for an open-ish world RPG that was actually fun to play. As it turns out, Dragon’s Dogma: Dark Arisin (DD) is precisely that. Minus the relatively garbage console port job the devs did.

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Another bonus: you can play as a 12-year old girl.

For the most part, DD plays like Dragon Age: Inquisition with a more Action RPG feel. Or maybe it’d be better to just compare it to something like Darksiders. You run around in 3rd-person left/right-clicking your basic weapon combos, or holding Ctrl/Alt and selecting a few more abilities from there.

Which, really, is my number one complaint: the controls and UI getting in the way. Running around with WASD while having to hold Ctrl and then pressing E is not fun. I can move the ability to Left or Right-click rather than E and that makes things a bit better, but why is “Ctrl/Alt Toggle” not an option here? Why does the mouse-wheel not work half the time (and never in menus)? Why does Inventory have its own specific button, but Map not? Why can I press Esc to back out of every conversation piece except the final “Goodbye” comment? Ugh.

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Large enemies are great fun, though.

Typically, fighting with the controls and such would be cause enough to drop a game, but everything else about DD is real fun.

There are nine classes in the game, each with their own Active abilities and passives called Augments. Actives are generally specific to a class and weapon, but some carry over. Meanwhile, Augments are character-wide once you unlock them, leading to a fun little optimization puzzle where you try and snag the best Augments from each class to bring to your “final” one. This also encourages you to try out each of the classes, so you don’t get stuck with an unfun class on the character select screen.

Pawns are really interesting take on traditional party members. Basically, you have one main pawn and two pawns that you borrow from other players. Your pawn stays with you all the time, and you can change their class and Augments just as you change your own. You can also customize the pawns you borrow in a roundabout way via Searching for specific traits you need. Borrowing pawns of your own level costs nothing, but you can spend Rift Points or whatever to get higher level ones.

Since the borrowed pawns don’t level, you end up having to cycle them out along the way, but it’s still kinda fun seeing all the ways other people have customized them (since they are copies of their main pawn). Plus, since you can borrow new ones for free at pretty much any town, you can radically change your team composition at your leisure.

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Graphics are nice too.

The biggest draw though, is combat. Specifically, combat with large creatures. I doubt DD is the first RPG-ish game to feature clamoring up the legs and back of huge-ass monsters on a routine basis, but it’s here in spades. Most mobs are typical goblins or bandits, but Ogres, Golems, and Dragons (thus far) are way more frequent than simple boss fights. And you know? It’s fun pretty much every time. Gimmicky, maybe. But fun too.

Amusingly, DD appears to have been fairly hardcore on release in regards to the open-ish world it developed. The PC version (which I have) gives you an Eternal Ferrystone right off the bat, which allows you unlimited teleporting powers to specific Portstone locations. The console version apparently had Ferrystones with just a single use. Traveling one foot is still a pretty big issue thus far, as I have only discovered two “destinations” at near opposite ends of the map. I think I’ll be getting consumable items that will allow me to create my own endpoints, but they have not appeared in-game yet. This might get more annoying later though.

Overall, I have about 15 hours into Dragon’s Dogma and am eager to play more. Maybe I’ll get tired about scaling Cyclopsi and stabbing them in their stupid eye, maybe not. All I know is that, right now, I’m having fun. A pretty ridiculous amount of fun, to be honest.

Warharmmer: End Times – Vermintide

Falling for the oldest trick in the subscription book, I failed to cancel my Humble Monthly Bundle subscription for January. This netted me Warhammer: End Times – Vermintide immediately, and some mystery games by Friday.

At this point, I am entirely reliant on the mystery games to make up for the $12 I inadvertently spent.

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Spoiler: I did not survive the Skaven onslaught.

This is not necessarily saying that Vermintide is a bad game. It is pretty much exactly Left 4 Dead set in the Warhammer fantasy universe, with ratmen replacing zombies. Like, pretty much a 1-to-1 copy. There are rat tanks, rat smokers, rat hunters, rat spitters, and so on. There are some variations though, like rats in armor that only die to headshots, and the character classes themselves have different abilities, e.g. Bright Wizard shoots fireballs, etc.

My problem with Vermintide is that I never really liked L4D in the first place.

Perhaps that’s not exactly true. I enjoyed the kind of story-mode in both L4D and L4D2. But after three Vermintide games on Easy, two of which failed at the very final step, I was reminded how much I hate that sort of gameplay. What makes it a bit worse in Vermintide is that there is gear progression, and you only get loot if you’re successful; losses grant you crafting material as a consolation prize, but it’s not much in comparison to an entire piece of gear.

Indeed, there are grimoires and other special items hidden about the levels that, if held onto until the very end of the mission, guarantee a certain amount of loot. The problem is that these items take up item slots of health potions and the like, and since they affect the whole surviving group, there is a rather large incentive for people to search and hold onto them. Which means we’re right back to WoW-esque grinding dungeons, where there are acceptable places to stand during horde events, treasure location memorization, and drama when randoms aren’t following orders.

Yeah, no thanks.

That said, if you enjoy the L4D gametype and have a consistent group of friends to play with, I could recommend trying Vermintide out as a change of pace. The melee combat does actually feel pretty satisfying (not quite Dying Light, but close), the different classes are refreshing, the banter between the characters does a surprisingly good job of fleshing out the Warhammer universe, and the game looks fantastic.

…it just simply holds no interest for me. If I was in the mood for this sort of co-op gameplay, I would probably start playing Dungeon Defenders or something.

Yearly Attempt: Elder Scrolls Online

Almost exactly one year ago, I tried out Elder Scrolls Online (ESO). My conclusions this time around did not change: it’s not the game for me.

In several ways, the game actually felt worse this time around. While I have not kept abreast of all the changes to the general structure, I was aware of the “One Tamriel” had opened up a lot of the game. Apparently you were no longer limited faction-wise, and now all mobs scaled with your level. Which is nice on an explorer level – you can just strike out in a random direction and not have to worry about getting one-shot by mobs – but really hearkens back to my distaste of Oblivion more than anything else, e.g. being punished for actually gaining levels.

WoW’s Legion expansion features scaling mobs, of course. I can’t say I particularly like them in there either, but at least with WoW you still have several avenues of character progression. Hell, WoW really hasn’t been about leveling this expansion anyway, given how most of your power comes from gaining Artifact Power and similar parallels.

Playing ESO again, I just could not help but realize that it’s a bad single-player game. My inventory quickly filled with vegetable debris and other crafting components, but I could not really utilize any of them. Where were the recipes to craft things? In a more traditional MMO, I would pop on down to the AH to see if any were available, but there is no AH in ESO. Which, let me tell you, really kills any motivation to collect much of anything in terms of resources out in the world. Why mine Iron ore unless you specifically need ore for a specific purpose?

Once you go down that rabbit hole of not caring about in-game objects with intrinsic value, the entire gameplay loop edifice starts to collapse. If you aren’t looting everything, you begin to realize how much time you are wasting searching every container out in the world. If you stop searching containers, you stop being excited about seeing containers and other interactable objects in the environment. If you stop being excited about environmental objects, you start to care less about the environment generally. Without the environment, you are left with just the mobs, who are both trivial and drop little loot of consequence (because, hey, most items are meaningless).

Now, you can “subscribe” to ESO and suddenly open up a Crafting Bank tab ala GW2 where all this random crap magically gets ported to. But, to me, that’s just another indication of how ESO is a bad single-player game. I expect that sort of paid-for addon stuff in an MMO. And if we’re judging ESO as an MMO, well, it plays out even worse.

I dunno. Presumably there are a bunch of people out there that like ESO just the way it is. After trying the game a second time in as many years, I am reaffirming that I am not one of them.

Flip-Flop

After finishing the last of the single-player missions in Battlefield 1 this weekend, I sat back and reflected. The missions themselves were varied – each “chapter” followed different people – but they had a commonality that was annoying: stealth. Battlefield 1 is not a stealth game. You can still run and gun for most of them, but it was weird pretending that the game was something it was not.

Facing the Multiplayer screen once again, I then came to a disappointing conclusion: Battlefield 1 is not a Battlefield game.

By that I mean it is not the sort of game I can see myself playing months from now. Or even minutes. It is just… exhausting. I am still trying to examine what specifically is causing this feeling. I don’t think it is the tone or the setting or the weapons necessarily.

Perhaps it is the simple fact that trench warfare is so required by virtue of insanely powerful sniper rifles. Apparently sniper rifles have a sweet spot that will instantly kill you with a body-shot at certain ranges. Pretty sure that has not been a thing in recent Battlefields outside of headshots. Between that, and the crazy power of armored vehicles (few counters), and the general sense of futility in attacking alone, I just get the sense that nothing matters.

Which, again, matches the time period. It just isn’t all that fun to experience.

So I closed Battlefield 1 down and spent around 3 hours playing Titanfall 2. And had fun.

I don’t anticipate Titanfall 2 to be a long-term game for me, certainly not on the same scale as BF2/3/4. But it absolutely is a fine “shoot someone in the face” game with occasional mech action. There happened to be a double-XP event going on this weekend, so I managed to unlock a slew of new weapons/gear, which went a long way in making the matches more interesting. I still think the devs screwed up Pilot vs Titan combat, but at least other parts have improved. And I am hoping that once I unlock Satchel Charges, that particular matchup will be more interesting.

Battlefield 1 Impressions

There is basically one word that sums up Battlefield 1: oppressive.

Which, considering the war DICE is simulating, is pretty impressive.

BF1_Grim.jpg

Nailed it.

“Impressive” might actually be selling BF1 short. There is a rather sublime confluence of game design and tone and setting going on. I mean, this is a Battlefield game and one that largely plays like BF4, BF3, and BF2 before it. I’ve played this series for over a decade, right? But let me tell you, when you’re playing the Operations game mode and hear that whistle and the yelling from a bayonet charge… well, you find yourself jumping out of the trenches and joining your brethren rushing the front line just the same.

Part of what makes this possible are the extremely limited and almost universally bad weapons. Which is a rather weird thing to say, I realize. The Assault and Support classes have automatic guns, but they are largely inaccurate without going prone or bracing against cover. The Medic class has a semi-auto rifle that hits like a truck, but is terrible at hip fire. The Scout class has all the sniper rifles, which are more infuriating than normal due to needing to spend most of your time in cover.

What this ends up doing is encouraging the exact tactics I described before: charging the front lines. There is no “slow and steady” here – there is melee range shooting or being sniped from 200 yards.

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Charging that castle head-on? Sure, why not.

The map design absolutely influences things as well. Only the Scout has the ability to create temporary “radar” to find enemies, which means there could be enemies hiding out in every corner of every ruined structure. There are ruins everywhere though, and craters, and trenches, and bunkers. This leads to a rather manic, room-to-room searching every time you try to cap an area, or perhaps huddling down and hoping no one pops around the corner and stabs you in the throat.

Oh, and have I mentioned the grenades? The normal complement of grenades are back, plus the Incendiary and Gas variety. The former is pretty self-explanatory area denial, but the latter? Very interesting, conceptually. The Gas grenades release Mustard gas in the area, which causes blurred vision, your character to choke and cough, and rapid HP loss. Pressing T will have your character put on a Gas Mask, nullifying the damage completely. At the same time, the Gas Mask obscures your vision (also preventing aiming down sights) and hearing, and doesn’t do anything about the actual gas blocking your vision. Thus, tossing Gas grenades still affects the given area rather dramatically even if it deals no direct damage.

All of the game elements above mix into a dirty miasma of oppression while playing. You are surrounded by comrades, but you are also terribly, terribly alone in the smoke and death. You are constantly forced to make the decision to blindly rush towards the enemy or suffer constant sniper fire from every corner of the map. Biplanes and tanks are virtually indestructible killing machines. Even if you happen to pick the Assault class, your two options are rushing tanks with dynamite or plinking them with dumbfire AT rockets while prone, which makes you easy picking for snipers.

For a game to evoke such emotion so well regarding the subject matter via inherent gameplay is a triumph of game design. This is pure Show, and little Tell.

At the same time… well, I’m not sure how much WWI I can really stomach. A squad of soldiers could grab a helicopter in Battlefield 4 and go point-to-point capping areas and dodging missile fire and feel good about things. Or they could die in the gas-saturated muck in BF1, accomplishing nothing. I’d say 80% of my deaths show the killer dying himself seconds after I hit the ground. It’s hard to feel good about that, or watching a flag getting turned after you spent several lives just getting to the capture point in the first place.

I dunno. It is hard to put into words what is going on and how I end up feeling after a match is over. If Titanfall 2 is like cotton candy, then Battlefield 1 is a greasy Big Mac – there is more sustenance there, but that doesn’t particularly make you feel any better.

TitanFail 2

It is amazing how just a few tweaks can completely ruin a game for me.

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Grappling a dude flying out an open window and jump-kicking him to death didn’t ruin anything though.

First, the good: Titanfall 2 has a single-player campaign. The lack of one was a common criticism for the original, and one that I shared. Actually, I think the original technically had a weird sort of “multiplayer match with a vague voiceover” story mode, but that hardly counts. This one is legit, and it is decently fun. A lot of game sites are gushing over the Effect and Cause mission for some reason, but it’s not ground-breaking or anything. Perhaps higher brow from a technical standpoint than typical arcade shooter FPS fare, but I’ve played a lot of inventive FPS games, and this one was okay.

Having said that… where it matters, Titanfall 2 fails hard. Specifically: Titans.

A big part of the original game was the interplay between the Pilots and the Titans. Titans could basically one-shot Pilots in a number of ways, but clever usage of the jump jets and such from a Pilot could all but spell doom for the Titan. “Rodeoing” was when a Pilot jumped on a Titan, peeled off an exterior armor panel, and blasted the Titan’s internal circuitry with whatever weapon they had. Pretty much the only recourse the Titan had was Electric Smoke, which had a cooldown/limited uses. Otherwise you’d either need a friendly player to shoot the Pilot off, or disembark to do it yourself, if you were currently piloting the Titan.

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Pictured: now the lamest, least effective move in Titanfall.

For some utterly bizarre reason, the designers changed all that. Now? A Pilot jumps on a Titan and… removes a battery. This deals about 30% damage to the Titan, and immediately highlights the offending Pilot to everyone with a big battery symbol. The battery’s function is to recharge shields/empower a friendly Titan, either by re-entering your own or jumping on the back of someone else’s and jamming it inside. Not that that ever fucking happens though, because the FIRST and ONLY thing that occurs is the enemy Titan looks around and instantly blasts the giant green battery icon that is attempting to get away. Then the enemy Pilot disembarks, grabs their own battery, and re-enters the Titan, charging their shields.

Folks, I can’t even.

There was a crazy amount of elegance to the original design. Different weapons dealt a different amount of damage to the Titan hull once you pulled off the armor panel. If all you had was a grenade launcher, guess what? You took splash damage. I often went with a harder-hitting pistol secondary expressly because it dealt more Titan damage when Rodeo’d, even though it was tougher to hit a Pilot with it. Then there was the fact that a Pilot attached to your Titan was a (slow) death sentence unless you specifically dealt with him/her. The Titanfall 2 system is basically a free Pilot kill.

Also, if I recall correctly, the original Titanfall had Titans with regenerating shields. It really only protected the Titan from 1-2 shots, but the current system is zero shields (unless you get a battery). This subtle change makes Titans much less durable, which actively counters the apparent “steal enemy Titan batteries for your own Titan” design, because yours will be dead before you get back. Assuming you get further than 10 feet away with a battery in the first place.

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That moment when you realize you made a big mistake.

Then there is the changed Attrition mode. The core part of the map type is the same: kill either AI units or enemy Pilots to get points. In the original, the AI bots were total cannon fodder. In this game, the AI… is still mostly cannon fodder, but can kill you rather surprisingly easy. If you try to melee Grunts, they will melee you back, and basically get you to 50% HP. Stalker/Spectres are bullet sponges that can definitely give you away. Then you have Reapers, which as basically mini-Titans that will chase you around rooftops and basically unkillable outside of Titans.

In principle, the new bots are fine. The problem is actually finding any. In the original Titanfall, you could actually select a gadget that would show all bot location on your minimap (at the expense of more useful anti-Pilot measures). That doesn’t really exist here, and you can often run around for 1-2 minutes without encountering a single bot anywhere. Given how matches are only 10 minutes long, that’s fairly significant. It also means that if your team falls behind, there is no way to make it back.

The bottom line is really this: Titanfall 2 is just not as fun as the original game. This is Respawn’s Signs follow-up to their Sixth Sense. It’s really a shame because there wasn’t much they needed to improve upon in the original game. Instead, they have weaker Titans, weaker anti-Titan moves, worse maps with less wall-running opportunities, and… well, just less all the things that made the first game cool. If they continue on this trajectory, the third one is going to be The Village.

Deus Ex: Mankind Divided Impressions

No Legion impressions today, as I saved $10 by ordering the expansion from Amazon, who declined to ship it to me on launch day. Also, I technically had Deus Ex: Mankind Divided (DE) for the past week, but only got started playing it recently. Because Legion pre-patch free leveling.

Yeah, some weird-ass irony there.

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Either quest XP or loot, officer. Your choice.

So far, I have only gotten past the first 2-3 areas of DE and this is basically Human Revolution all over again. Including all the parts that lead me to make the game worse for myself.

For example, the hacking mini-game is back. Which means if you go through the trouble of actually discovering the password for a given computer, there is no reason to actually enter it. Because if you skip the mini-game, you lose out on the 100-200 XP, 100-200 credits, and occasional hacking software freebies that come from taking the scenic route in cracking security.

Why? Why don’t the designers just give you those things for free, if you actually went through the trouble of tracking down the Pocket Secretary with the password on it?

Another example: dropped weapons. Knock out two guards, each drop a shotgun. Pick up first shotgun, it goes into your inventory. Pick up second shotgun, it gets destroyed and you get +4 ammo. This is fine… if it were not the fact that shotguns can be sold to a vendor for like 1200 credits. A vendor that sells Praxis Kits, e.g. talent points, for 10,000 credits apiece. And so my gameplay arc now logically bends towards picking up one weapon type at a time and Fed-Exing it back to the (one) vendor until I can afford to buy all the things.

Hopefully this will stop once I exhaust the Praxis supply, but who knows.

DXMD_02

#unexpectedWH40k

Also, I feel slightly punished for exploring. I got to a new area in Prague, for example, and started exploring for an hour or two. At one point, I made my way through the sewers and into a restricted area with guards and such. After taking care of them, I noticed there were another group of hostiles hanging out in a room, all clustered together. Tightly packed enemies? Jackpot! I rolled a propane tank into the room, shot it, and mopped up the survivors.

As I was rifling through the pockets of the dead, I realized that some of these bodies had names. Names associated with a quest I happened to be on. My unceremonious slaughter did not prevent me from completing the quest, but I began to wonder whether or not I skipped an entire arc of interaction by killing them. Would there have been a conversation? Would they have given me a quest to complete in return for the item I needed? I arrived in their lair via a back route that I didn’t realize I was on; I was just screwing around looting shit in the sewers. I’m starting to think that I shouldn’t actually explore anything unless it happens to be an area for a quest I am actively on.

I am not sure whether the above examples can be considering minor annoyances or major ones. They are kinda major to me, but I’m weird like that. Beyond those though, the game is playing a lot like Human Revolution. If you liked that one, you will probably like this one. Time will tell whether or not the story holds up, or what other shenanigans might go down. What I will say is that whatever time I am not in WoW currently is being spent in Mankind Divided. So there’s that, at least.