Category Archives: Impressions
Beta Impressions: Wildstar, Part 2
After having spent some additional time with Wildstar, my impression has soured rather significantly.
I touched on it before, but I really need to reiterate how bad Carbine is screwing up questing. We have known since 2012 that they decided on Twitter-length quest text “because nobody reads it anyway,” but this rather disturbingly flippant attitude results in perhaps the most banal leveling process I have experienced in an MMO. It is one thing to reduce all quests down to kill X mobs or click on Y things, but it’s another thing entirely to not even bother papering over the activities with clever writing. I read quest text because it is the only real difference between MMO A and MMO B, in terms of doing things. With Wildstar, I was about 15 quests in before realizing I was wasting my time reading even their Twitter quests.
“Good job. Do this over there now!” Okay… where is “there?” What am I accomplishing? Ultimately, the truncated dialog doesn’t even matter because it’s faster to just click on the Quest Laundry List to get a directional arrow and rangefinder to tell you exactly where to go. And once you arrive, click on the shiny things, tunnel vision down the Challenge, and follow the next arrow somewhere else. At a certain point, I have to wonder if Wildstar could have pulled off an MMO without NPCs or dialog at all. By the end of the beta, I was barely even looking at the environment.
By the way, the Path system isn’t going to save anything. I tried the Scientist (click on these things with actual lore attached to them), the Settler (click on these things), and Explorer (jumping puzzles + uncover the map) without any real sense about why Carbine decided to compartmentalize the few quests that aren’t bag-n-tag. Maybe they get amazing later, but the only real thing that set them apart from one another are the special abilities that you unlock at the end. The Scientist, for example, can summon party members to his/her location and eventually create portals to the Capital City. Explorers get to triple jump on a 30-min cooldown and the equivalent of the WoW Monk ability Transcendence. Settlers are probably the best in that they create buff stations (that last 60 seconds…) that can grant 30-min buffs like +50% run-speed, bonus XP, and can eventually drop vendors (and I think bank bots, I don’t remember).
Combat-wise, it was not until I read someone describing combat as staring at blue and red circles on the floor that I realized, yes, that is entirely accurate. My initial positive combat experience also seemed to have been colored by a relatively powerful, EZ-mode-esque Stalker class. I tried out the Spellslinger and was shocked to discover that being rooted to the ground for some abilities is a thing. Don’t get me wrong, I’m fine with the idea generally, but it feels particularly incongruent with Wildstar’s “action move move move huzzah!” zeitgeist. Playing the Engineer sort of cemented the experience that, yes, combat is not nearly as crisp or impactful as I felt on the Stalker. And that there are some serious concerns about the long-term viability of ranged classes.
By the way, take a look at some Warplot PvP:
Supposedly, group content is not quite as much of a visual disaster (you only see the green zones from other players). But hey, who actually knows what will happen in 40m exclusive raids, with attunements no less. A pretty bold plan to double-down on vanilla WoW mechanics in the same year that Blizzard thinks downsizing to 20m raids is more viable with their 7 million subscribers.
And, really, that combination of factors took Wildstar from Hype Train to trainwreck in my eyes. If your endgame is “40m raiding or die,” if your PvP is an epileptic seizure waiting to happen, and if your leveling game is a plotless point-n-click adventure, then… what’s left to justify $60 and a subscription? Player housing? Hoverboards? To an extent, I recognize that it’s a bit harsh to make judgment calls about an MMO based upon the sub-level 20 experience, but… well, should we really be giving games such a free pass anyway? Not at full MSRP, that’s for goddamn sure.
Of course, sometimes these decisions get made for you. Four members of my ex-WoW crew are playing Day 1. If you order it via GMG, you get 20% off. There’s no way the game is worth full MSRP… but how about $48? Ughhhh. Well. I have at least until Monday to make my decision (assuming GMG’s latest 20% coupon doesn’t come back in time), whatever that ends up being.
Beta Impressions: Wildstar, Part 1
So I have been “in” the Wildstar beta for a while now. My motivation to play it has been pretty low though, for a few reasons. First, the strong NDA meant that really even hinting that I was playing it could revoke not only my own beta pass, but also that of the person who gifted a pass to me. Second, I find myself growing increasingly stubborn when it comes to overcoming (or even learning) game mechanics/designs that I find annoying.
Before I get into that though, let me frame my experiences. On the whole, I fully expect Wildstar to be a great themepark MMO. The art style is bold and gamey, but also fun in a well-made way. Wildstar sort of doubled-down on the whole “floor AoE effects,” but it works on an intuitive level pretty quickly. Games like The Secret World and Guild Wars 2 had the same floor effects thing, but the relative rarity meant it always felt gimmicky rather than integrated. When you’re applying Expose Weakness from Stealth to every enemy in a long column and your other three attacks all have cone targeting however, you get into the positional mindset pretty quickly.
Speaking of stealth, I picked the Stalker, aka Rogue, as my first class because stealth mechanics are one of those things that can inadvertently break games or otherwise indicate how serious the designers take mechanics. I can’t say much about long-term viability since I never got past level 10, but I can tell you that Stealth lasts indefinitely and has no cooldown outside of combat. Compare that to the Thief in GW2 and draw your own conclusions.
Overall, combat is fun and visceral in that ineffable WoW-like way. Attacks have punch. The world is pretty populated with things to click on and interact with. I chose the Scientist “path,” which means I need to have a camera bot go scan stuff in the environment occasionally. Worlds look like worlds, with hills, mountains, and secret paths. The general game attitude is WoW meets Borderlands, especially when it comes to the Level Up prompt. You can double-jump. And so on.
It’s the little things though, you know? It’s one thing to have a Twitter-length quest text, but it’s another to have that and make it hard to read the dialog boxes. Who the shit thought it’d be a good idea to put most of them at the top of the screen? Then, you’ll get ambushed with Challenges out questing, which have universally been “kill X mobs in Y amount of time.” Every time it has happened, I stopped looking around at anything else and tunneled my way to the finish line, only to forget what I was doing afterwards. Which isn’t a big loss given the lack of quest text, I suppose, but I sorta felt like the content was on a conveyer belt and I had to act on consuming it immediately. The fact that you can click on your quest list and get a directional arrow plus rangefinder means you don’t really need to even understand where you are or what you’re doing anyway.
Then I leveled up, unlocked a slew of new Skills, and have since leveled up twice more without having encountered a Skill Trainer to actually unlock said Skills. “Ah. This is still a thing, then?” Hell, I don’t even know how I would go about looking for a Skill Trainer. My Stalker is currently logged off in what I assume to be a quest-hub city, and my cursory tour of the place has not revealed a Skill Trainer. Do I spend 30% of my meager wealth taking a taxi to the capital (last known location of a trainer)? Or do I continue leveling and hope that I’ll eventually run across a trainer in the next half-dozen levels? And who the hell thought this arbitrary bullshit was worth fishing out of the garbage can of bad MMO design?
Seriously, if your Trainers are glorified Skill vendors, it’s not worth implementing them. Maybe if each Skill required you to practice on a training dummy or otherwise integrated into your game’s fiction somehow, then it would be worth it.
I understand such complaints might seem pretty weak and hyper-specific, but that’s where my head is when it comes to MMOs these days. I have abandoned all pretenses that any specific MMO is ever going to be the MMO, or that I even want one to be, so it’s getting difficult to muster up enough cares to dance around their various idiosyncrasies. Given how the beta is getting turned off this week though, I’ll put some more time into it and see what develops.
Beta Impression: Titanfall
Let me just put it out there that this abbreviated Beta Impression should by no means be indicative of anything. Titanfall had me by the nucleus accumbens before I even got out of the goddamn tutorial. I can sum up why in one hyphenated word: wall-running.
If I had to use an un-hyphenated word, it’d be “mobility.” Take away the guns and giant death machines raining down from sky, and Titanfall is everything that you loved about Mirror’s Edge. I mean, double-jumps! I haven’t had this much fun simply moving around since… well, Mirror’s Edge and maybe Tenchu. I’m spending so much time belaboring this point because I had a big stupid grin the whole time I was Crouching Tiger, Hidden Dragon-ing every single match. Goddamn is it fun to run around.
Now, Titanfall has some problems. And I don’t mean graphical problems (I had 50+ fps at high everything) or beta-esque problems like bugs or whatever. I mean, some pretty structural problems, or at least issues to keep in mind. First, the guns are a bit ridiculous. There is your standard assault rifle, sniper rifle, submachine gun and shotgun that is a one-hit kill (sigh). Then there is also the “Smart Pistol.” What does it do? Oh, it locks onto players and instantly kills them when you get three locks.
That screenshot is from the kill cam I watched after wondering how I instantly died. You might notice that the guy is cloaked. Actually, every player has a cloaking device by default, although the Smart Pistol can defeat it (taking a few seconds longer to lock on). You might also notice how the line curves a bit towards the end. Yeah, Smart Pistol bullets can bend around in mid-air. You don’t have to lead your target or even aim directly at them – as long as they’re within the blue box on your screen, you’ll get your locks, and just pull the trigger.
Now, this gun is also tremendously fun to use, especially when you use it to kill the NPC fodder running around as they die in one lock. But every time you die to it, you’ll be thinking “Bullshit.” Doubly so when you’re dueling some guy who’s dancing around the sky and instantly kills you because he doesn’t have to aim.
About the biggest, most important thing I can talk about is the 6v6 limit to matches. I mean, I filter out anything that isn’t 24v24 or higher in Battlefield 3 & 4. While I was playing though, I have to admit: the environments felt pretty busy. Admittedly, this is entirely because the devs seed the battlefield with NPC fodder troops that you can kill for XP and to accelerate your Titan timer. As some other bloggers mentioned, I didn’t entirely notice all that much damage coming from them either, but it’s possible that is a beta thing. Still, it’s usually worth shooting them to get your goodies faster. Plus, they definitely add to the sort of manic ambiance with their shouts, gunfire, and even random quips.
How are the Titans themselves?
The Titans are fantastic. You get to call one in every 4 minutes, and the timer speeds up by 15 seconds every time you kill a Pilot. They feel powerful without feeling omnipotent, and it’s sometimes correct to call one in and not pilot it – letting the AI engage with the enemy is a great distraction as you cap a strategic point. Every player has an anti-Titan weapon by default, so it never devolves into that depressing Battlefield scenario when a tank rolls by and you can do nothing about it. Plus, if shooting rockets at a Titan doesn’t sound badass enough, you can run up to and “Rodeo” (in-game term) one yourself, which involves scrambling on top and shooting your weapon into the circuitry.
Despite being positively juiced about this game, I still want to make sure you come away with a wet blanket firmly wrapped around your shoulders. Because for how amazingly fun and slick it feels – I let out an audible groan of pleasure when my Titan snatched me out of the air and deposited me inside the cockpit like a goddamn anime – I cannot help but worry this is one of those wirehead moments. In other words, I worry it’s all surface-level pleasure without deeper substance.
I guess it’s arguable as to what substance Battlefield or the latest Call of Duty have, but I feel with Battlefield at least that there is a good variance in map experience precisely because there are 32 different enemy players to run across. While getting matched against 6 clan members isn’t a total shut-out here necessarily (you can still kills NPCs), matches last less than 10 minutes and you can get stomped even faster than that.
Supposedly the PC version of the beta is going to be opened to the public soon, so I recommend trying it out for yourself if you can. My interest in the game went from around ~20 to over 9,000 based on playing it all day Sunday, but I don’t know if I’m willing to pull the trigger on even the discounted pre-order price of $48. I have over 250 hours in PlanetSide 2, over 100 for BF3, and only about 38 hours in BF4. Will Titanfall meet or exceed any of those? Hard to say. There are unlocks, achievements, XP, and all the “normal” FPS trappings. I just… sigh, I just don’t know how long the honeymoon will last, you know?
Until it does end, I suppose I should be getting back to getting busy while I can.
Unfair Impressions: TSW, Days 3-4+
Day 3
As mentioned previously, my spirits were up quite a bit from the doldrums of the first two days in The Secret World. Knowing that it was expected that one unlock all the “inner wheel” abilities on the Ability Wheel lowered the existential pressure of permanent choices. And as soon as I confirmed with a commenter that, yes, TSW did have an in-game Search feature for abilities, the mental wheels started turning quite pleasurably. I finished a series of entirely pleasant and non-frustrating quests, got 7 more AP, and then starting picking things that maximized my synergy.
My present loadout is something like follows:
- Delicate Strike – single-target blade builder (+10% Penetration chance)
- Blade Torrent – AoE blade builder (+Affliction DoT)
- Balanced Blade – AoE blade finisher
- The Business – single-target pistol builder (+Weakened Healing)
- Shootout – channel pistol finisher
- Above the Law – Targeted AoE cooldown damage field
The other relevant passives meanwhile are:
- Lick Your Wounds – Stacking HoT when you deal damage
- Immortal Spirit – HoT when you Penetrate
- Gnosis – Hitting Weakened targets = 33% chance for more damage
- Dark Potency – Hitting Afflicted targets = Stacking +Penetration buff
You don’t really have to know anything about TSW to sort of see what’s going on there. Blade Torrent hits everything and then gives them an Affliction DoT, which triggers a +Penetration buff for me, which increases my chance to trigger a self-HoT. Meanwhile, I get a baseline HoT for just hitting things. The Business deals damage, puts up a Weakened debuff, which makes further hits deal extra damage 33% of the time.
Actually, the synergy isn’t really all that there. The two weapons themselves don’t really have much synergy with one another. There doesn’t seem to much of a point to not simply spam Blade Torrent, even when I have enough combo points to use my AoE finisher. Using the single-target pistol attack to Weaken and deal bonus damage sounds cool, but I’m mostly facing small groups of weak enemies right now. Even I were facing a single target, the Aff –> +Pen +HoT deal sounds a whole lot better, especially since the Weaken ability I have is essentially the Mortal Strike debuff.
But like I said, the wheels are turning. “Hmm… well, the Shotgun features a baseline ability to hit things in a cone, and you can make that give everyone a Weakened debuff that results in 30% less damage done. That’s certainly better than a single-target attack that gives -Healing on mobs.” Then you run across a higher-tier Shotgun passive called 12 Gouge that causes enemies you Penetrate to become Weakened (-30% damage) that starts making your mind melt in interesting ways.
- Oh, so if I spam Blade Torrent, everything around me gets an Affliction DoT, I get a +Penetration buff, then if I Penetrate anything from spamming the attack they get Weakened (-30% damage), which then can trigger the 33% chance for them to take extra damage.
- And I get two different HoTs.
- What does a 12 Gouge katana even mean?
No doubt there are better, more efficient combos in the game that exploit synergies I don’t even know are possible; I have been limiting my scope to mostly inner-circle abilities, which the exception of 12 Gouge. But, again, this whole exercise has significantly increased my respect for the game… at least in this area.
I mean, this part is, as the kids say, “totes fun.” However, actual combat so far amounts to me spamming one attack over and over. Which is not all that different than spamming Wrath a thousand times in WoW, of course; I’m not even out of the equivalent of Goldshire yet. Nevertheless, I remain wary as to how engaging the combat is really going to be once I “finish” the ability-planning part. And I wonder how much of the fighting game design was sacrificed at the altar of ability synergy complexity.
WoW combat is fun, to me, even when I’m killing entirely trivial mobs. It’s visceral in a way I can’t entire describe. TSW combat is not… also in a way I can’t entirely describe.
Day 4
It is funny and sad, all at once, how much difference a little gear makes in an MMO.
After the fun of planning build synergies the other day, I was facing the reality of what amounted to a number of long slogs against single enemies with 30+ seconds TTK (time to kill). Worse, I was getting little-to-no sense of when/how you would ever use the Dodge button or circle-strafing in TSW. Sure, avoid the bad stuff/targeting reticule on the ground. But beyond that? All the enemies reminded me of the unquestionably lame zombies of Orr in GW2, with their 300% movement speed and amazing clipping powers.
I died a few times, as you can imagine, against single mobs. Specifically, I died to enemies who never seemed to target the ground with anything – they simply beat my face in, old-school. The worst part of new games is when you fail for reasons you don’t quite understand, or are unable to prevent. I knew I was probably dead within the first 5 seconds of the combat encounter, but it took another 15 before I officially gave up the ghost. I could have probably ran away, but I wanted to know specifically why I was dying, and to get a sense of what I could do to prevent/slow down the process. The auto-HoTs weren’t enough, for sure. But it seemed like only the Assault Rifle and Blood Magic “weapons” allowed for self-healing spamming. Which meant I was going to end up with seven of nine (har har) weapon skills halfway filled, likely putting me signifigantly behind the power curve that would have existed had I stuck with the same two weapons.
Then I got gear. Partly from the “subscriber rewards” I received for having purchased the game for $15 via Steam, and the rest from the AH. Mobs are just falling over now. The stronger ones still take a while, and I still derive no visceral thrill from killing them, but my HoTs essentially keep me above 80% HP at all times.
Maybe there will be fun combat later on, but it’s getting increasingly difficult IMO to use that as a proper excuse. With a few weapon exceptions, GW2 was fun right out of the gate, for example. And it all seems extra silly when hypothetical games like SavageSun somehow manage to feel fun to play even when you only have two abilities.
In any case, this will likely be my last Unfair Impressions for TSW. I don’t plan to stop playing necessarily, but I think these few articles have adequately served their purpose – namely, presenting my impressions of a game that I had no particular desire to play in the first place. While the chances that I play TSW in the long-term is less than zero, my opinion of it is certainly better than what it was when I started it. If I play it more, it will be in the context to experience the narrative and quests.
Which sounds great until you realize I said the same thing about SWTOR.
Unfair Impressions: TSW, Day 2
[Preface: I wrote the below before yesterday’s post went up, so I hadn’t yet incorporated any of the feedback given. My current mood is less bleak than the below suggests.]
I am seriously considering the fact that The Secret World may not be for me.
After some rather meticulous research, my plan for weapons is going to be Blades/Assault Rifle with Pistols thrown in – I have been assured that this covers all the relevant bases. After that was nailed down, I started towards Kingsmouth and chopping down zombies, Kill Bill-style.
My brow furrowed almost immediately. One of the first side-quests you get in this area is how to construct and deconstruct weapons. In a Minecraft-esque grid. Er… what? Why is this a thing? Is there a particular reason to go with this crafting system beyond intentional obfuscation? A little while later, I was shown how to construct glyphs in a similar fashion, which are sort of like gems you slot into weapons, except you can’t actually just slot them in. In fact, I had to watch a Youtube video of this quest because following the given instructions wasn’t helping. “Oh. You gave me TWO glyph toolboxes, and I’m not supposed to use the one called glyph toolbox, but the sort of quest item version.”
After a shake of the head, I accept the quest from the fortune-teller nearby and am asked to find some ravens. I find one outside, watch it fly away, and am then told to follow it. I do so… only to see it clip out of existence in mid-air. Er… okay. Oh, by the way, you have 60 seconds to figure this out. After aggroing some zombies, I restart this portion and try again. Nope, that raven definitely disappears in mid-air. I walk the entire length of the road in the direction the raven was traveling in, not even sure what the hell the quest designer was expecting me to do.
Spoiler alert: they wanted me to ignore the flying raven and look for another bird on the ground. Brilliant. I do this a few times, fight some spawned enemies, grab two side-quests I run past on the way, redo a section of the raven quest because, you know, it’s timed but they thought it was cute to leave side-quests along the path just to fuck with people, complete the quest finally and then loot my text message of an item I can’t even equip because I’ve already spent my Skill Points.
Are we having fun yet?
Spoiler alert: No.
My mood was not improved by the next quest, which involved checking out the Illuminati runes inscribed on the church that causes zombies who tread inside to be instantly killed. “Find the first set of runes.” Okay, sure, I saw them near the door. “Find the second set of runes.” Okay then. I’ll give you two guesses as to what I ended up doing for the next five minutes.
If you guessed “searching the inside of the church, then spam clicking everywhere like I was trying to find that secret wooden pixel in Planescape: Torment, before furiously Googling the answer to a goddamn ‘click item’ quest,” then you are correct.
Now, I am more than willing to take some, if not most, blame for this quest-fail. The first set of runes were outside the front doors, the zombies were being prevented from coming inside, so it doesn’t actually make all that much sense for the other sets of runes to be inside. Logically – at least #GameLogic and #AnimeLogic-wise – protective runes go on the outside of the thing they’re protecting. But more than anything, my experiences on Day 2 of playing The Secret World is confirming my post earlier this month about the tenuous balancing act of difficulty vs hand-holding. This MMO does not hold your hand, gives you the cold shoulder, and by all rights actively dislikes you.
And… that’s good, I guess. It’s definitely an under-served niche. Personally, I don’t think the flavors of hotkey, active-dodging, respawning mobs really meshes with the more glacial, adventure-game schtick, but what do I know? Well, other than the small spark of my interest is being smothered by alt-tabbing to the equivalent of Thottbot for every other quest. I could tough it out, perhaps rationing my attention span a bit more judiciously. The setting is certainly interesting, at least, and I’ve heard good things about the horror elements later on.
Or I could, hypothetically, start playing a fully NDA’d, unreleased MMO in a manner more deserving of the beta key I received.
Unfair Impressions: The Secret World
I started playing The Secret World yesterday.
I was going to start that sentence off with “On a whim,” but it occurs to me that there isn’t much of anything whimsical about starting an MMO. You have the 39.2 gb client download, the registration, and usually getting your billing information straightened out. TSW doesn’t have a subscription anymore, but even though I had downloaded it previously, I still had about 2 gigs worth of patches to download before I hit the character select screen.
In any case, I ran into my first issue on the character naming screen. TSW asks you to enter a first name, a last name, and then a nickname, the latter of which is supposedly your in-game name. But it mentions that people inspecting you can see the others. It occurred to me that this is perhaps the worst naming mechanic I’ve ever seen. Allowing last names not only allows for increased customization, but on a more practical level, it alleviates the problem with one’s name being taken by someone else. Not so with FunCom’s design team; I was not able to move forward with character creation because someone already took “Azuriel” as a nickname. I tried a number of variations, referenced my List of Cool Nouns, then decided that Azuriel Inanage’s nickname was “GQX.”
The graphics are whatever. I turned everything up to Ultra just to see if it improved things, but decided an extra 15 fps was worth more than whatever it is that Tessellation does or what FXAA means.
I very nearly died in the tutorial area – at least, I assume it’s possible to die there – before I realized that TSW is in the post-WoW active combat genre, with active dodging and whatnot. I’m fine with this style of gameplay, although it seems more ridiculous than usual when people are doing it in a more “realistic” setting. Or maybe it is an art style issue; I had no problem with the way things were handled in GW2.
I stopped the game session in the training room where you can try out the various weapons and decide which one is for you. My understanding of TSW is that you can pretty much choose any abilities you want and can theoretically learn everything, but you would be severely disadvantaged in not specializing early on. I’d be fine with such a system, if the Ability Wheel was not the worst implementation of a skill tree that I had ever seen.
Conceptually, the Ability Wheel is fine. But has anyone ever tried to actually look through it as a new player with an eye for synergies? “Okay, this attack deals extra damage when the target is Afflicted. Alright, what causes Afflicted? Let me just browse every possible weapon in the game, including clicking on these nameless little cubes on the outside in no particular order…”
FunCom added “decks” to the game a while ago, which are basically preconstructed talent builds that you can follow along. This certainly would speed up the process, but I am not of the mind to commit to any one thing without knowing all the moving parts, especially if there isn’t a way to respec (or maybe there is?). How am I supposed to know what I’ll find fun a dozen hours from now, let along a hundred? Complex and deep character build options are fine, but I’m beginning to see the visceral appeal of the Diablo 3/WoW system of making one decision at a time.
In any case, my next session will begin with a combing of the internet for build explanations, or perhaps more simply a diagram of the synergies between the nine weapons. It’s cool that the fifth skill in the X tree can make the Y weapon a viable option, but it’s less cool missing out on that interaction because you can’t really see it due to the UI. I want something that will show me every instance of the word “Hinder” and the like, so I can decide that yes, pistols and claw weapons (or whatever) are a combination that is acceptable to me.
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.
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.
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.
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.
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.
Alpha Impression: Sir, You Are Being Hunted
I have been spoiled by other games’ betas. That is clear to me now.
Sir, You Are Being Hunted is a game I mentioned being excited about back in May, then promptly forgot about. Recently, it was up on Steam Early Access at a discounted rate, and I decided to take the plunge. A few hours of gameplay later, and I feel thoroughly soaked.
The problem I have with the game is that it is basically a sandbox without any sand. When you start playing, you are introduced to the core gameplay – find pieces of the Device, plug them into Standing Stone – given some binoculars and food, and sent on your way. As a veteran of Don’t Starve, this opening felt perfectly fine. What became readily apparent however, is that the game utterly lacks interactivity in its present state. Alpha is alpha is alpha, yes. But when I rummage through three entire villages and am armed with 3 alarm clocks, one bear trap, and two empty bottles against robots with shotgun sniper rifles, things feel lame.
Now, of course, the name of the game is to be, well, hunted. But the present AI behavior reminds me of the delicate, high-wire act that all stealth games must perform. If you have enemies patrol in a set pattern, it turns stealth gameplay into a sort puzzle game with logical, measured moves. It might feel less “realistic” to have the guard always look to the left for three seconds when he walks to the balcony, but as a game mechanic it is grokkable and feels “right.” Alternatively, you could have enemies who basically follow no pattern whatsoever, looking randomly in any direction at any time. More realistic? Sure. More frustrating? Absolutely.
Right now, Sir basically has the worst of all possible stealth worlds. The world is procedurally-generated and I’m not really certain one of the procedures is to place the Device pieces near cover. I basically spent the last 40 minutes trying, futilely, to grab a Device piece in the middle of a field where two robots were “patrolling.” And by “patrolling,” I mean they walked in random, jerking movements in a 3-meter radius around said Device. Tenchu, Dishonored, and Deus Ex this ain’t; the only possible solution is dropping an alarm clock, crab-walking as far away from it as possible, and grabbing the Device and running.
Of course, the robots run as fast as you do, are armed with shotgun sniper rifles as mentioned previously, and the only way to lose them is to be crouched in foliage. Which they immediately begin to search, because that’s the name of the game. But considering how you can’t really sneak through the foliage at any appreciable speed, they will find you immediately and GG.
Alpha is alpha is alpha. But right now, Sir You Are Being Hunted is basically a crouching simulator and not much else.
Beta Impression: Battlefield 4
I have been playing the Battlefield 4 beta these last few days, and I’m not quite sure what to think.
It certainly isn’t the jump in quality from Battlefield 2 to 3, that’s for sure, although there are some interesting moves. For example, the default rocket launcher has a tracking mode that activates when the Recon class designates a target with their binoculars; this sort of solves the incredible power discrepancy between Engineers that had unlocked the, er, lock-on launcher versus newbie players.
Another interesting change was how they gave the Recon class (aka snipers) C4 charges. While this makes roof-top campers extremely annoying – they can drop C4 at the elevators and wait for the door opening sound for an auto-kill – it also creates an amazing tension in the class. Do you run out and C4 that tank while risking being caught in close-quarters with a sniper rifle, or do you hang back and try and snipe with a tank blowing you and your team up? Giving snipers claymore mines and assault classes C4 makes more thematic sense, but reversing those roles makes for more interesting gameplay decisions. Even better, the thermal Binoculars you get not only lets you lock on to vehicles for your teammates to kill (you get bonus XP when they do so), but it lets you more easily spot enemies running around that are too far to hit. Or, honestly, that you aren’t skilled enough to hit. Just spotting them is basically 1/4th a kill though, and it’s a useful service to do so.
Win-win.
However, some design changes have gone in the wrong direction. Technically, it was Battlefield 3 that “introduced” the concept of the medic class having to actually unlock their core ability, i.e. to revive people, but Battlefield 4 is taking that to ridiculous extremes. It takes 11,000 Assault-class XP to unlock the Defibrillator, which I hope to god is a placeholder value. Perhaps if smaller maps were available it might not be so bad, but actually getting that amount of XP on a class that otherwise brings nothing interesting to the table is a massive chore; not only do the other classes have easier ways of racking up easy XP, but remember that BF4 (and BF3) made the change to a regenerating HP model too. Between that and the near-zero Time To Kill numbers, the ability to throw a Med-Pack is only ever useful when you find yourself dueling someone from behind cover.
The unlocking situation gets even more ridiculous when you look at the Support class, aka the ammo guy. While I suppose it was annoying/immersion-breaking when a single Support dude could drop an ammo box and spam infinite grenades over the wall, putting the ammo box behind a 52,000 (!) XP grind-wall is an extreme overreaction. The most obvious trickle-down effect is that it makes every class weaker by extension: what good is an Engineer without rockets? Given how you respawn with full ammo, the smart move is then to play both aggressively and carelessly by spamming everything you have and then effectively suicide yourself for Round N+1.
While there has also been some grumblings over the idea of “Battlepacks” – random lockboxes filled with camos, dog tags, XP bonuses, etc – as someone who played Mass Effect 3’s multiplayer for a while, I don’t see it as such a big deal. Yes, it is a cynical cash grab given how you can pay money to buy those things. However, as far as I can tell, you do not actually unlock more powerful weaponry from these boxes. Which automatically makes them less of an issue than ME3’s lockboxes where opening a rare Widow or Carnifex/Paladin was basically the start of your game.
Beta is beta though, and this one is more restrictive than most. Overall, I can’t say that I’m too impressed. It’s honestly been so long ago that I uninstalled BF3 that I forget if being able to spawn inside a vehicle from the Deploy screen is something new to BF4 or not. And, really, that’s kinda what it comes down to: why do we need Battlefield 4 again? Once all the maps are unlocked, then perhaps we’ll see where the differences lay. Plus, supposedly Commander Mode is back.
But right now I do not see any reason why I would be compelled to purchase Battlefield 4 on Day 1 as opposed to when they bundle the game + first Map Pack together. Or, really, when they bundle the game + Season Pass.
























