Book Review: The Malazan Book of the Fallen
The Malazan Book of the Fallen
Author: Steven Erikson
Genre: Epic Fantasy
Books: 1-10 (complete)
I waited until finishing the very last book in this epic fantasy series before writing this review, but going forward, I am not entirely sure whether that is the best way to handle works of this size and scope. Especially series of this size and this scope.
At its base, The Malazan Book of the Fallen mostly follows the tale of the Bridgeburners, a special squad of marines in the Malazan army as they are tasked with acts of sabotage and subterfuge in a world with magic, undead warriors literally hundreds of thousands of years old, actually immortal shapeshifting dragon mages, gods, ascendant gods, elder gods, reality-destroying chaos magic, and good old-fashioned armies of human meat and bone and iron. While the Bridgeburners are an integral story arc, there are actually two more completely different ones that are of similar heft and importance.
The very first book, Gardens of the Moon, was perhaps one of the worst possible opening books in any epic fantasy series that I have ever read – it immediately tosses you into this new world, confuses the hell out of you with a cast of hundreds of individual characters, and doesn’t pause to explain anything. For example, the magic in this world comes from Warrens, which are a sort of pocket dimension aligned with certain traits. Thus, when the books says “they opened a warren,” it can both mean they are casting a spell or actually opening the warren as a means of physical escape. Or both, simultaneously. None of that is explained anywhere in Book 1.
I’m highlighting the failing of the first book because the rest of the series is so mind-boggling good. It does not have the cleverness of Name of the Wind or the timelessness of Lord of the Rings, but it’s close. Each book is designed to sort of stand on its own, following the world’s (suspiciously convenient) tendency towards a convergence of powers, but the weaving of characters and story arcs is tremendously good. While the internal monologs are consistent with the book’s fiction, they often bring up devastatingly good philosophical arguments regarding the realities of war, the existence of god, and the general ugliness of the human condition, all with not being too overt.
This is the sort of writing you can expect:
There is something profoundly cynical, my friends, in the notion of paradise after death. The lure is evasion. The promise is excusative. One need not accept responsibility for the world as it is, and by extension, one need do nothing about it. To strive for change, for true goodness in this mortal world, one must acknowledge and accept, within one’s own soul, that this mortal reality has purpose in itself, that its greatest value is not for us, but for our children and their children. To view life as but a quick passage along a foul, tortured path – made foul and tortured by our own indifference – is to excuse all manner of misery and depravity, and to exact cruel punishment upon the innocent lives to come.
I defy this notion of paradise beyond the gates of bone. If the soul truly survives the passage, then it behooves us – each of us, my friends – to nurture a faith in similitude: what awaits us is a reflection of what we leave behind, and in the squandering of our mortal existence, we surrender the opportunity to learn the ways of goodness, the practice of sympathy, empathy, compassion and healing – all passed by in our rush to arrive at a place of glory and beauty, a place we did not earn, and most certainly do not deserve.
And this (a piece of narration):
He hurried on, grimacing at the ache in his chest, still feeling the parting kiss of his wife on his lips, the careless hugs of his children round his waist.
He was a man who would never ask for sympathy. He was a man who sought only to do what was right. Such people appear in the world, every world, now and then, like a single refrain of some blessed song, a fragment caught on the spur of an otherwise raging cacophony.
Imagine a world without such souls.
Yes, it should have been harder to do.
Still gives me chills. Maybe you have to have been there read the greater context. In any case, the series can feature both heavy emotion – there were three separate instances across all the books where I contemplated killing the author – but also welcome moments of great levity. Some examples from the latter:
‘Excellent, and your name is?’
‘XXXX. Er, we got references—’
‘No need. I am confident in my ability to judge character, and I have concluded that you two, while not to be considered vast of intellect, are nevertheless inclined to loyalty. This here will mark an advancement in your careers, I am sure, and so you will be diligent as befits your secret suspicion that you have exceeded your competence. All this is well. Also, I am pleased to note that you do not possess any parasites of a debilitating, unsightly sort. So, XXXX, go yonder and find us one, two or three additional guards. In the meantime, I will attend to YYYY.’
And another (context: the female sergeant is an alcoholic):
‘That snake! I knew it, a conspiracy! Well, I’ll deal with him later. One mass-murderer at a time, I always say.’
‘This is madness, Sergeant! Let go of me – I can explain—’
‘Save your explanations. I got some questions for you first and you’d better answer them!’
‘With what?’ he sneered. ‘Explanations?’
‘No. Answers. There’s a difference—’
‘Really? How? What difference?’
‘Explanations are what people use when they need to lie. Y’can always tell those, ’cause those explanations don’t explain nothing and then they look at you like they just cleared things up when really they did the opposite and they know it and you know it and they know you know and you know they know that you know and they know you and you know them and maybe you go out for a pitcher later but who picks up the tab? That’s what I want to know.’
‘Right, and answers?’
‘Answers is what I get when I ask questions. Answers is when you got no choice. I ask, you tell. I ask again, you tell some more. Then I break your fingers, ’cause I don’t like what you’re telling me, because those answers don’t explain nothing!’
‘Ah! So you really want explanations!’
‘Not till you give me the answers!’
The bottom line is: if you enjoy fantasy novels at all, I highly highly recommend picking up the entire series. However tempting it might be to skip the first book based on my experiences, it would be a costly error – the characters introduced in the first book are integral in how the rest of the books play out. The first five books can technically stand on their own, but everything will be more meaningful if you know what the characters had to go through to get to that point.
Which, believe me, is a lot. I mean, Jesus, wait till you get to the Chain of Dogs. Or the Pannion Domin. Or what happens to your favorite characters in Darujhistan even though you can cynically see it coming from a mile away and yet you squirm and sweat and try to close your eyes but you can’t because you’re reading a goddamn book and the words were already written anyway and oh no, this can’t be happening… why do you do this to me Steven Erikson?! Why does your fiction both inspire and destroy my faith in all that is good and right in the world?
Ahem. Read these books.
Progression
I am probably nearing the end of my focused Hearthstone play. Why? Two words: beta wipes. All progress, cards, gold, etc, will be wiped at least once in the upcoming weeks, and possibly more than once. If you happened to purchase something for real money, you will get the equivalent amount of gold once Hearthstone goes Live.
All of this is known information, so why am I bringing it up? That’s actually an interesting question, as I examined my roiling emotions after a string of recent Arena losses. Scrubbing out at 1-3 or – god help you – 0-3 sucks. Hard. Each Arena buy-in requires $1.99 or 150g, with the latter amount requiring roughly three days of dailies plus 30 wins in Ranked/Unranked play (i.e. against other people) to collect. Or just complete four dailies. Going that route actually works out pretty good as long as you keep Hearthstone as your sort of “side game” that you play for 30-45 minutes each day before playing your main game; as long as you keep yourself from getting too into things, you can legitimately play (Arena) for free pretty easily.
Alternatively, if you win at least 7 Arena matches in the buy-in, you get enough gold to play again.
As you can see, I received 310g for having gone 9-2 with the Rogue (nine wins is the maximum). An earlier 8-3 record resulted in 215g. Needless to say, I was feeling pretty pleased with myself, especially given the Arena portion of the game is significantly more interesting to me – playing against Constructed decks feels pretty rote in comparison. Plus, where else would I get to screw around with Legendaries in what feels like a guaranteed draw for each Arena match? You aren’t likely to see those and other high-powered cards from packs you open, but seeing epics and such is pretty common across 30 random draws.
But then the RNG floor fell out. I felt I was getting a good handle on which Heroes were best in Arena – things are much different than in Constructed where you can build around combos – but I suddenly realized how exceptional my winning decks truly were. My 8-3 Druid deck had eight removal cards, including AoE removal. The 9-2 Rogue deck had two Saps, a bunch of Silence creatures with multiple ways of returning them to my hand, a fistful of removal, and two Defias Ringleaders that make going second a complete joke when you drop a 2/3 and 2/1 on your first turn.
Here was the deck:
You don’t need to know anything about the Hearthstone other than that this deck was unfair. Three Fan of Knives, two Blade Flurry, two Sap, two Patient Assassins, Betrayal… Jesus, it was sublime. Hearthstone Arena is entirely about tempo, and let’s just say most games involved me playing dubstep to their John Cage 4’33”.
Needless to say, I have spent the past three days falling back down the Bell Curve face-first. A string of awful Hero choices plus awful card choices plus opponents who all but win by round four (having demolished my early game). It is entirely possible this all has been by design, via hidden MMR rankings. One of the biggest Hearthstone innovations amongst the pile of others has been the fact that Arena games are unmoored from any particular tournament. If you play a Booster Draft in Magic Online, you’re playing either for 15 minutes or two hours depending on your record, against whomever happened to stroll into your tournament with you. In Hearthstone, you can play one Arena game and then come back a week later if you want. This is fantastic… provided you don’t rely on being a big fish in a small pond for your wins.
All this losing made me realize that I don’t like it. Losing, that is. A fair ranking system is based around ensuring you lose 50% of the time, but it seems to me that losing feels much worse than the positive winning emotions, especially when losing results in opportunity costs and/or costs you real money. Presumably the delta between winning and losing is compensated by the fun you have actually playing the game. But I am coming to the realization that it isn’t enough. I need a tangible sense of progression too. Knowing that the pity packs are full of cards going away in X number of months means losses are simply time consigned to the abyss.
The obvious counter-points are A) new gear tiers in MMOs result in obsolescence of progression, B) time spent gaming is technically “wasted” by default, and C) how in god’s name did you play Counter-Strike for four years then?
The answer to the first is pretty simple: properly-formatted achieved goals can’t be taken away. My goal in WoW was never “have BiS gear in every slot” – that is just a recipe for disappointment. Instead, my goals were more general, like “be better off than I was yesterday.” Grinding Valor, getting raid drops, capping Conquest… all of these things resulted in a feeling of sustained progression that persisted even when new tiers came out. In fact, my “investment” in gearing up paid off in getting the new gear quicker or more easily.
Obviously I quit playing WoW, but I still don’t see that time as wasted; leisure activities being a waste of time presupposes an (nonexistent) objective purpose in life, which answers point B.
As for C), well… that’s the pickle. I feel games like Counter-Strike allow you to experience meaningful fun even as you ultimately lose a round/match, probably because winning/losing doesn’t matter in the first place. As long as I pulled off some kind of crazy kill before dying, I could walk away satisfied even if our team was otherwise destroyed. Which is leading me to believe that the existence of progression in a game sets up its own failure, given that losing progression (either directly or via opportunity cost) makes me feel worse than gaining progression. At the same time, I tend to gravitate towards games with “investment” opportunities over games where I am “just” killing time. All games kill time, but killing time + progression makes it feel more meaningful on top of whatever arbitrary goal-achievement neurochemistry is going on.
All of which is an extremely roundabout way of saying that I lost a bunch of Hearthstone Arena matches this weekend and am sad as a result. Going from being more than self-sustaining to practically in-the-hole playing is bad, and there not being any sense of long-term progression (in the beta) makes it worse. Also, trying to unlock Shaman cards in Constructed play feels terrible; seriously, Blizz, why did you put all the juicy Shaman cards in the packs? Chain Lightning is practically required to get anywhere.
Wait a minute, why am I in-game again? Might as well knock out this daily…
Beta Impressions: Path of Exile
That’s right, I’m all beta, all the time up in this joint.
For those not keeping track at home, Path of Exile is a F2P love letter to Diablo 2, and the Diablo franchise in general. It features six classes, a 1350-point talent tree forest, the Materia system from Final Fantasy 7, extremely gritty and realistic graphical style, and an outstandingly clever commitment to the game’s own setting. It is currently in Open Beta, and you can download it here.
While the central concepts of Path of Exile may seem strange at first, they are all pretty logical once you get past the unfamiliar veneer. For example, let’s talk about that 1350+ point talent tree. It is not an actual talent tree as you are familiar with, at least unless you played Final Fantasy X. The tree itself is entirely passive abilities and stat increases that act as nodes you activate with talent points you receive from leveling up or getting as quest rewards. The overall tree encompasses all six classes, with the difference being the starting location for each class. Thus, for example, the Witch starts on one corner of the board nearest all the +Intelligence and other magic boosting nodes.
The bigger nodes give bigger bonuses, and the extremely large ones are sort of capstone goals to help guide your character’s overall build. While your talent selection generally builds itself, it is possible to work your way across the board into other classs’ territories, if you are so inclined. That said, while the tree is certainly impressive the first few times you look at it, I’m not entirely sure of its practical use beyond standing out from the crowd. I spent 30 minutes mousing-over everything, decided which nodes I eventually wanted, and now will spend the next fifty levels getting variations of +10 Int or +20% mana regeneration. Woo, choice.
Meanwhile, the FF7-esque Materia system that Path of Exile emulates… is exactly what it sounds like. Basically, all the abilities your character has access to is governed by Skill Gems you socket into open slots on your gear. Want to use Raise Zombie? You need to fit that Skill Gem into an open blue slot. Fire Trap? Green slot. Shield Bash? Red slot. As you kill enemies, any socketed gems gain XP and level up just as you do, under the normal sort of hack-n-slash scheme (+1-2 damage, +1 mana cost each level). Later on, you will receive gear with Linked sockets which – again, exactly like in FF7 – let you link, say, a Fireball gem with a Multiple Projectile gem to (drumroll) shoot multiple Fireballs.
It is worth mentioning that, for the most part, any class can equip any Skill gem. I found a Shield Bash gem while running around with my Witch, for example, although I was unable to equip it because it required a Strength score of 16 (I had 14). While there will presumably be some +Strength gear somewhere, I could also raise that stat by navigating my way to a +Strength node in the talent tree. Pretty cool, IMO, although I believe the downside is a more limited selection of skills available for everyone overall. Shield Bash appears to be Shield Bash for everyone, so if X, Y, or Z skill is OP or garbage, you will likely be using the same skill loadouts no matter what class you pick.
What is beyond reproach and, frankly, goddamn brilliant is Path of Exile’s integration of the game’s setting into the gameplay. The premise of the game is that your character has done something or pissed someone off enough to be exiled to some hideous and hostile land to die (think: colonial Australia). So while the game looks understandably dark and gritty, it actually goes much farther than that. For example, when you sell items to a vendor, the currency is… scraps of an Identify Scroll. Five scraps equals one full scroll. Which you can then consume to identify an unknown magic item, ala Diablo. There are other barter currencies that double as actually useful items (Transmutation Orbs turn normal items into magic ones, other orbs randomize a magic item’s properties, etc) too, which sets up some interesting dilemmas insofar as using them as currency to buy better gear or use them to possibly make what gear you already have better.
Now, seriously, how amazing is that economic system? Every prototypical hack-n-slash would simply have used gold pieces as the medium of exchange here. Hell, I don’t think anyone would have cared if gold pieces were used as the currency in Path of Exile, even though it doesn’t make any logical sense for there to be a vast sum of wealth in a prison colony. It reminds me of Metro 2033 where your currency for buying guns and such were rounds of military-grade ammo, which you could technically load into your guns and fire.
Are there downsides? Sure. Since there is nothing worth less than a scrap of scroll, the beginning hours of gameplay highly encourages you to loot 100% of all junk since 5 pieces of anything = 1 useful scroll. This goes the other way too, wherein selling a magic item nets you a rounded-down amount of other material rather than 1400g vs 1100g. Vendor items get a bit goofy too, when they charge the same price for a necklace that provides 2 HP/sec regeneration with another necklace that provides 3.7 HP/sec regeneration.
Another example of the noble commitment to rational setting consistency? Instead of health/mana potions, you have health/mana flasks that use X number of Y charges for Z effect. And they recharge when you kill enemies. I mean, sure, there isn’t much of a logical reason why the Frost Elemental slime drops a wooden tower shield, but at least you’re not seeing more glass beakers full of replenishing liquid mowing down zombies as you’d find in an alchemist’s lab. Monsters drop less items as a result of this artistic/setting direction, but it still manages to feel similar to the loot explosions of Diablo (if less intense).
So, basically, I am having a lot of fun thus far with Path of Exile. While the devs have posted a sort of cash shop manifesto for this F2P game, they appear to actually be taking the “no P2W” mantra seriously. Hell, I don’t think they are even selling +XP potions, which is something I have simply come to expect from these games. The one lingering concern I have is the whole Ranged vs Melee (im)balance, which is something they do have on their roadmap to address. But beyond that? If you liked Diablo 2, play this game. Hell, if you liked (or disliked!) Diablo 3, play this game. It’s a F2P hack-n-slash, so what do you have to lose?
Other than your time, of course.
[Hearthstone] Remaining Concerns
My Press™ coverage of Hearthstone has been pretty glowing thus far, so I wanted to talk today about some lingering concerns about a few issues that cropped up in the last week. I do not believe these to be structural problems necessarily – I feel like they could be fixed within the Beta – but I also have no idea how Blizzard will address them, if at all.
1) Unbalanced Heroes
On paper, the nine Heroes you can pick between are balanced. Here is a rundown of their powers:
- Druid – Hero gains +1 Attack until end of turn, and +1 Armor
- Priest – Restore 2 health to target
- Warrior – Hero gains 2 Armor
- Paladin – Put a 1/1 creature into play
- Rogue – create a 1 attack/2 durability weapon, or +1 Attack to weapon this turn
- Warlock – Lose 2 Health and draw a card
- Hunter – Deal 2 damage to enemy Hero
- Shaman – Create a random totem (usually 0/2 creature w/ ability)
- Mage – Deal 1 damage to a target
By the way, all of the listed abilities cost the same amount of resources (2 crystals).
The problem in reality is two-fold. First, there is a huge difference in synergy between a Hero’s powers and the class-restricted cards. The Priest’s ability, for example, combos ridiculously well with one of the default Priest cards: Northshire Cleric, a 1/3 creature that let’s you draw a card when a creature is healed. In fact, entire mechanics revolve around and/or become enabled by the Priest’s ability. Enrage, for example, is an ability that triggers an effect when the creature is damaged. One of the most common cards that uses Enrage is the Gurubashi Berserker, a 2/5 creature that gets +3 Attack each time it’s damaged. Smashing into a 2/2 will beef the troll up to a 5/3, which is nice… but also puts it within range of a lot of counter-attacks. A simple heal from the Priest though, puts it back to 5/5, letting it snowball further. Then you have goofy cards like the Angry Chicken, which is a 1/1 with Enrage: +5 Attack. Obviously you need to combine that creature with some other effects to boost its Health, of which the Priest has many.
By means of comparison, nothing combos with the Hunter ability. In Magic: the Gathering, the devs eventually created the Bloodthirst mechanic that boosted a creature’s stats (or some bonus effect) if it was played the same turn as the opponent taking damage. No such thing exists in Hearthstone, at least for now. And while Rogue decks need no assistance, the Combo system on Rogue cards have nothing to do with the Rogue’s ability; at least the Druid, Warrior, and Warlock are thematically consistent with their class cards. Then again, perhaps we should look at the Priest as an outlier rather than the bar that other classes should reach.
The second problem is related to the first: what class cards are available by default radically changes the strength of your deck. Now, sure, technically everyone will be able to unlock all 20 basic class cards by simply playing against the computer (assuming they didn’t want to challenge players). But take my word for it: many of those early games suck. Hard.
Through either a combination of the first issue or the second, I can already tell that some Heroes are being left in the dust by the Beta population. I would say more than 95% of the Ranked games I have played have been against either the Mage, Rogue, or Priest. For a good reason: they’re strong.
There are a few clever things Blizzard is already doing to (presumably) combat this trend. One of the types of daily quests is to win 2 games as a specific class. When I logged on yesterday, for example, I had to win 2 games as a Druid and Warrior (two separate quests, as I had missed yesterday’s daily). Having played neither before, I created custom decks for both and then went for a spin against some human opponents. Those games played out very differently than my normal games, and were pretty fun to boot, although I doubt I will be spending much time with them until I luck into some of their non-basic class cards from booster packs.
The other clever move to improve class experimentation, if not promote diversity, is how Arena mode matches start by forcing you to pick between three random class Heroes before you start the actual Draft process. The other day, I had to pick between the Hunter, Druid, and Shaman, all of whom I had never played with before. While they let you mouse-over their Hero powers from that specific screen, the more critical aspect of the Heroes is ultimately their selection of class-specific cards. Spending some time in your collection looking at all of the class’ cards – which, by the way, Hearthstone allows you to do even if you don’t own them – is definitely recommended.
For the record, I chose the Hunter. And went 0-3.
2) Unbalanced Cards
Beyond the Hero issue and the class-specific card issue, I have a problem with the card balance in a few locations. Basically, I don’t feel like strictly-better cards should exist in a CCG, especially not when it appears it’s being “balanced” around rareness. Take a look at the following:
There is precisely one scenario in which you might choose the raptor over the gnome: if you were playing some kind of Beast deck (e.g. with the Hunter). And actually, you might put in the gnome even in your Beast deck; por que no los dos? At least with the Ooze, you can convince yourself that there are certain scenarios in which blowing up the opponent’s weapon is better than whittling down their blockers for free.
By the way, only the Paladin, Warrior, and Rogue are likely to ever have weapons equipped. That Ooze is pretty much a dead draw 90% of the time in my experience.
A few other cards are simply ridiculous. Pint-Sized Summoner, for example, pretty much single-handedly caused me to lose an Arena game (I had no targeted removal at the time). Bloodlust is probably balanced, but 100% of the games in which I lost to a Shaman have been due to that one card… and a bunch of suddenly bloodthirsty totems. And so on.
3) Over-reliance on Taunt
This section is going to be short, because the title sums it up: Taunt is both ubiquitous and pretty much the only means of combat shenanigans.
In case you aren’t aware, Taunt is a creature ability that forces an opponent to only attack the creature with Taunt, as opposed to being able to attack any creature or just smash the opponent’s face in directly. Without Taunt, basically whoever drops creatures first is at a huge advantage since they can decide to attack any “special” creatures their opponents play with their own creature or ignore them. Pretty much the only rational strategy then becomes A) play special creature and then immediately drop a Taunt meatshield, or B) beef up a Taunt creature and control the board. An all-in-one package example of the latter is Ancient of War, which is an absolute bomb drop in Arena, by the way.
4) Playing first puts you at a huge disadvantage
Another shorty, but basically I never ever want to go first when playing Hearthstone.
Each player draws three cards before a game, and can choose to send any (or none) of the cards back and draw different ones. Whoever goes second draws a fourth card during this phase, and thus can fish for their deck combo cards or removal that much deeper. Plus, after the first player’s turn, they get a 0 crystal card called “The Coin” that will temporarily give you 1 crystal for a turn. So, basically, going second you can cast a 2 crystal card on your turn 1, or 3 crystal card on turn 2, and so on. What makes it even worse is that The Coin counts as playing a card/spell, which can trigger all sorts of nonsense, such as a Defias Ringleader suddenly giving the Rogue a 2/3 and 2/1 creature on turn 1.
Conclusion
Having said all that, I do feel like these are solvable problems. For the most part. Given the simplicity of the resource system and the mechanics in this first set, I am not quite sure how things will get balanced. The Knife-Juggler and Pint-Sized Summoner could be reduced to 2/1 and 1/1 respectively, and still be worth playing. But what about those Hero powers? The Hunter power can’t be reduced to 1 crystal or the damage increased to 3. Would they buff the Hunter class cards instead? What if a player doesn’t actually use those “balancing” cards?
Time will tell upon release exactly how broken some of these interactions are. Time will also tell how much we or Blizzard particular care. I probably have the most fun in Arenas (I went 8-3 and 9-2 this weekend, the latter of which resulted in 310g) where dropping game-changing cards is the norm, and Ranked matches sorta feel like 2v2 Arena in WoW somtimes. I would rather it be balanced of course, but this is also a CCG – there being only a few viable decks at the upper-end is pretty much par for the course. But if Blizzard wants to do some (more) groundbreaking things with their game design, they are going to have to fix the above four issues at a minimum.
Reviews: Gunpoint, Rogue Legacy
Game: Gunpoint
Recommended price: $5
Metacritic Score: 83
Completion Time: ~2 hours
Buy If You Like: Indie puzzlers, Hilarious but too short games
Gunpoint is a short, 2D indie puzzler with some of the most hilarious writing I have ever seen in a videogame. You take control of Richard Conway, a freelance spy whose latest customer was murdered before he could get the details. From that classic film noir story hook, you get a classic film noir plot broken up by bouts of mildly interesting puzzles.
At their simplest level, the puzzles in Gunpoint revolve around interacting with a computer and then exiting the map via subway station. The central conceit is Conway’s ability to rewire a building’s electronic systems, such that getting caught on a surveillance camera actually opens the locked door instead of triggering the alarm. Some of a building’s circuitry is “hardened” (it has a different color), which means you have to reach a certain (color) breaker box before being able to reroute that circuit’s wires. Completing maps will give you currency to purchase more gizmos, including the ability to electrify certain devices or even the ability to (temporarily) reroute a guard’s gun – causing them to either open a door when they pull the trigger, or forcing them fire the weapon at a buddy when you flip a light switch.
The puzzles are fun, but… well, they end up being only mildly interesting. Rewiring electronics turns out to be fairly powerful as a sort of default ability, which is reflected by the fact that the latter half of the game basically features only 2-3 things you can actually interact with (one light switch, maybe a camera). There are some mechanics that prevent you from simply pouncing/shooting your way through all the guards (the subway gets locked down after any gunshots), and as a result the game becomes incredibly abstract by the end. Normally, that might not matter for, you know, a puzzle game, but I actually enjoyed the early gameplay over what it ends up “evolving” into.
Like I mentioned at the beginning, Gunpoint is extremely short, clocking in around ~2 hours of gameplay. Given that, and given my ambivalence towards the later gameplay, I would suggest waiting until Gunpoint hits $5 or a bundle. It is a game definitely worth your time to play at some point – trust me, the dialog alone is almost worth it – but that time doesn’t have to be now.
_____________
Game: Rogue Legacy
Recommended price: $5
Metacritic Score: 84
Completion Time: ~13 hours
Buy If You Like: Roguelikes, Harsh action platformers, RPG-esque indie games
Rogue Legacy is a sort of indie hybrid RPG roguelike action platformer. The developers describe the game as “Rogue-Lite,” as the central premise is that while the game features permadeath, your children will take up the family mantle and invade the procedurally-generated castle to avenge you. This design is actually pretty compelling, especially considering that while purchased equipment/abilities cary over from one character to the next, the gold used to purchase these things do not. So what ends up happening is failed runs (usually!) end up leaving you with enough gold to be stronger for the next one, while not encouraging you to hoard gold in the meantime.
The castle itself is divided into four main areas, each with a boss at the end. While the general location of the areas are stable, all of the individual rooms and transitions are randomly determined. I say “random,” but the vast majority of rooms have a high level of coherence, as opposed to the truly random nonsense of games like A Valley Without Wind. You do not technically need to clear a room of enemies to move on, but it is generally a good idea considering getting better equipment and stats requires gold. That being said, there is an entire class (Miner) that encourages you to avoid combat as much as possible while quickly snagging as many treasure chests as you can.
The gameplay itself is pretty unforgiving. While you can equip a bunch of Vampiric gear later on, and occasionally find a piece of health-restoring food when destroying furniture, for the most part damage you take is permanent. This can lead to frustrating scenarios in which an otherwise solid-looking boss attempt is stymied on the way to the door because you landed on some spikes in the prior room. Or misjudged a screen full of projectiles. Or faced one of those goddamn wolves that seem to charge half a second earlier than you’re prepared for.
And by “solid-looking boss attempt” I mean that at least one of the three children you can select for your next castle run had a good class/characteristic/ability combination. For you see, sometimes your favorite class might be Farsighted (makes the center screen fuzzy), or the screen is upside down, or they have an enormous character model (increased weapon reach, but increased hitbox too), or maybe everything is good except they have a weak magic ability.
I am not attempting to dissuade you from purchasing Rogue Legacy, but I do want to point out that while the devs say “Rogue-Lite,” the game is still pretty roguelike. I had a pretty solid 9 hours of fun, and a less fun 4 hours of being stuck grinding gold and new abilities to give me the hope of downing some of the bosses. Admittedly, being better at the game might have reduced that time, but then again, being worse would have increased it exponentially. So in your game purchase decision, be sure to take into consideration how good you are at semi-twitch platformers.
Hearthstone’s UI
As you may have picked up on in my Hearthstone Impression post, I am a huge fan of its UI. In fact, it is one of the best UIs I have ever seen in a videogame. Which is… kind of an unusual thing to say about videogames in general, right? Who cares about UI anyway?
Well, technically everyone. A game’s UI is how you interact with the game itself, or glean useful information about the game state. Sometimes you can get away without having an UI at all, like with LIMBO. Other times the designers might get all fancy and try to integrate the UI into the game world itself, like with Dead Space. Most times though, a game’s UI is simply there, and the most you can hope from it is to get the hell out of your way (Skyrim).
It is an extremely rare game that features a UI that actually makes the game itself better. Hearthstone is pretty much the only example I can think of. But why? Let’s break it down:
Emulates the Warcraft Experience
This might sound obvious, but Hearthstone: Heroes of Azeroth is derived from the Warcraft franchise and prominently features characters from said game world. It is one thing to use the likenesses though, and a completely different thing to emulate the color palette, the visuals, and the ineffable mood of the game as well. Everything from the menus to the animations to the sounds feels like it could have been pulled straight out of either WoW or Warcraft 3. In fact, I am pretty sure they did outright copy/paste a lot of the sound effects, at a minimum.
The result of this is that an otherwise completely new gameplay experience will instantly feel familiar to someone who may not have ever played a CCG before. And more subtly, assuming you still have fond memories of the other games, some of those are likely to bleed through via nostalgia.
UI Elegantly Informs the Gameplay
Digital card games differ from regular video games in that their UI essentially is the entire game; beyond the cards themselves, the rest of a CCG match takes place in each player’s head. Hearthstone is literally the first CCG I have played that has attempted to – and successfully accomplished – bring(ing) the mental game back into the visual realm.
For example, when your hero plays a Weapon card, it clanks and rattles next to your hero, while the hero tile itself lifts off the board and goes smashing into your intended target. Then, at the end of your turn, the weapon card (which has long since ceased being a rectangular object) gets hidden behind an oval sheet of iron, which sounds and looks like a full-plate helm shutting. You don’t have to know anything about the specific rules of Hearthstone to know intuitively, from this very UI design, that A) weapon cards let your hero attack, and B) your hero can’t use the weapon during an opponent’s turn.
There are “little” touches like this all over the place in Hearthstone. Creatures with Taunt have a different shape on the battlefield to distinguish them. Creature with Death-rattle (an ability that triggers on their death) has a little skull and crossbones icon on them, whereas a creature with a normal triggered ability has a lightning bolt. Even if you did not know what those icons meant at a glance, hovering your cursor over the creature quickly brings up an unobtrusive cheat sheet description. This is a UI scheme that both enables and enhances your ability to “grok” all the moving pieces extremely quickly.
3) Genre Game-Changing Innovation
Seriously guys, this screenshot has pretty much ruined all other CCGs for me:
If you are not quite sure what you are looking at, it is pretty simple conceptually: you can see what your opponent is looking at. If your opponent is hovering their cursor over your creature (to perhaps read its text), the creature glows. If they then cycle through their hand looking for a way to turn the game around, you see their cards glow one at a time. If they decide to target you with a creature or spell, a huge arrow appears where their cursor is, and you can watch as they debate with themselves as to which would be the better move.
This sort of thing is simply unprecedented in a digital CCG. And mandatory from now on, IMO.
Not convinced? Think about playing Chess in person versus playing against someone online. The pieces are all the same, the board is the same, everything is the same… except for the feedback. When you are face-to-face with someone, you can see where they are looking on the board, you can see them pick up a piece and start to move it before putting it back again. Aside from the mind games this opens up, at a minimum it might give you pause to consider that Bishop over in the corner that you had forgotten about until your opponent had briefly considered moving it.
Like I mentioned earlier, CCG battles always took place in the theater of the mind. You never really knew what your opponent was thinking or about to do… unless you happened to be lucky enough to be dueling them in-person. Can you imagine other games operating with this lack of feedback? Think about playing a FPS in which you could not hear another player walking or even which way they were facing when you did see them. An incredible amount of nuance would be lost.
Finally, at the bare minimum, consider the benefits of knowing that your opponent is actually at their chair and not AFK. I’m more than willing to wait a few minutes for someone to make their move as long as I know they are actually in the process of determining what move to make. Compare that to most other CCGs like Scrolls or SolForge or Magic Online where you are basically left watching the round timer count down.
4) Evokes the Physical Space
This last one is a lot more subtle than the others, but welcome nonetheless. Essentially, everything in Hearthstone feels… real. Like a three-dimensional object, with heft and contours and such. You don’t play cards by just clicking on them and then clicking on a target, you actually have to drag them from your hand and drop them on the target (assuming the card doesn’t automatically turn into a ball of flame or whatever midway through the action).
The way creatures are handled is similarly finely detailed. You might have noticed how creatures are sort of oval shaped, right? Well look at an unplayed creature card:
That’s right, the creature oval “breaks off” from the card when you play it. When a huge creature is played, the oval crashes onto the playing surface, creating shock waves and a small crater. Attacking with said creature involves the oval flying towards the enemy hero, smashing into them and shaking the screen. You start to forget you are playing a CCG at all as it feels sorta like a miniature game at this point. And yet there is still a connection between the cards and their products. Compare that to Scrolls, which also summons creatures but has no real tie between the product (parchment scroll) and the result (animated sprite).
And let’s not forget how this oval thing also solves the problem in CCGs when it’s not easy to distinguish between creatures, enchantments, spells, and so on. Cards are generally of uniform size, and the artwork (which usually takes up 50% of the real estate) can sometimes work against your quick assumptions by having a bunch of dragons or whatever on a “Deal 5 damage” spell. This is not a problem in Hearthstone, as all creature cards have ovals inside them.
Seriously, this is like goddamn paperclip levels of elegance here.
Conclusion
As I mentioned in my Impression post, Hearthstone feels both visceral and whimsical simultaneously. The further pillow fight analogy comes from the sense of “slamming” the cards down on the table, almost feeling the creatures smash into your opponent’s face. Then there are the spell effects like Consecrate that could have easily gotten away with simply dealing 2 damage to all enemies and been done with it. Nope: all your opponent’s creatures and hero tile are lifted high off the table as cracks of golden light bleed through, and then everything slams down at once.
The whole thing reminds me of how it feels to roll dice in D&D campaign – the physicality of the action imparts a gravitas completely independent of the otherwise unremarkable generation of a random number. For Hearthstone to evoke this feeling using just sounds and what could be Flash animation is pretty amazing.
If CCGs are not your proverbial cup of tea, it’s unlikely that even an amazing UI is going to change your mind. If you enjoy the genre at all though, or are merely ambivalent, then suggest you give Hearthstone a try at release. Watching Youtube videos of other people playing does not replicate the experience dropping late-game bombs on your opponent and watching them futilely cycling through their hand trying to come up with a response.
More People Equals More Content
While I want to talk more about Hearthstone, I also did not want this particular tidbit about WoW proper to be consigned to Draft Hell:
The team size has increased 40% and another 40% increase is planned, which will hopefully allow for a new content patch every month, a new raid tier every three to five months, and an annual expansion.
Now, this was just unattributed MMO-Champ paraphrasing, coming from some Gamescom interview. I made an effort to try and see if this was an exact quote by watching a few of the Gamescom interviews myself, but didn’t see it anywhere. The statement was, however, “confirmed” in a roundabout way by Nethaera’s response to the thread asking the obvious question of “If more people = faster content now, why not back then?” Neth’s response was basically that circumstances changing doesn’t retroactively make older statements a lie.
That is all well and good, but I seem to distinctly remember Ghostcrawler or somebody saying that more people = more cooks in the kitchen, some problems can’t solved throwing more money at it for everything else there’s Mastercard, and so on. So, after some digging, I dusted off this interview with Ghostcrawler from October 2010, on the eve of Cataclysm’s release:
Slashdot: A lot of players, when they hear you talk about how you didn’t have time to make a feature good, their question is, “Well, why can’t you just go out and hire more people?”
Greg Street: Yeah. The mythical man-month.
Slashdot: Can you explain why you don’t find that to be a viable solution?
Greg Street: The other example that gets used a lot is: if it takes a woman nine months to have a baby, then if you have two women, it’d only take four and a half! Our development process is hugely based on iteration and communication. It’s more important — for, say, class design and item design — it’s more important for me to have a small team that’s totally in sync than to have a large team and have no idea what anyone else is working on. We would end up with Hunter talents working one way, the Priest would work a different way, and it wouldn’t feel polished. It wouldn’t feel good to players. Often, when we say, “We didn’t have time,” players say, “You shipped it before it was ready.” That’s not the way we look at it.
The way we look at it is: we are extremely critical of our own designs. We have very long lists of things we want to fix in the game. Some of these things have been around forever, and some of the things are new that we just added recently. If we waited until we addressed every single one of those things, we would never ship anything. It would be years and years before games came out, and that’s just not realistic. That’s not what players want; they’re not going to wait six years for a new expansion. So, instead, we do what we can and we keep other things on the back burner. We’ve got Paths — this great idea. A dance studio — we’re going to do it some day. Just not yet. We’re saving it for the right time.
It is not quite the smoking gun that I remembered in my head, although perhaps I had a different interview in mind. Or maybe it never existed. Regardless, I still think it is a legitimate question to ask “what exactly changed here?” Are the Blizzard devs less concerned about additional people and faster content leading to less polish? Did Titan getting scrapped free up some additional talent? Or is it simply the case that losing 4.4 million subscribers between October 2010 and today puts things like polish vs actual content into prospective? Given how the status quo a year ago was 8 months without a content patch, I am assuming it’s the latter.
The interesting thing will be to see how “monthly content updates” are integrated with the game overall. Guild Wars 2 has their events every 2 weeks, for example, but I believe GW2 has a much lower emphasis on gear, story, and… well, things one might traditionally associate with RPGs in general. I feel like the dozens of daily quest hubs thing isn’t going to work a second time around for WoW, but neither can Blizzard really afford to hand out gear upgrades mid-tier. Or maybe they will, and simply de-emphasize the sort of full tier/BiS gear game they have crafted all these years.
Either way, WoW is definitely veering off into some uncharted territory here – at least, uncharted for as large an MMO as it still is. I am much more interested in how this particular change with shake out, as opposed to the much more mundane F2P possibility.
Beta Impression: Hearthstone
Yes, I made it into the beta with that ridiculous email and Press™ credentials. It just goes to show you that with hard work and a can-do attitude Camus was right. Embrace the Absurd.
Anyway… Hearthstone!
For those not following along at home, Hearthstone is a free-to-play CCG made by a small team at Blizzard, all of whom likely had an awkward conversation with their bosses as to why they were apparently hiding their goddamn genius game development and UI skills under a bushel.
Indeed, that is exactly the first thing anyone should talk about when it comes to Hearthstone: it has perhaps the best UI in any game ever made. It is both visceral and whimsical, simultaneously. You know that feeling in a pillow fight, about ten seconds in, when you are just wailing on somebody and clearly winning before Jason knocks over the lamp and your mom comes upstairs and makes everyone go to bed? It is kinda exactly like that. Or close enough that I am going to continue using this ungainly metaphor for the rest of the post.
The basic premise of the pillow fight is that each player creates a 30-card deck, limited to 2 copies of an individual card, and then tries to reduce the opposing player from 30 life to zero in a turn-based manner. A few unique gameplay wrinkles show up immediately. First, players have to choose a Hero to represent them, corresponding to one of the original nine classes in World of Warcraft. Each class has their own unique set of cards that cannot be used by the others, although there is a large portion of “neutral” cards that can go into any class’s deck. In addition to the unique pool of class cards, each hero has a “hero power” which is an ability that costs two resources and can be used once each turn. The Paladin hero, for example, can create a 1/1 creature whereas the Warlock can pay 2 Health to draw a card (ala Life Tap).
The second gameplay wrinkle comes from the gameplay flow. Each turn, a player gains another resource point (aka Gems, Crystals, whatever), up to a maximum of 10, with them reseting at the start of each turn. While there are technically “Secret” cards with hidden triggers that can be played, there is otherwise no action possible during an opponent’s turn.
Finally, combat plays out a little differently than you might expect, coming from SolForge or Magic: the Gathering. Summoning Sickness and Haste (i.e. Charge) is all there, but there really is no concept of “blockers”; unless your opponent has a creature with Taunt, you are free to send your units to attack the player or his/her creatures at your leisure, in whatever sequence you choose. While the optimal move is sometimes obvious – sending your 1/1 into that 5/1 – the math becomes exceedingly fuzzy when you start having to compute whether it’s better to just send all the damage to their dome and hope you maintain enough initiative to win the damage race.
Here is an example of some strategery:
It’s turn 7, and the Warlock has a 7/7 mob. On my side, I have a 3/2, a 1/1, and a Young Dragonhawk (1/1 with Windfury, which lets it attack twice per turn). In my hand is Raid Leader (2/2, gives my other creatures +1 Attack), Blessing of Might (gives creature +3 Attack), Lord of the Arena (6/5 mob with Taunt), and Shattered Sun Cleric (3/3 that gives a creature +1/+1 when it comes into play). My moves? Blessing of Might on the Young Dragonhawk, Shattered Sun Cleric also targeting the Young Dragonhawk, and then playing the Raid Leader. Attack the Warlock directly with all my creatures, dealing 6 + 6 + 3 + 1 damage to the dome, bringing him to 8 life with more than lethal damage still on the board.
Why play this way? There are a few reasons I chose to, and a few more that argue for a more conservative approach. Warlocks have a lot of removal by default, including Hellfire that deals 3 damage to everything. As amazing as my 16 damage was the prior turn, a single Hellfire would have wiped my entire board and left the Warlock with a 7/4 creature wailing on me. I could have perhaps played the Lord of the Arena and then Blessing of Might on the Dragonhawk, dealing 12 damage and leaving a sort of Taunt barrier that would survive (and trade) a Hellfire. Or I could have done my big play like last time, and sent the 6/2 Dragonhawk into the 7/7 as its second attack and finishing it off with the 1/1, having dealt a total of 9 damage to the Warlock.
Having actually wrote all this out, it has become apparent that my original play was monstrously dumb. A single Hellfire would have wrecked me, to the point of not being able to recover. At the time, my thought process was that the Warlock had to remove my Dragonhawk or lose the next turn, so he’d send in his 7/7 targeting my 6/2, leaving it as easy picking on my next turn… which would be irrelevant because I’d have lethal damage available anyway. Shit, I was probably just too damn excited to contain myself. “Sixteen damage in one turn! Ka-Pow, right in the kisser!”
While there are moments of high excitement, there are also moments of extreme depression. Hearthstone, like many (most? all?) CCG games, forces one to become intimately acquainted with the Three Sisters: Tempo, Card Advantage, and RNG. Take a look at this screenshot which, days later, still causes me to groan:
My opponent is at 1 HP, and it’s their turn. They send their 3/3 (which makes a 2/1 at death) at my 5/5, and then the 2/2, and then send a 1-damage fireball at my 1/1 creature. Approximately 247 days or five turns later, whichever is worse, the Mage wins. Wins. I never draw a creature with Haste Charge, or any “direct” damage (by Paladin standards), and nothing on my side of board lives long enough to attack. I created a 1/1 each turn only to have it pinged away.
You will have games like this, and it will suck. It is not quite on the same level as being Mana Screwed in Magic, but games possibly grinding to a halt is at least one problem that Scrolls solved beautifully – in Scrolls, you either turn a card into a resource or discard it to draw 2 new cards. With Hearthstone, some heroes like the Paladin have a severe problem with running out of steam. There are technically some Paladin-specific trickery to “solve” this issue – Divine Favor is a 2-cost spell that let’s you draw cards until you have as many as your opponent – but that is heavily dependent on actually having said cards in your collection, and drawing into them at the opportune moments.
Speaking of which…
The Business Side
So where are the Hearthstone F2P hooks? Well… it’s kinda weird. I mean, not really, but it sorta is. Here is how you spend money:
You can buy 5-card booster packs for 100g or at an escalating discount; they come out to be $1.50, $1.43, $1.33, and $1.25 apiece in the various quantities. Entrance into the Arena (which used to be the Forge) is 150g or $1.99. Purchasing boosters for 100g is almost always a waste of precious gold, considering that even if you go 0-3 in the Arena, you will receive a booster pack at a minimum in addition to some other prizes. Supposedly, if you win 7 or more Arena matches, you will make enough gold to purchase another entry. I went 4-3 and came out with 45g and some dust (used to create cards) in addition to the booster, so I technically “paid” a 5g premium for a series of fun games and dust instead of simply having a booster.
What are sources of gold? There are basically two: daily quests and winning matches against people. The “daily quest” is really just a random quest that asks you to win 3 matches, kill 40 creatures, play some games as a specific class, and so on, with a reward of 40g. Winning matches gives you 5g after you win a total of 5, e.g. 1g apiece. I think there might also be a gold award when you level a class up to 20.
So you can sort of see the outline of the F2P hooks. You are not going to be playing in the Arena every day without forking over some serious cash. Being competitive in the Ranked games will require Legendaries and other power cards, which come from random packs. All pretty standard for a CCG, really.
But honestly? Blizzard is pretty much doing everything wrong if their goal was pure F2P exploitation. There are no special classes of booster packs (more expensive versions that have guaranteed rare cards) like in SolForge or the upcoming Hex. You can play the equivalent of Booster drafts using in-game currency. And the biggest jaw-dropper once you think about it? You can manually create any card in the game via the dust. Including Legendaries. Yeah, it takes like 1600 dust to craft a Legendary and your sole source of dust is going to be from activities that involve money (e.g. boosters or Arena), but again, you can substitute in-game currency for the costs. So, eventually, a person that spends $0 can have a full set of all the cards in the game.
Probably around the same time a new set comes out, but hey.
Bottom line: Hearthstone has some legs. In fact, it’s about to have a few more pairs after it chops the current (and upcoming) competition off at the knees. The game is fun, the UI is a feast for the senses, and the few issues I do have with the game can easily be addressed by the end of Beta. This Impression post is already absurdly long, but you can be certain that there will be more to say about Hearthstone in the weeks and months to come.



















Endless Loop of Nonplaying
Aug 30
Posted by Azuriel
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.
Posted in Commentary
1 Comment
Tags: Borderlands 2, DLC, Endless Loop, Primer, Ultimate Vault Hunter Mode