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The Stealth Dilemma
As I mentioned last week, I have started playing Kingdoms of Amalur. At one point during the tutorial, the game showcased the ability to perform stealth kills.
So, now I have a dilemma. Do I actually trust the designers to have gone all the way?
Stealth is always a risky game design concept. By its very nature, stealth avoids traditional combat; yet unless a game is stealth-centric – such as Tenchu, Metal Gear Solid, etc – it must feature traditional combat robust enough to satisfy a more action-oriented playstyle. The more robust the traditional combat is though, the more powerful stealth itself becomes. Indeed, as players become stronger and enemies increase in deadliness, stealth can pass a certain threshold of absurdness that makes any other strategy seem poor in comparison.
Few mixed-gameplay games handle stealth well, and even fewer take stealth “all the way.” When I started up Dragon Age: Origins for the first time, I chose to make a dwarf rogue. My thought process at the time was that I always wanted access to lockpicking and trap detection, but the thought of those sneak attack criticals also appealed to the tactical gamer in me.
As it turns out, playing a rogue in DA:O was a pain in the ass. While you can scout out rooms and such, the nature of these sort of games (and most games, actually) is that ambushes are controlled by invisible programming triggers, such as “enter this room.” Sometimes this let me pull some counter-ambush maneuvers, such as flooding a room I knew to be occupied by hidden enemies with fireballs and poison gas. Other times, my rogue was made visible automatically by mini-boss or cut-scene decree. While I could still occasionally score sneak attacks in combat, doing so basically removed my main character from the battle until she could slowly move into position while the rest of the party got battered.
There are only two games in recent memory that I feel handled stealth well. The first is Dishonored. While it is true that the game is stealth-centric and thus shouldn’t really “count,” I was nevertheless impressed by the designers’ gumption to take the stealth mechanics all the way, i.e. even usable on the last boss. Unfortunately, killing the final boss with a single shot also felt horribly dumb, all things considered; it should not have been easier taking out the last boss than the very first enemy you encountered. The opposite wherein bosses are immune to stealth isn’t much fun either, as Deus Ex: Human Revolution demonstrated.
The second game that I felt supported stealth all the way was Skyrim. While I am not entirely sure if you could actually stealth around the last boss (such as it is), there was a talent at the end of the Sneak tree that allowed you to temporarily cloak long enough to activate your heightened Sneak Attack critical multipliers for an attack or two. Like with Dishonored, it felt sort of cheesy, but I had been two-shotting sleeping dragons with my bow for hours beforehand, so I already knew the absurd stealth line had been crossed.
Now that I think about it, Fallout 3 and Fallout: New Vegas also supported stealth gameplay all the way. Indeed, sometimes I feel like my playthroughs would have been 20-30 hours shorter, had I not been crouch-crawling through most of the game.
And so now I am left with the Amalur decision. As I level, shall I invest in stealth-based skills and abilities in the hopes they won’t be made irrelevant by boss battles and dungeon design? Or should I ignore the fig-leaf stealth design and instead focus on more mundane, useful abilities that I can actually utilize against 100% of the enemies I face, including the final boss? Or perhaps I should trust in my moment-to-moment stealth gameplay joys, having what fun I can in whatever percentage of the game allows me to stealth through?
It remains a dilemma either way. Many people celebrate having these sort of choices in their videogames, but choice requires trust in designers that one’s choices will actually be meaningful, and most importantly: balanced. When it comes stealth, as fun as it is, sometimes it is not worth letting the player have his or her way.
Unfortunate Obsolescence
It occurs to me that we – or more specifically, I – have well and truly crossed the barrier beyond which old, amazing games go to die, unplayed and forgotten.
For example, today you can buy Star Wars: Jedi Knight: Dark Forces II on Steam for $1.24. I have heard many, many great things about this game over the years (and it indeed has a 91 Metacritic score), but I never got around to experiencing it. And so when I saw it up for 75% off, I decided to take a look at the game’s page. What I saw was this:
I just couldn’t do it. Whatever it was that this game could have added to my life experience is gone forever.
Of course, this is not just Dark Force II’s problem. Have you tried booting up Planescape: Torment lately? I wrote an awful, awful review of the game back during the height of my JRPG fandom phase a decade ago, and have always wanted to return to give the game its proper dues. But that is unlikely to ever happen. I tried, I seriously tried. Planescape always had a super zoomed-in camera compared to the Baldur’s Gate titles, and combined with the 640×480 max resolution was simply too much. I could not bring myself to get out of the morgue, the technical/compatibility issues notwithstanding.
To bastardize a phrase: the flesh is willing, but the spirit is weak.
Who though, in all honesty, is going to go back and play Fallout 1 & 2 after being introduced to the franchise via 3 or New Vegas? There are hundreds of classic games like this. Certain ones, like Chrono Trigger and the like, can survive rerelease after rerelease without changes. But these others? Not going to happen. I talked about the haunting legacy of Deus Ex in regards to its modern-day prequel, but who is going to play the original if they have not already? I understand there are mods that do amazing things to the visuals, but that presupposes a desire to go through the trouble to begin with.
Indeed, I feel the entire gaming industry is entering a bizarre new landscape with the advent of the App/Indie/F2P Age. I wrote over 60 RPG reviews back in the day, and every single one of them had a Replayability score. Now? Who cares about replayability? Story choice is fantastic, but the typical likelihood of my actually going back through New Game+ or its equivalent is somewhere between zero and no way in hell. I’m not looking for something to kill my time anymore – time is the one precious thing I ain’t got anymore. Any game that wants another roll in the hay is competing against an entire library of unplayed Steam titles, indie or no.
And that, sadly, also goes for older titles regardless of their presumed timelessness. So when I see people complain about, say, Syndicate looking like this instead of this, well… that latter game is dead and gone. I just went through an Eeyore routine with Deus Ex: Human Revolution, sure, but I would rather some remnant exist in a modern form than nothing at all.
Paradox of Voice Acting
It’s fascinating to me reading this Kotaku article about how BioShock Infinite’s Actors Berated Each Other to the Point of Tears to Get the Scene. Although I would agree with some critics that Bioshock 1 was worlds better than Bioshock 2, I was already pretty excited about Bioshock Infinite from its first trailer (assuming I can actually play it on my PC). Seeing the lengths (depths?) the voice actors go through to paint a scene makes me want it more.
But then… how important is good voice acting to begin with?
Games have had voice acting for decades now, and I am not entirely sure I can even remember particularly good performances. Sure, bad voice acting tends to stand out, if only because it pulls us out of the narrative flow. But is that not the paradox of good or even amazing voice acting? The better the voice acting is, the less we remember it. This lies is stark contrast to amazing soundtracks which you tend to vividly recall.
Perhaps this is some sort of physiological thing insofar as in these games we are not concentrating on how well the actor sounds, but rather what sort of information they are conveying – we remember the words, the story, the way the narrative makes us feel, but we lose their voice in the process. And maybe that in itself, the ability of spoken words to immerse you in the narrative instead of jarring you out of it, is the mark of quality acting. That just seems… cosmically tragic, as opposed to how other forms of art usually work.
Honestly, I am trying to remember any of the voice acting in games I have played.
- “War… war never changes.” Fallout narrator.
- “James!” The wife of the protagonist of Silent Hill 2, but mainly for that one specific (but hidden) exclamation.
- Thrall and Aggra during the Call of the World-Shaman questline. The dialog is pretty bad (aside from Thrall’s Fire speech clips), but the emotion got through. In fact, Thrall’s voice acting and dialog during the Flame segment is the best I have heard in WoW and many other games.
- Well, I thought King Terenas’ acting was rather brilliant in WotLK’s intro and ending segments.
I am starting to wonder if I remember WoW’s actors more simply due to repetition than quality (although they have it too in the above examples); the Fallout narrator is the same from all the Fallouts, and each time he says that catchphrase. In any case do you typically remember quality voice acting in the games you play? Do you have favorites?





Currently Playing
Sep 25
Posted by Azuriel
I am normally a gamer that dislikes playing more than one game at a time. For some reason, I have been all over the place lately.
Shining in the Darkness
It have been 15-20 years since I played this game, and I still have most of the first dungeon level memorized. Funny thing is that I made the exact same mistake I did when I played the game the first time as I did this time around: the king gives you 200g to buy some equipment, and I ended up buying a bronze dagger for 100g that I already had equipped. Considering you spend levels 1-4 running around within the first 20 feet of the dungeon entrance killing slimes for 2g apiece, it was a costly mistake. And “Holy eight max inventory slots that count your equipped gear, Batman!” I haven’t busted out the graph paper yet, but I know the 2nd dungeon level has trap doors that drop into lower level coming up.
The Witcher
Played through the prologue, and just spent some time in the first Inn hustling the fist-fighters out of almost 100
goldorens. It makes me wonder though, whether the game designers put those fist fights in there as a way of rewarding “expert” gamers, or if you are intended to quintuple your starting wealth in order to succeed. Game is alright so far, but I sort of hope the combat system gets a little deeper than the truncated Action RPG/DDR simulator is feels like at the moment. I mean, I was seriously expecting a Block or Dodge button to be necessary, but so far all I see is a “double-tap WASD to do practically nothing” prompt. Really digging thesteammagic-punk setting though.As an aside, my first glance at the sort of leveling up/skill tree system in Witcher made my eyes glaze over. People talk about Blizzard dumbing down WoW’s talent trees and combat ratings and such, but this is why. No doubt it will become second nature by the end, but my first impression of that unintuitive mess of an interface is not good.
Far Cry
Far Cry 2 was the first review I posted on this site, so I figured I may as well try out the first game when the Steam deal came around. I knew ahead of time that it was nothing like its sequel, but wow, it’s nothing like its sequel. If difficulty is based on the number of times I have been killed, Far Cry is thus far a really difficult game. That being said, this “difficulty” feels more like the sort of trial-and-error LIMBO/Out of this World style rather than challenging per se.
For example, there is a stealth meter, but I don’t actually get the impression that it is a stealth game – a serious design issue I have with a LOT of FPS titles that pretend stealth elements can just be plopped down into any game. When I think about stealth games, I think about Tenchu and Metal Gear Solid and Assassin’s Creed. You know, games that A) dissuade straight-up combat by making it difficult, B) have enemies with relatively predictable pathing, C) have ways of silently killing foes, and D) aren’t first-person / giving you some way of knowing how stealthed you are. Maybe this is a personal problem I have with FPS games, insofar as I expect to bring my mad Counter-Strike skillz to a game that wants you to sneak into that merc camp instead of killing them all (and getting killed through an opaque screen wall that the AI can magically see through).
Fallout: New Vegas – Lonesome Road DLC
I ended up caving and buying this DLC right away for the full $9.99 price because, much like LIMBO and Bastion, I could not get them out of my head despite having other games to play until they went on a Steam sale. So far, the environments are amazing in that “this is why I play Fallout” sort of ways. I do have two “gamey” issues that sort of break the immersion though. First, one of the gating mechanisms is how you have to detonate nuclear warheads to clear paths of debris. That’s fine… except when you detonate nuclear warheads next to buildings to just clear out some wooden pallets. It’s Fallout, so I’m not expecting destructible buildings in a game where looking at your Pip-Boy freezes time. But… they’re goddamn nuclear warheads.
The other gamey issue is the signature weapon, the Red Glare, which is a sort of rocket-launching minigun. The weapon is actually fine, it’s the rockets. I’m playing in Hardcore mode, so each rocket weighs 0.25 lbs. As you may know, you can break down a lot of the ammo in the game for parts to create better versions – breaking down 2 rockets for parts to create a High-Explosive rocket, for example. When you break down a rocket though, you get a Cherry Bomb, a 0.50 mm primer, and a Conductor. A Conductor in Fallout: New Vegas weighs 5 lbs. So, yes, each 0.25 lbs rocket breaks down into a 5 lbs Conductor. It’s gamey and should be trivial, but the little things are sometimes the worse offenders.
That aside…
I forgive you, Fallout. I forgive you *forever*.
I haven’t taken this many screenshots-that-will-be-desktop-backgrounds since the original Fallout 3 and Point Lookout DLC.
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Tags: Currently Playing, Fallout, Far Cry, Shining in the Darkness, Witcher