There is an interesting post up over at MMOBro asking whether or not Overwatch is missing the mark. The conclusion Tyler comes to is this:
For what it is, Overwatch is a solid game. The core gameplay is strong, the art is fantastic, and the action is plentiful. But it is an incredibly narrow game. It’s a fantastic experience for those who crave intense, high octane competitive play, but very unwelcoming for everyone else.
Having spent the last week playing Overwatch 2-5 hours a day, I am inclined to agree.
Most of the criticisms brought up by Tyler are legit. While single-player campaigns in games like COD and Battlefield are generally superfluous, they are value propositions and used extensively to sell boxes via commercials. Blizzard appears to be treating Overwatch more like a MOBA in the sense that they are crafting a lore-rich story and intricate characters that have nothing at all to do with the game itself. Or maybe the straight Team Fortress 2 comparison is more apt.
Regardless, it does feel a bit jarring to have all these production values without a production.
Also, it is very much true that Overwatch is not a particularly welcoming game. The average Time-To-Kill varies, but it very often can be “Instantly.” Junkrat and Reaper can often kill 3+ people practically out of nowhere with their Ultimates, which is kind of a big deal in 6v6 matches.
Indeed, the team size is small enough that a skilled veteran can often single-handedly lock down a match by themselves or a complete noob on your side can result in a demoralizing, grinding loss in an otherwise even match. I’m not sure what kind of matchmaking Blizzard had active during the Beta (assuming they had anything at all), but it didn’t seem to be working that well. The fact that the teams stay the same from match to match (there is no team shuffling) just encourages people to bail to try and find a different server with the possibility of a better team, which just increases the queues for everyone.
Having said that… this is technically still beta. One of the criticisms from Tyler was:
That in and of itself is not necessarily a problem, but there’s nothing else to the game. Blizzard has repeatedly shot down the idea of offering any other game modes.
This is not entirely true.
In fact, if there is contrary info out there, I’d like to know where, because Kaplan has said this:
Yes. The version you are playing now is what will go live at launch (there will be some bug fixes etc…). We also have Competitive Play, which was a feature that was live in Closed Beta. We removed it from Open Beta because we received a ton of great feedback on how to improve the system. We had a tough choice. It would have been awesome to have the feature in for Open Beta and Launch. But we felt like we could really improve on some things so we opted to have the feature come out shortly after launch. We’re hoping that our efforts in the Closed Beta to try to get things done quickly and at high quality aren’t lost on our community — but we also never want to sacrifice the quality of the game by putting something live that isn’t up to our standards.
We’re also working on a TON of post-launch features and content. It’s going to be a pretty amazing summer…
Indeed, Overwatch has borrowed Hearthstone’s Brawl mechanic in which there is a weekly mode with “crazy” new rules. This past week it was random hero selection upon death, and the ability to switch heroes disabled. Not only was this a brilliant, relatively stress-free way to experience characters you might feel bad for picking in a normal match, if Hearthstone is any indication, it is also a test-bed for future mechanics.
Just think about how much live data Blizzard could pull from any given match, in terms of whether stacking three Roadhogs was effective given X or Y factors. Seems dumb now, but maybe that very thing will inform a future, more robust AI for bots down the road. Or when the Brawl from before was normal Overwatch but 75% shorter cooldowns.
Far-fetched? You be the judge:
So, in the final before-launch analysis, I conclude that… Overwatch is fun. I wish I was playing it right now. Assuming that Blizzard fixes the matchmaking and horrible DC experiences, it will absolutely become a part of my “I don’t know what to play right now” rotation. You can easily get four matches done in 30 minutes, which starts to make you wonder if Blizzard’s master plan (assuming there is one) is to fill in the holes in WoW’s design with other games. Waiting for dungeon queue? Play some Overwatch. Which is absolutely easier to jump in and out of than Hearthstone or Heroes of the Storm.
However, much in the way that raiding isn’t for everyone, neither is Overwatch. If you are John Q Casual, there isn’t much for you to do (at the moment). The scope of the Battlefield series is such that you could always tag along a squad as a medic or supply guy and generally not be nuisance while rendering material assistance to your team. In Overwatch? You’re a straight liability, even if you are a healer. Especially if you are a healer. Because the better players might assume you’re competent and not pull a healer themselves.
So as I mentioned before, I agree with Tyler. If you’re looking for quick bursts of kinda frustrating, often amusing FPS action, Overwatch is pretty damn good. Just make sure that is what you’re looking for before you throw down $40/$60.
Okay… most of my yes. Concerns:
- Alternate timeline WWI, or is this down and dirty WWI?
- Will default weapons be single-shot/bolt action guns?
- Melee hasn’t really been Battlefield’s strongest suite.
- Going to be real interesting without a minimap. At least, there shouldn’t be one.
- I hope the weird fixation on the biplanes doesn’t mean will still see 40-1 pilots strafing all game.
- There might be some cannibalization via BF4 due to the (presumed) extreme gameplay shift.
I got into the series with Battlefield 2 and that remains my favorite to this day. So without any of the Battlefield 1942 nostalgia, the time period is a bit weird. But I definitely think DICE and crew deserve massive props for going forward with what is otherwise a huge gamble. Yeah, COD is doubling-down on near-future, so a Battlefield 2143 or whatever might have been too much SciFi. But ceding it entirely? That takes some gumption.
So, yeah. This will be an interesting Fall.
My private server escapades were interrupted this past weekend by the Overwatch beta weekend.
Unlike last time, a lot of my internet friends got in as well, so we queued up over the course of about four hours. The results were… interesting.
My first impression was one of queues. I’m not sure if it was the after-effects of the DDoS attacks or if the stress test was actually delivering stress, but queuing into matches with more than one person increased the delay significantly. At one point, our group of 5 had to wait for almost ten full minutes. Was there seriously not a single loose straggler trying to get into a game? Was Blizzard trying to match premades with premades?
Regardless, if there is one thing in particular that can kill games like this, it will be queues.
My second impression is one of… I don’t know. Difficulty? It wasn’t just about facing people who were clearly in the Closed beta portion for months. It was about teams that are not scrambled after each match, meaning if you were steamrolled in the prior one, you will face the same lineup and get steamrolled again. Unless you drop game inbetween matches and then get hit with queues again.
Then there was the Route 66 map, which is one of the worse I have ever played in a shooter. Not only is the map bad, if you get wiped on defense, attackers basically win the game instantly as it takes ages to run all the way back. [Edit: Appears that the payload speed has been decreased by 10% on this map.] In a game where you can be one-shot without much recourse, this sort of thing is bonkers.
Nepal is equally bad, now that I think about it. The game mode here is pseudo King of the Hill, where you have to capture a point by standing in it. But once captured, you continue to get points until the enemy captures it, without having to stand in the area. Which basically means you cap the point, then set up firing lines and spam the capture area with explosions, etc. It’s not impossible to recapture points and win, but the game mode never really feels all that fun. Especially one of the three maps Nepal is divided into, that has the capture point in an open area with zero cover with bottomless pits surrounding it.
So, basically, I had significantly less fun this time around with Overwatch than the previous time. It’s still fun overall, just less so. Considering my options for FPS goodness is squeezing blood from Battlefield 4 or wading into a decade of congealed veterans (CS, TF2, etc), I might end up getting Overwatch anyway. Hopefully at a discount.
Dirty Bomb is an Overwatch-esque* TF2 clone in perpetual Open “we’ll take your money though” Beta. It features fast gunplay, pseudo-Titanfall maneuvering, overpowered abilities, and a large roster of $9.99 characters.
I only became interested in Dirty Bomb after the recent Humble Bundle was offering multiple character unlocks and 50,000 points (enough to unlock another character) in the $1 tier. Now that I have around 10 hours invested, I can perhaps see this game as being a stopgap FPS solution to my Overwatch itch.
There are some interesting things going on in Dirty Bomb. Before heading into a match, you have to lock-in three Mercs – while you will be free to swap between them mid-match, you cannot select any others. Running speed is affected by your currently equipped weapon ala Counter-Strike, so running around with knives out is the best way to get around. There is a limited amount of wall-jumping and various “long-jump” shenanigans.
One of the mechanics I enjoy a lot is the downed state. Basically, when you “die” you really fall to the ground and writhe around until the wave-based respawn timer triggers. While on the ground you can be revived by any character if they spend 5ish seconds holding F down, or instantly by any of the Medic class abilities. The other team can prevent a rez by finishing you off, either by pumping more bullets into your prone form, or landing a melee hit. I enjoy the tension in the choice to finish someone off, as bullets are in short supply (you basically have 2-3 clips unless you have an Ammo guy on your team) and splitting your attention in the middle of a firefight can be deadly. Do you finish that guy off, or try to take out more people and risk a Medic zipping in and instantly reviving him?
There are some shortcomings in Dirty Bomb. First, the game looks like it came out in 2010. While that does ensure that it’s playable on a number of PCs, the lack of production values of almost any kind makes me leery of “investing” in expanding the roster. Not necessarily in the money-sense – if you only play with Missions up (which reset every 3 hours), you can unlock a new Merc every ~10 hours of gameplay – but in the time-sense.
Second, the game feels unbalanced all to hell. Nowhere is this more evident than in the “Execution” mode, which is essentially Dirty Bomb pretending to be Counter-Strike… with a grand total of two maps. With respawns disabled, it becomes very evident that the characters with airstrike and orbital laser bombardment abilities are far and away better than more generic characters, in the sense that they can one-shot most everyone.
Overall though, Dirty Bomb is fine for what it is: a F2P FPS distraction. If you are like me and have zero interest in trying to get into TF2 after nearly a decade of updates and uber-veterans, you could probably do worse. Maybe. Whatever, it’s fun.
* Obviously Dirty Bomb came out before Overwatch, so it’s not technically Overwatch-esque, but you know what I mean.
Game: Fallout 4
Recommended price: $25
Metacritic Score: 84
Completion Time: 22-100+ hours
Buy If You Like: Fallout 3, FPS Skyrim, Post-apocalypse recycling simulators
After 95 hours of gameplay, I have come to one conclusion: Fallout 4 is one of the strangest games I have ever played. It is simultaneously brilliant and baffling; moving the franchise forward and pulling it back again; an unfinished and undocumented disaster packed with the most intricate of details.
Like I said: strange.
The main thing to understand right away about Fallout 4 is that it is almost a direct continuation of Fallout 3 (in terms of feel), and not Fallout: New Vegas. While many people say that New Vegas was the pinnacle of the (3D) series – and that may well be the case – it was also developed by an entirely different design team. Fallout 4 is a Bethesda game, not a Obsidian game, and so it has more in common with Skyrim than anything else.
From a gameplay perspective, Fallout 4 is the best that the series has ever been. The gunplay and FPS elements have been refined to the degree that it is now entirely possible to play the game without using the VATS system at all. Indeed, even when using VATS, time no longer freezes, but simply slows down, always keeping the player in the middle of the action. The addition of Legendary enemies (and their assorted loot) keeps enemy encounters relevant and exciting throughout the entire game. Many of the staple monsters in the game have received a conceptual facelift, such that Feral Ghouls, Deathclaws, and even the Sentry Bot feel both “new” and like they should have been that way all along.
Then there is the crafting. Oh, the crafting. Every single piece of post-apocalyptic debris is now salvageable into crafting components to support the Settlement-building part of the game, or the gun modding. This one “small” change completely shifts one’s exploration perspective, as now suddenly all the empty rooms you might encounter are full of the priceless treasures that are typewriters, office fans, and aluminum cans. Indeed, this might almost work too well, as it is easy to get distracted with salvaging these things rather than seeking out other, more hidden loot.
By the way, let me just say that Bethesda seriously nailed the ambiance and setting in general. Boston felt like a real (ruined) city, and not just a series of loading screens and skyboxes. Even the surrounding cities and suburbs felt like actual towns. Putting aside their gameplay elements, the addition of Settlements really went a long way in making the wasteland feel populated by real people, rather than simply being trash heaps from which raiders and enemies spawn.
That said… a lot of the rest of the game just feels off.
The Lockpicking and Hacking minigames are back, directly lifted from their original incarnations, unexplained in any real way in-game. Speaking of unexplained, the Settlement system has one of the worst UIs I have ever seen in a videogame. The Perk system overhaul is similarly ugly as sin, giving the illusion of depth but none of the functionality. Perhaps the Skill point system wasn’t all that much better, but at least each level felt like it had tangible progress towards a goal.
The voice-acting is extremely good, but the dialog itself (and the choices given) all seem rather bad. Indeed, this was the first Fallout game I have played in which the main story quest felt inconsequential, incomplete. Several times I had to look up what the main quest even was, as the “find your son” narrative receded into the background radiation of the wasteland.
All told, I played Fallout 4 for 95 hours and still ended up skipping a tremendous amount of the game. In all that time, I never got around to doing any quests for the Brotherhood of Steel, or visiting Salem, or even really poking around the bottom-right part of the map. There is so much more that can be done… and I’m unlikely to muster the drive to see it through. Does this indicate the game is deficient in some (many) ways? Perhaps. On the other hand, what right do I really have to complain about a game that generated 95 hours of entertainment?
The bottom line is that Fallout 4 is a game worth playing, whether you are a fan of the series or if this is your first Fallout title. I don’t think Fallout 4 is possible to become anyone’s favorite game, but there is more here than in 99% of the other games you could be playing.
I managed to get into the Overwatch beta stress test this past weekend, and ended up logging a dozen or so hours with the game. Did I have fun with the game? Absolutely, yes. Am I still concerned with the game’s longevity and overall direction? Sadly, also yes.
Matches in Overwatch are generally over quick. In fact, here is one with me playing Pharah:
That’s five minutes from start to finish. Respawn timers are 10 seconds. There were a few matches that went for 10-15 minutes, but for the most part, the only downtime you’ll experience in this game are either in-between matches or running back from the spawn room to the fight. Time-to-Kill generally depends on the character, but you can be one-shot or otherwise die within 1 second depending on what goes on. Fighting is almost always quick, manic action from start to finish.
One thing that I’ve enjoyed more than I thought I would are the MOBA-ish elements. There are four archetypes – Offense, Defense, Tank, Support – and each character generally has two abilities with cooldowns and an Ultimate ability that charges from damage. I also like how the character select screen will warn your team if it is missing the expected balance, e.g. no Support characters, no “builders,” and so on. Sometimes you can ignore the warnings depending on the maps, but for the most part it is accurate; without a Tank, it’s tough to push capture points and otherwise stop enemy advances.
(Incidentally, my feelings on the TF2 vs Overwatch matter haven’t changed from a year ago.)
That brings me to my first issue, actually. I kinda feel like the competitive scene of this game will be a joke, and there really isn’t anything Blizzard will be able to do about it. Such a conclusion was driven home to me rather forcibly in one of the most absurdly bad matches I have ever played, perhaps in any videogame:
The enemy team was Attacking in Hanamura, which meant they needed to capture Point A in King of the Hill fashion, then Point B to win the match. As you can see above, the enemy team consisted of three D.Va characters and a Winston (all four of which are Tanks), and Lucio, who is an passive AoE healer with an Ultimate that puts a huge shield around every friendly nearby. That they also had a Pharah is immaterial.
The short version of this match is that all the Tanks, whom all have the ability to jump/fly past barriers by the way, just rushed Point A and sat on it. I hesitate to say that such an attack is impossible to defend against, but I honestly have no idea how you’re supposed to within the time you are given. Your balanced team is just going to get murdered, and by the time you respawn, Point A will already have been taken.
Even if Blizzard made it so that only one person can be a certain character, there are enough Tanks to reproduce this strategy. And it’s not even a particularly risky strategy when Attacking. I’ll talk about the overpowered D.Va in a moment, but the only way I can imagine beating this would be to have Defense consist of 3-4 Junkrats just spamming the capture point with grenades. And even that might not be enough.
In this context, what is the Pro Scene going to consist of? Maybe Blizzard doesn’t particular care about the Pro Scene. In which case, I’d be nervous about “investing” in this game in the long-term.
As I said before, I have had fun with Overwatch. I kinda want to be playing it right now, actually. But at the end of each match, there is a lingering worry that this is just another Titanfall. In other words, it’s a game you’ll have fun playing for a week, and then never play it again. Which, admittedly, is how most games you buy end up. But when I look back at Battlefield 2/3/4, I see shooters that I had fun playing over months and even years. It would take some really crazy good progression system from Blizzard to engender a similar feeling of “investment,” and I just don’t see how that would be possible given the switch of Overwatch to the B2P model. Cosmetic unlocks could be a thing, but I doubt alternate guns will factor in, and unlocking new characters is totally off the table.
I am not quite sure how much more tweaking Blizzard plans to do with the characters, but some are crazy OP and others are just downright awful.
The Tank character D.Va is one of my favorites, and absolutely belongs to the former category. Her default Mech mode features dual-shotgun cannons that fire quickly and never need reloaded; her L-Shift ability lets her fly around for 3 seconds, reaching high ledges or just escaping; her E ability negates all incoming projectiles in a cone in front of her, including many Ultimate abilities. And D.Va’s Ultimate? She primes her Mech to self-destruct, which is instant death to all enemies (and herself) in an entirely way too large area. When “killed” in Mech form, D.Va bails out and runs around with a legitimately respectable gun but no other abilities. If she racks up enough damage, she’ll prime her other Ultimate, which is summoning another Mech to pilot. If you use the self-destruct Ultimate and it kills 1-2 people (not hard to do), that will be enough to allow D.Va to hop into another Mech right away.
Like I said, crazy OP.
An example of the opposite is Symettra, who is classified as Support and also technically a Builder. She “supports” by press E on teammates once and giving them a recharging shield. Which is okay, I guess, but that’s the extent of your healing support; if you see a teammate going down and you already gave them a shield earlier, there is zero you can do to assist them. Symettra can create up to 6 little laser turrets which deal damage and slow enemies, but unless you spam a bunch of them in one area, they are easily destroyed and do next to nothing. Finally, her Ultimate is creating a Teleporter. Which, while useful, isn’t likely to swing matches given how quickly they end.
The injury to the insult of Symettra’s abilities though is her weak-ass attacks. Left-click is a super-short range auto-target beam that deals more damage the longer it fires. Good luck surviving that long as a goddamn Support character at short range. Right-click is a less than useless charged-up, lethargic orb of energy that crawls across the map. I don’t know how much damage it deals, and I kinda doubt anyone does, as it’s unlikely anybody has ever actually been hit by it.
The rest of the characters are a mixed bag. I enjoy Pharah, but her Ultimate is almost always a waste of time as it makes you a huge, bullet-attracting beacon in the sky. Some of the Tanks are weird, because they’re terrible by themselves but way better “support tanks.” For example, Zarya couldn’t hold a point to save her life even with healer backup, but Zarya + Reinhardt/Roadhog is almost good enough of a combo to not need a healer at all. Winston’s sole function in life seems to be an anti-Reinhardt (the electricity gun goes through Reinhardt’s shield), as he will easily die to any other Tank 1v1.
I’m not going to go through every character – there are 21 of them, after all – but I do appreciate exactly how different each one of them end up being. If you can’t find a character that matches your play-style, then you probably just don’t like FPS games. Honestly, it’s actually to the point where I have to wonder what other characters Blizzard could really add in the presumed expansions.
Overwatch is fun. Is it $60 fun? Not right now. We’ll see what Blizzard adds, but it’s possible nothing will make Overwatch more than just another Titanfall.
Considering I was pretty down on Dragon Age: Inquisition at first, I feel like it is only fair to state how I have been pretty obsessively playing it for the last week or so. By the time this post goes Live, I will likely have past the 40 hour mark. There are some rather annoying design decisions that will be examined in my final review, but for the most part I am very pleased. The plot has picked up significantly, and I am enjoying my time – this is what I remembered being good about Dragon Age: Origins.
In the off-chance you were wondering about how I handled the FPS thing, the short version is I overclocked my i5 2500K processor from the stock 3.3Ghz to 4.2Ghz. It’s actually pretty goofy that I never even tried to do that before, as bumping it from 3.3 to 4.0 appears to be the safest thing in the world; it is only past 4.2 or so that you might need to mess with voltages.
The process I followed was updating BIOS, booting BIOS, clicking Advanced tab, clicking AI tab, clicking manual, and then typing 40 (later 42) and saving. That’s it. My rig was custom built with water cooling already installed, so heat was not that big a deal. I mean, it went from the usual ~30°C to ~60°C under load, but that’s well within acceptable temperatures.
I later tried to overclock my 560ti graphics card using some values I saw on the internet, but after my computer crashed to desktop, I figured the 5-8 FPS I got from the processor overclock was enough. Well, that and I downgraded everything to Medium settings… which is likely where the bulk of my gains were realized. I have since increased Meshes back to High despite the 10 FPS hit for the sake of Scout Harding’s cute freckles. And Varric’s chest hair.Hey, don’t knock it till you play it.
When we last left Firefall, it was in the beta and I was labeling it “Firefail” in a moment of supreme cleverness. Basically, an early tutorial quest that required me to pick up a handgun wouldn’t complete, and a later re-attempt at playing the beta found me unable to download the final 0.04 MB of the file.
This time around, everything worked and I have spent ~13 hours across last week getting a feel for the game.
Firefall is a F2P 3rd-person shooter MMO, vaguely reminiscent of Mass Effect + Borderlands. You play as an ARES pilot, a sort of mercenary with the ability to swap in and out of battleframes, which are themselves the equivalent of classes. Different battleframes have different abilities and primary weapons, and each battleframe levels up independently of each other. At certain levels, you unlock Perks which can (usually) then be applied to your character no matter the battleframe you are wearing.
There are story quests of sorts you can follow in Firefall, although the main thrust of the game has more to do with random, open-world questing than normal MMOs. For example, a 15-minute story quest and a 2-minute quest to repair a generic Thumper generally give the same amount of XP.
The open-world part of questing is emphasized by the literal open-world: aside from needing to click on towers to push back the “Melding” – and the level-based mobs, a huge change from the early beta – you can generally run anywhere. And the world is absolutely HUGE in this game. Huge and vertical, even. Considering every battleframe has a jetpack (of differing quality), this lends itself quite nicely to exploring.
As always, there are downsides. Although the world is huge, it also feels relatively empty. Part of this is literal emptiness, but part of this also comes from the vast distances between quests and the cash shop-based restrictions to moving around. For example, you can purchase a cash shop vehicle right away, or wait until level 25 to get one with a cooldown. Technically you can craft 1-time use transportation solutions (Gliders) too, but it’s generally easier to just turn on auto-run inbetween waypoints as you browse Reddit on your phone.
I like how you have one character that swaps battleframes rather than a stable of alts, but in practice everything ends up feeling more restrictive than less. If you’re playing Assault, I hope you enjoy your grenade launcher primary, because that’s the same weapon you’ll be using forever. If you swap to Engineer for a change of pace after 12 levels, suddenly you’re going to need to hoof it back to the starting zone and kill level 2 mobs again, assuming you even have low-level weapons to use. Since the story missions aren’t particularly rewarding, the end result is you repairing Thumpers 200 times just to get back to where you were in the first place.
The shooty bits are fun for fans of shooty bits, but… it’s hard to describe, but there’s some essential element missing. “Substance” is the best word I can use to describe it – you feel like you are shooting at ghosts all the time. There is technically collision, mind you, it’s just that the enemies never feel like they belong anywhere or behave particularly rationally. On some of the random missions you will walk into a room that is filled with 30+ enemies and get mowed down without understanding why the room had 30+ dudes in it. Was it intentional? A bug? Was it actually a hidden group quest? I actually survived that cave, but mainly by abusing the poor AI rather than any sort of fancy shooting on my part.
Overall, I don’t anticipate playing Firefall for much longer. The game is F2P and it does seem like you could get a lot of gameplay in legitimately without feeling too much like a 2nd-rate citizen. Hitting level 40 (the cap) supposedly gives you the ability to purchase one of the 10 cash shop classes, although you can technically get them off the AH for in-game currency as well. That said, it’s hard to imagine hitting the cap and playing the same routine missions again and again, this time with a different primary gun.
So… Firefall. Certainly not the worst F2P game I have ever played, but there are better options.
After gorging myself on Titanfall for the past few days, I just wanted to re-affirm my impressions from earlier.
Essentially, Titanfall is the quintessential wirehead game: an absolute orgy of sensory experiences surrounding a hungry engine of time destruction. Respawns take less than five seconds. Time-to-Kill is better measured in mouse clicks. The game is so frantic and fast-paced that the 90 seconds inbetween matches feels like an eternity. This is the sort of game where nobody would have time to type “GOGOGO” if there were even a chat interface in-game, which there isn’t. There’s one in the lobby, but it’s sole function seems to be pre-game prognosticating (“Lame, they have two G6 players. GG”) and post-game trash talking/ragequits. There is also voice chat, but it too seems superfluous – what sort of coordination is possible or even necessary when your foes could be cloaked and across the map in 15 seconds or less?
I have never owned a Call of Duty or Medal of Honor game, so this could all be old news for some of you. I cut my teeth on Counter-Strike and Halo and Battlefield 2 which, at least back in the day, seemed to take a bit longer.
What is somewhat sad is my motivation for playing the game. Essentially, I’m playing it as a PlanetSide 2 substitute. They aren’t really comparable games at all, but sometimes you just want to shoot people in the face, sci-fi style. PlanetSide 2 was failing on the “people to shoot” front, and there is every indication that it’s eternal beta is catching up with it. Specifically, either it’s hemorrhaging players or hemorrhaging paying customers (or both). Anything less than a 24v24 hex is a waste of time, and even the few freebie kills from the spawn room of hopeless defenses is losing its luster.
And by the way, can I just reiterate how asinine faction-specific game experiences can be? I chose VS more than a year ago and have almost all of my unlocks and such spent on that character. There is not a single moment in which I have not regret that choice. I have infinite more fun on my TR and NC alts based solely on their faction-specific missile launchers. Infinite! About the only redeeming factor for VS is the Lasher (which is garbage 98% of the time) and the fact that the Scythe fighter jet thing doesn’t have bars across the cockpit windows. That’s it. A single TR or NC dude with a rocket launcher is a threat; a single VS dude with a missile launcher is a threat 10 minutes from now.
I brought up the Titanfall vs PlanetSide 2 comparison for another reason: I’m realizing the inherent imbalance of level-based unlocks. In Ps2, you are given a menu to select upgrades from. In Titanfall, you unlock things at certain levels, or occasionally based on achievements. I recently unlocked Satchel charges, for example, and it is better than grenades by a factor of a little over 9000. Most upgrades are technically sidegrades-with-downsides, but usually you’ll find that you can more than compensate for the trade-off. What you can’t really compensate for is that your guns or whatever can/will be weaker than those who played longer.
In any case, the one thing Titanfall absolutely must fix (and soon) is it’s utterly repulsive and/or non-existent matchmaking system. There is a “beta” version out there for Attrition and Hardpoint modes, but I cannot begin to imagine what that is supposed to mean in any context. Is it really that difficult to not have matches like this:
Those special symbols are sorta like the Mass Effect 3 multiplayer tags, e.g. it denotes a player who hit level 50 and reset their progress to level 1. After “Generation 2” it also requires you to earn 4-5 special achievements in order to unlock the, ahem, next generation. It’s not fucking titan science to, you know, spread those guys around. Hell, I don’t even care if the G5 player is a skill-less noob somehow (pretty difficult to imagine), it’s just goddamn demoralizing heading into a 6v6 match of any kind looking down that sort of barrel. Give us the G5 and G2 and let them keep the G4 and G3. Bam! Balance! What’s worse is that you’re stuck in the same lobby of people from match to match unless you specifically leave, which tends to cement the winning teams harder and harder.
Anyway: Titanfall. Shooty-shooty, explosions, instant-kill jump kicks, wall-running. I spacebar through the 5-second kill cams so I can perma-sprint into the adrenalin high faster.
In an effort to both delay poor decision-making and assuage the pain of not having purchased Titanfall for $48 via GMG, I decided to download and play Hawken this weekend. Apparently the game is still in open beta (since December 2012), even though I could have sworn it had been released already, but whatever.
Hawken is a F2P F2Download FPS mech PvP game. Considering it too has a 6v6 player limit, there are a lot of amusing parallels to Titanfall, actually. The mech combat feels legitimately like you are inside a mech – it takes time to get momentum going when moving, your turning speed is slow, and so on. That being said, your maneuverability is actually pretty good with the assistance of thrusters, allowing you limited ability to fly through the air, do quick dodges, and do a 180-spin. Some mechs have larger (regenerating) fuel reserves than others, and there are lighter mechs that can perform all sorts of mid-air acrobatics.
The shooting feels pretty good and the TTK (Time To Kill) seems reasonable; you frequently have enough time to register you are taking damage and get to cover without dropping past 50%. All mechs can repair themselves, but it leaves you insanely vulnerable for up to 10+ seconds, the first few of which do not repair you at all. There are a few other ways to get some repair action going (defeated mechs drop health orb things), but I actually like how “sticky” damage ends up being; the prevalence of cover-based firing plus regenerating HP in FPS games has led to an over-reliance of ultra-short TTK, in my opinion. In other words, in Hawken you can dance around cover taking potshots at enemies, but eventually you’ll have to give them the opportunity to rush your position.
Out of the very few games modes Hawken has, the most unique is probably Siege. Basically, each side attempts to gather power resources from either power stations or stealing it from downed mechs, and then deposit it back at their base. Once enough has been gathered, a capital ship appears and starts slowly flying towards the enemy base. At this point, the main goal is “capping” the AA turret in the middle of the map, as it will quickly destroy an opposing ship. If the ship gets within range of the enemy base, it will start damaging it, and your side wins when the base HP goes to zero. If both sides summon a capital ship, they will duke it out in the skies above.
Most interestingly though, your own mechs can fire at the capital ship and deal damage. There are exposed turrets that can be destroyed to significantly reduce the offensive power of a ship, and with enough time even a single mech can whittle the rest of the ship’s hull down with concentrated fire at the engines. All of which introduce neat little dilemmas throughout the battle: do you focus on gaining power, or slowing the enemy’s power gains? Do you bunker down on the AA and hope someone else on your team caps power? Do you assault the AA or do you spend time shooting the capital ships from the ground?
Having said all that, the main concern with these sorts of game are the progression/reward system. And it’s here that I feel Hawken flounders a bit.
Pretty much every single thing is an unlock you purchase with Hawken Credits (HC) or with the RMT Meteor Credits (MC). While you start off with a rather large sum of HC, each subsequent battle adds maybe +250 HC at the top end. Sometimes you get as little as 70 HC. Other mech chassis start at 3800 HC and go up to 12,000+ HC. While it is tempting to not spend any HC until you hit that first tier of new mechs, you forgo equipable items and passive abilities (costing anywhere from 300 to 3500 HC apiece) in the process, making you that much weaker for longer. And by the way, each equipment unlock is specific for that mech. Spend 3k MC on regenerating armor on one mech, and you’ll have to spend another 3k to unlock the same item elsewhere.
Is there any P2W? Strictly speaking: no. However, Hawken absolutely features strictly-better upgrades and arguably strictly-better mech types such that you can easily get creamed by more advanced players (who might have spent money to get there). At the most basic level, for example, items have one charge per respawn; their Mk III versions allows three charges per respawn. Thus, even though we might be able to say that grenades or EMP blasts or whatever is balanced, having access to them as essentially a spammable ability (cooldown aside) is not at all balanced in comparison to someone with just a single charge.
Overall, the game is decent enough for a 3.5gb F2Download title. There aren’t a whole lot of maps (7-8ish) or game modes (5) or even opponents (6v6), but the action nevertheless feels quick, responsive, and generally cool as a mech pilot blowing shit up. Hell, each mech’s ability to hover and dodge and boost forward almost made it feel like Titanfall for like a whole second there. Not the fairest of comparisons, of course, but there it is.