Blog Archives

Survival Survival: The Forest

Short version: Survival Horror, with more of an emphasis on Survival.

forest_1

Really nailed down the forest bit.

Right from the start, I just have to say that the Forest is one of the most visually impressive games I have played, and it’s still in Alpha. Specifically, I played Alpha version 0.52

The game starts with you on an airplane with your son. The plane crashes on an island, you see a dude in red paint and loincloth take your son away, and… action. Loot some airplane food for sustenance, grab the emergency hand axe from the body of a flight attendant, and you are in the middle of the forest. Good luck.

While The Forest initially plays out like your standard Survival game, it diverges in interesting ways. For example, most Survival games limit the amount of items you can pick up either by weight, or fitting into grid, or something like that. In this game, you are limited by type. For example, you can only carry 8 sticks… but can also carry 8 rocks, 20+ arrows, a half dozen medicinal herbs, four melee weapons, a few bombs, a bunch of animal skins, and so on.

forest_rainbow

Sometimes you gotta stop and smell the storage containers.

The other interesting bit comes in the form of logs. Logs are the basic building component for pretty much any structure, but they are much too large to carry around in your inventory. So… you carry them on your shoulders, one at a time. You can craft a “Log Sled” pretty easily, which allows you to store and easily move up to 8 logs, but the physicality of it all adds an unexpectedly potent bit of immersion.

Also, dude must be ripped and/or a lumberjack.

The main hostile force in the game are the cannibals. While I have not spent a whole lot of time testing things, the cannibals are absolutely not the sort of mindless enemy that traditional Survival games utilize. Sometimes they rush at you and attack. Sometimes they rush forward and stop when you don’t make some move to retaliate or run away. Sometimes they just get on their knees and worship you a bit.

As time goes on – and as you destroy the forest around you building tree houses – the cannibals get more hostile. And that’s when you start building traps, walls, and stocking up on armor made of lizard skin and leaves. Or perhaps you chop the cannibal corpses into pieces, and construct a burning effigy to establish your dominance.

It was around hour 10 when I descended into a cannibal cave, confident I had enough supplies and arrows to face what was down there. That’s when I saw it, while I was dangling off the end of 50 feet of rope:

forest_nope1

Nope, nope, nope.

That’s enough Forest for me, for now. I’ll… yeah, I’ll wait for Beta. Or release.

Or the heat death of the universe.

Edit:

Since that last screenshot is too dark, here is what the creature looks like via an in-game photograph:

theforest_legs

…yeah…

Can’t quite tell if it is supposed to be two women fused together, or three. Probably three.

Dirtbound

In Starbound, I have officially surpassed the number of hours I spent playing Terraria. And I am more convinced than ever that Terraria is the superior game.

Simply put, Starbound is a game of multitude of systems that have zero synergies with each other. Dig dirt, mine for ore, create armor, and so on. Pretty basic stuff, right? Not really. The actual crafting mechanics in Starbound are terrible, as are 99% of the items you can craft. Your “tier 1” armor is made from iron and woven fabric (made from plant material), but tier 2 is made from tungsten and cotton wool. Not only does this skip Copper, Silver, and Gold ores, but I’ve been playing 20+ hours since the 1.0 release and have encountered a grand total of three (3) cotton plants.

I can understand if the cotton bottleneck was intentional. But it’s not: the interplanetary gas station sells every fabric type other than cotton.

Starbound_GasStation.jpg

Bold move, Cotton, let’s see if it works out for them.

You can’t explain that.

Indeed, it seems like the devs simply abandoned any attempt to structure progression in the face of a billion procedurally generated worlds (filled the same three enemy attack types). Matter Manipulator modules are a sort of upgrade currency that can be found in nearly every box, everywhere. So are the tech cards, which unlock double-jumping and the Metroid-esque ball rolling. Getting those upgrades early kinda sorta maybe trivializes a lot of the content that comes later. And it’s not as though you get more of them in more dangerous areas – the algorithm basically puts one in 25% of all containers.

Then there is the fact that the best items are drops, full-stop. I mean, I get it, trying to balance gear progression around both player crafting and dropped loot is hard. But the fact that there are effectively zero good weapons from crafting means that that entire element is gone from the game. So your whole desire to dig for ore is reduced to the amount you need to craft the next tier of armor. Without the desire to dig though, you don’t, which means you’re just exploring the surface of the world and missing out on all the dungeons/set pieces that exist beneath it.

“But what about building bases and such?” Yeah, that’s still there. Given the default “survival” mode requires constant eating, it makes sense for even a story-focused character to stake out a simple farm. But honestly? It’s about a million times easier just coming across an already-built set piece randomly, and then planting your flag on it. Or tearing one down and transplanting it elsewhere, as opposed to crafting the individual components.

I don’t know. There are a million more things going on in Starbound than Terraria, but Terraria actually has synergy between what its got. In Terraria, the houses you build unlock NPCs you need, and the act of building settlements attracts monsters and even bosses. The deeper you dig, the more dangerous stuff appears. You can actually craft cool shit in Terraria. All the pieces fit together into a cohesive whole. In Starbound? Not so much.

Ark: Griefing Evolved

I picked up Ark for $12 as part of the Humble Monthly bundle the other day, and my five or so hours with it have been… interesting. Even more interesting was what I was reading on the Steam forums about the recent addition of handcuffs into the game:

Ark is a great game but it’s become unenjoyable for some and unplayable for others. As I write this, my avatar on official server 16 has been caged, immobile and unplayable for over six hours. I’d suicide and respawn… but that’s not an option. […]

And no, you can’t do anything about it. Handcuffs can’t be escaped and don’t allow you to use your hands. No punching walls or using anything to suicide with. Your captors encumber you so you can’t burn stamina, food and water to kill yourself. And captors are able to force feed you to keep you alive indefinitely. So you’re stuck, unable to actually play Ark for as long as they decide to hijack your game.

In case you don’t know much about it, Ark has a “torpor” mechanic that is primarily used to knock out dinosaurs so you can tame them. As it turns out, torpor can also be used on other players (the game is PvP by default). There have been cages and prisons and the like for a while now, but players used to be able to kill themselves by thrashing about, as the esteemed sir throttlejam mentioned above. Handcuffs remove this ability, and make it so that other players can manipulate your inventory directly.

The player responses to throttlejam’s plight go on to demonstrate that one really can justify anything. They basically run the full gamut from “your friends will save you” to “you got what you deserve for not playing with friends” to “go play on a different server.” Quick note: your character’s progress is limited to the specific server you are on. Playing on a different server basically means rerolling.

Some people were doubting throttlejam’s description of events. Surely it can’t be that bad? Which then led to this description:

You’re not unconscious. You’re handcuffed and they put weight in your inventory to encumber you so you can’t move and they force feed you like taming a dino. All you can do is stand there and wait… forever. You’re in a cell made of greenhouse glass and you can see everyone else being held around you… and there are multiple levels of nothing but cells and captive players. I can see them all.

An immobile player uses very little food or water… so it’s not a big drain on a large tribe’s resources to imprison a LOT of player avatars. On this server there are maybe 20 – 30 players online at one time… and these guys have most of those players avatars in lock up. How’s that fun?

…I think I’m done with Ark for now.

For the record, it is not necessarily due to Ark’s dedication to raising the bar for sociopath simulators. Indeed, my gameplay thus far as been entirely on a single-player server – I went to a official PvE server for about five minutes, saw a huge player-constructed tower, and remembered I don’t actually like people all that much. No, I’m primarily done with Ark for the time being because not even a GTX 970 can eek out more than about 24 fps on a good day.

Well, that, and I built a small hut, then a larger hut with a better view, then realized that I’d never be able to farm with a nearby source of water. I actually scouted abroad pretty far, found a nice area near a river, and then it occurred to me that I’d be looking at another half dozen hours just gathering resources. Let alone taming dinosaurs, or venturing out and getting immediately eaten by raptors.

There’s fun, and then there’s fun. I’m more in the mood for the latter.