Showing posts with label action. Show all posts
Showing posts with label action. Show all posts

Friday, 10 August 2012

Massively multiplayer; also, secret!

Taking advantage of a free trial weekend, I recently spent a couple of days in The Secret World - the new urban fantasy MMO from The Longest Journey creator Ragnar Tørnquist.

I'm not really an MMO guy. I've toyed with Spiral Knights, Rusty Hearts, Fallen Earth and Dungeons & Dragons Online - adding up to a grand total of about fifteen hours - and spent enough time watching friends playing World of WarCraft, EVE Online, EverQuest II and Rift to know that I'm not interesting in trying those myself. Oh, and I was accepted for the Auto Assault beta, but couldn't get the damn thing working.

The setting and the creative director are what attracted me to The Secret World. I adore The Longest Journey and enjoyed its sequel, Dreamfall. The worlds, characters and stories of those games display wit, energy, originality and an impressive level of internal consistency. The Secret World paints with broader brushes, and isn't afraid to borrow elements of other properties, but it's still a well-realised take on the modern fantasy-horror concept. The tropes are put together in a way which is both logical and entertaining, enough that instead of spending my time going "Oh, this bit is like Mage: The Awakening," I was investing directly into The Secret World to a degree I didn't expect. One big YMMV thing to note: the cutscenes are frequent and marathon. They're well directed and mostly well acted, but my god are they long.

There wasn't much roleplaying going on, which is a shame as a purported strong roleplaying environment was one of the other things which caught my interest. But there was more roleplaying than in most MMOs, which is to say, there was any roleplaying going on at all. And at least in a modern setting people talking about other MMOs in the chat window can be taken as in-character conversation.

That modern setting is well integrated. It's not just a gimmick to make it stand out, although of course, that helps. There are the simple things - energy drinks in place of mana potions, shotguns instead of crossbows - but clever use of the real-world setting goes much deeper, from jumping on cars to set off the alarms to attract zombies, to espionage using webcams mounted on remote controlled helicopters, to an NPC suggestion to look something up on Google. In fact, it may even be too clever at times - I got stuck on one mission, briefly, because I wasn't familiar with a certain element of how church services operate.

I didn't get to do a lot of the much-vaunted investigation missions, which are geared more around codebreaking and old-fashioned adventure gaming than traditional MMO kill/fetch quests, but from what I saw they were well-designed and offer a great change of pace. Indeed, with stealth missions, puzzle-solving missions and even escort missions which don't entirely suck, The Secret World has more variety than any other MMO I've seen. I can't comment on PvP or trading because I did little of the latter and none of the former, but the bread and butter adventuring is solid.

The combat didn't blow my mind but it felt no more or less weighty than any other MMO I've encountered, save perhaps the enjoyably frantic Spiral Knights. It's a little on the 'clicking on things until the health bar hits zero' side of things, but aren't they all? The tactical options didn't seem tremendously deep in my time playing, but I understand that a lot more open up as the game goes on, and they offer a lot of scope for playing your character the way you want to play them. However there's not much visual character customisation (it's mostly punk chicks with blue hair and lots of cleavage, or tough guys in shades) and while there's a lot of skills and abilities, they're all ultimately different lighting effects for doing the same handful of things. The big thing seems to be inflicting and abusing various status ailments, which is interesting, but I'm not convinced about how much depth there is to it for a long game. That said, my main problem with combat and character progression was that to really understand it, you need to have already played the game - again, a common MMO failing.

In fact, most of the things about The Secret World which reminded me of other MMOs were the things I didn't like, the same issues which keep me from enjoying the rest of the genre. The interface is pretty illogical, and in a fashion which means remapping it doesn't help much. It certainly doesn't make any strides towards solving the "requires three hands to play" syndrome ubiquitous to MMOs. One gets used to it, of course, but it took me a while and never really felt properly intuitive. Some elements of the control scheme and menu system aren't explained very well, either.

Overall I must say I quite enjoyed The Secret World - when it worked. Unfortunately the weekend was plagued by server-side connection issues, so much so that the trial period was extended by six hours. There were also a couple of moments of bugged quests, and a driver conflict which wasn't resolved when I updated my drivers. Not a great advertisement, and I have to wonder how happy Funcom and EA are with the free trial given the technical problems which plagued it.

And while I enjoyed The Secret World, I didn't love it. Not enough to pay full price for it when I don't have many friends interested in it, and when things like Spiral Knights and D&D Online are free to play. If it comes down in price, or moves to a microtransaction model, I'd probably take it up. I also think The Secret World would make a great pen-and-paper setting, and perhaps surprisingly I think it would feel quite different to the World of Darkness lines.

Yet I must question the logic of launching a premium-price MMO without a strong, established IP, and without a standard free trial period, even before you factor in the technical kinks yet to be smoothed over. Ragnar Tørnquist has a big cult following, but I don't believe he's someone who can sell a game to a mainstream audience on his name alone. The marketing campaign has been aggressive, but it's being marketed in the same way - and in the same places - as Zynga titles and other free to play games. Will The Secret World entice people enough that they're willing to drop £40 on it, plus a monthly subscription? The game has been modestly well-received, with review scores mostly clumping in the 70% range, but those aren't the kind of numbers to set the world alight.

I'm torn on The Secret World. I want to see it succeed - it's trying new things, and it's bringing a much more interesting approach to storytelling and world building than most MMOs I've seen. But I think it's merely a good game rather than the great game it could be, and that the final leap to greatness won't happen without some necessary negative feedback. Takeup figures aren't out yet - I guess we'll have a better idea of what changes might be made once it's been out a while and the subscriptions stabilise. I have the awful feeling that if it underperforms, EA's solution will be to dial back the elements which make it so unique in a bid to bring it more in line with the field's leaders.

I hope I'm proved wrong there. Selfish as this is - it's not my job on the line - I'd rather see The Secret World as a glorious, ambitious failure than a homogenised, generic hack and slash fest, if that's the choice it comes down to.

Tuesday, 31 July 2012

Control freakish

Thanks to a free trial weekend on Steam, I had the chance to play Borderlands - the co-op shooter of choice among my friends. Ultimately, I had some fun, but chose not to purchase the game.

You see, there were a lot of things about Borderlands I wasn't keen on. It's not that I think it's a bad game; I just didn't personally get on with it that well. Very high among said things I wasn't keen on was the interface. And I'm not talking about something as simple and easily remedied as key mapping here, although C for crouch? Come on. L-Ctrl is crouch in an FPS, and that is The Way Things Should Be.

No, the problems I have with Borderlands' controls are much deeper. Why is the enter key interchangeable with left-click in some menus, but not others? Why do I stop sprinting when I turn with the keys, but not with mouselook? Why tell me to drive with WASD, when it's the mouse which controls driving direction?

Everything about Borderlands' control system screams that it was made for an Xbox controller. Now, it's a far cry from lazy ports which ask PC gamers to press triangle or right trigger, but I still felt the whole time that I should have been using a pad. Considering that it was developed by Gearbox - who first made their name in PC shooters - I find that a little bit of a shame. It's all small things, but they add up, and Borderlands ultimately played very non-intuitively for me.

ARMA 2 is another game I've struggled to get into, and again, the interface is a significant part of it. "Oh," I thought to myself as I failed to climb over a small wall after hitting all the usual suspect keys and checking the control map, "There must not be a climb key."

A short while later, one of the handy little gameplay tips tells me to press V to climb over obstacles. Now, that mapping doesn't make a tremendous amount of sense, but I can live with that. What annoyed me was the fact that I couldn't find that anywhere in the control map. After checking again, I found it - buried away somewhere in the mass of controls for this game and labelled as "step over." Well, that's certainly an intuitive name for a key which lets you climb fences.

The mouse sensitivity range seems to be much higher than in most games, and after pushing it way down to pan at the speed I like, the precision in small movements was lost. Perhaps it's meant to be more realistic that way, but it's still absolutely nothing like aiming with a real gun, and realism at the expense of basic playability is something I just can't get on board with. Even the relatively straightforward (and super-arcadey) Army of Two took me a bit of time to get to grips with, with some of the control quirks - the selection of sniper mode, for example - seeming needlessly inelegant.

In my old age, I don't like impediments coming between me and my game. My life sucks enough as it is without my supposed hobby, the thing I do to relax, pissing me off even more. More often than not I want to jump in and have some fun, and for me, having to memorise thirty-odd different commands is not fun. Maybe I'll get disowned from gaming by the hardcore crowd, but it's the way it is - every time a game tells me to press a new key, it means another little click of the fun ratcheting down. Of course some of this is necessary, but again it adds up, and in the case of some games it adds up to more than I can be bothered with.

This coming weekend, there's another free trial - this time of Ragnar Tørnquist's supernatural MMO The Secret World. I'll be giving that a try, but I've never been that into MMOs and one of the big problems I have with them is - surprise, surprise - the number of commands to keep track of at once. I'm a big fan of Ragnar's storytelling ability, but will The Secret World's interface get in the way of my enjoying it? I guess I'll find out within the week.

Sunday, 15 July 2012

Trailer trash

I wanted to say something about all the Hitman hubbub, but I ultimately had even less to add to that than I did to the Diablo DRM debate. My major issue with the Hitman: Absolution trailer was not one of morality or chivalry, but that it's that it's not Hitman. Hitman is a game about not killing people. That's a very important bit. The part about not drawing attention to yourself, and not turning things into a bloodbath? Being all, like, subtle and stuff, or at least as subtle as one can be for a man with a bardcode on his head? That's what Hitman's about. And an explosive shootout with the cast of Sister Candie Takes The Divine Sacrament* is not subtle. I have subsequently been assured that the Absolution devs disliked the trailer just as much as everyone else, and have promised that the game will stay true to the core of Hitman's heritage.

Would fetish nuns with rocket launchers have caused half as much flap in a trailer for a new Wet or Bayonetta? Well, maybe. Probably. Bayonetta saw a fair amount of controversy surrounding its perceived sexism. But y'know, gender stereotyping aside, that's the sort of thing those games are about. And I salute them for it! That sort of hypersexualised, tongue-in-cheek, over-the-top, crazy-and-deranged-just-for-the-sake-of-it Thing certainly has its place. It's even had its place in Hitman over the years, at least in terms of aesthetic, if perhaps not action. I suppose, in that light, that the rocket launchers bother me more than the fetish nuns.

I've finally gotten round to Saints Row: The Third, and it's practically some kind of golden, penis-shaped temple to debauched lunacy. Yes, all the ladies have pneumatic boobies, and all the men have abs you could bounce rocks off, but that doesn't have to translate to sexist portrayals in terms of personality or societal role. For the most part, SR3 seems to do pretty well there. I'm about as pro gender quality as it's possible to be, but gender equality doesn't mean pretending that sex isn't fun, or that sexuality can't be addressed with a nod and a wink.

And then, there were Duke Nukem Forever's trailers. There's a line between fun, over the top cheese and actual sexism - a wide, blurry line, but some sort of line nonetheless - and DNF smeared rancid, blood-flecked semen all over that line. DNF's trailer made it seem like the game equivalent of the guy who's absolutely convinced that all women are gold-digging whores who need a strong man to keep them in line. That might be part of the same continuum as Bayonetta, but then so is puritanically censoring anything even remotely sexual, and it could be worse than tongue-in-cheek, knowing, over-sexuality.

Assassins attacking 47 in his hotel room, and him having to fight his way out? Sure, I can dig that. Said assassins being an all-female group dressed in latex nuns' habits? Okay then - so far so Tarantino, I guess. Blowing the shit out of the motel in huge explosions? Urgh... I suppose so. The really problematic bit is the fact that Square Enix have decided that this is what they want people's first impression of the new game to be.

Well, the pre-order going up six months ahead of release is also slightly daunting.

A trailer is many people's first window into a game. It's very much a first impression. A preview should get you excited, and displaying that a new installment will be completely different to the previous titles is very risky and rather questionable. The Absolution trailer tells us it will be centred around outlandish action and hyper-stylised sexuality, and that 47 will be an active agent in that this time; longtime fans understand that 47 is an outsider to this sort of thing, and that through his eyes things like fetish nuns with rocket launchers are distasteful. The OTT sexuality and violence of the previous Hitman games weren't presented as something to be celebrated. And of course there's the fact that a game about stealthy assassinations shouldn't need to be marketed on tits and explosions.

In light of the Hitman trailer, there's been a slight resurgence of talk concerning the Tomb Raider reboot's trailers. One of the big problems I've always had with the Tomb Raider series is the fact that Lara Croft is such a monumentally objectionable person. She's blessed with beauty, brains, brawn and fabulous wealth, yet how does she put her good fortune to use? By breaking into sites of historical importance and hoovering up anything valuable while killing the natives and endangered animals residing there. She's basically using her privilege to do whatever she likes, and screw anyone else it might affect. Granted, she finds herself in danger a lot, but she willingly put herself in that position in pursuit of stolen riches. Why, exactly, are we supposed to be sympathetic when she's in trouble? Why do you think 'killing Lara' was such a popular hobby among the PSX generation?

Some games tried to humanise her, or explain her motivations, but it always felt like an awkward retcon to me. Angel of Darkness tried to play up the nasty side of Lara, but it was more like a teenager's concept of 'badass' that true emotional darkness. Lara was always just a fundamentally unlikeable person. The reboot's trailer might not create a likeable protagonist - time will tell - but it's exploring why she is the way she is in a deep, potentially uncomfortable fashion (and I'm not talking about the gratuitous near-rape scene, nor the depressing fact that it's there to make male gamers want to protect Lara).

Most of us have to sympathise, psychologically, with someone who's been through a traumatic experience. But we don't have to like them. That creates an emotional and narrative tension. It's a simple trick, but it works. It was a key element of Analogue: A Hate Story; The Pale Bride went through unspeakable things, but as much as we might feel sorry for her, she's still pretty awful. James Bond went through unspeakable things in the Casino Royale remake, but they don't alter the fact he's an arsehole.

So it is with Lara in the new Tomb Raider trailer. She's beaten, subjected to appalling cicrumstances, and watches her friends get killed. Is that why she becomes the emotionless monster she is in later life? I may very well dislike the new Lara - time will tell - but I feel that there's a good chance I'll dislike her in an interesting way, and not just despise her for being a pantomime murderer. Then again, a lot of gamers have said good things about the old Lara, praising the fact she's a stone cold, unflappable badass. Ick.

Personally, what's gotten me most excited is perhaps the most minimalist preview around. EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!! Audiosurf Air! Fun fact: Audiosurf is my joint third-most played game on Steam, tied with Psychonauts at 35.6 hours (yeah, it took me that long to complete Psychonauts. Don't... don't ask. I'm ashamed). All that's been revealed of Audiosurf Air is the name and three screenshots, and as the website dryly notes, the graphics are not final and "other things are also not final." But it's enough - there will be a new Audiosurf, and it will not be about fetish nuns with rocket launchers. Score!

I've also been enjoying the videos Stainless put out during their successful Carmageddon Kickstarter campaign. Even compared to Double Fine's videos, the Carmageddon videos are amateurish as hell (one of them features one of the developers dancing around to Trololo for about four minutes, for fuck sake) but I for one actually like that. Nobby and Simista come off as people you could go down the pub with. They're the kind of people I trust with a game like Carmageddon, which was - in essence - a fun pisstake. An accomplished, boundary-rewriting pisstake, but even so.


I wanted to close with something on the previews from Nintendo's new spy-catching game for the 3DS, but... rather embarrassingly.... I can't for the life of me remember what it's called. And this is looking very long and meandering as it is, so I'd better sign off. Bai bai.



*Just be thankful that I couldn't think of a good transubstantiation joke.

Thursday, 23 June 2011

Now we are 1.6

I meant to make this post longer, funnier, more pretentious and - ahem - about three weeks ago. Sadly, events conspired against that, so here's a late and cut down version of my thoughts on Minecraft 1.6.

The big thing to come out of the 1.6 update (or rather, collection of 1.6 updates) was the ability to travel between the normal overworld and the alternate hell-dimension, the Nether, in-game in multiplayer servers - meaning no more having to piss about with file names. I've found that adventuring in the Nether is very different to regular caving. In an - and forgive the awkward phraseology - overworld cave network, I always feel tempted to push on beyond my limits. There's always another passage, another vein of ore. It's different in the Nether.

The Nether is open plan, more or less, so simple navigation is easier. Actually getting where you want to go, though; that's much, much harder, because the ground is so uneven. Almost every block of the way you're building staircases or bridging gaps, making it slow going. These factors, combined with both the relative scarcity of essential minerals and the overwhelming lethality of the Nether in general, mean that adventuring is a much more focused affair. Rather than epic four hour potholing expeditions, you descend, pinpoint what you want, grab it and leave as soon as possible. It's much more of a tense race against time to get what you want before you die, compared to the grand exploration jaunts of an overworld cavern system.

Tha's no bad thing. Contrasting gameplay elements add value. There were times when a big potholing trip didn't grab me, as I wanted something a bit more adrenal to do, and the Nether fills that hole. Too often when I died after two hours of gathering resources only to die to an unseen creeper or sudden lava floe, the feeling wasn't one of "I'll get even with you, game" nor even "oh well, must do better next time," but "eh, bored now, cbf replaying just to lose all my stuff again. Whatever. Bai." Since overreaching is rarer in the Nether, that sort of death bringing feelings of resent and waste are also less frequent.

And if you thought overworld adventuring was a communal excercise... more than ever, the Nether requires a party to work together. There's no time for getting lost or wandering off, no need for "Dig up, stupid" type conversations. You have to be a co-ordinated team to pull off a big heist. The biggest threats are the ghasts - giant floating cow/octopus things which shoot fireballs with unerring and unnerving accuracy. They can only reasonably be fought via bow and arrow, they have a longer range than player characters, and they have all the hit points in history. Oh, also: they usually come in herds of three or four. A frantic escape from an engraged ghast pack, covering each other's backs as you pelt for the portal, is something to experience.

Aside from some irritating bed bugs (ho ho!) 1.6 is the best thing to happen to Minecraft in some time. Anyone who stopped playing, I recommend you gather up a party and try out adventuring in the Nether. If nothing else, building a portal chamber can cut out on tedious travelling time between your bases topside, which was always one of Minecraft's bugbears.

Speaking of Minecraft, I've given Terraria a try. It seems fun, and it's actually surprisingly different to Minecraft. While early guesses had Terraria pegged as 'Minecraft with a bit of Castlevania,' in practice it's more the other way around. This is a platforming game at heart, which happens to feature terrain manipulation as one of your tools. A lot of the challenges revolve around working out how you can use the landscape around you to go here, fight this, collect that. My favourite Minecraft moments are the architectural challenges you come across while caving - navigating your way up a gigantic waterfall, or working out how to stem a lava river to save as much obsidian as possible, or constructing a precarious scaffold up to a vein of ore in the ceiling. I'm looking forward to trying more of Terraria and seeing how it measures up.

Another online game I've started recently is Spiral Knights, one of Steam's five free MMOs. It's cutesy and energetic and just the right side of tactical to be engaging without requiring too much concentration. It's nothing special, but it cuts down on the usual MMO gumph effectively and throws some varied challenges at you. I already like it more than any other MMO I've enountered. Review forthcoming, once I've spent some more time with it.

Back to Minecraft to close us out: Zelda Adventure looks like it could be entertaining. And the Minecraft Ghibli World is sickening in how spectacular it is, especially the Laputa chasm. Certainly makes my best-ever structures looks like complete rubbish.

Tuesday, 14 June 2011

You'd be better off sleeping

All these years I'd been under the impression that a game demo should show off, tease you, make you want to try out the full thing. That it should include just enough of the game features to tantalise you into wanting to see the rest, or enough of the story to make you eager to find out what happens next. Playing the demo for Vigil: Blood Bitterness, however, makes me wonder I've been dead wrong this whole time.

Yes, Vigil: Blood Bitterness. Yes, that is possibly the worst name any videogame has ever had. "Blood Bitterness?" Does that even mean anything? Well, apparently so, because in the opening cinematic protagonist Dehon tells us that 'Bitterness has entered my mouth.'

Oooooohhh... kay. If you didn't at least snigger slightly at that, you're a better person than I.

Also he tells us that there's a deadly venom in his veins, but I think that's supposed to be metaphorical. He tells us that he killed his family, and he throws around a lot of words like sanctuary and offering and unworthy. Apparently there's some sort of Evil afoot. Not just evil, but Evil, which gets capitalised like four times or something. Also, it's threatening to destroy the universe, because that's what Evil does.

All of this is related in some breathy, hoarse, whispering voice speaking in a high fantasy sounding language. The voice is probably meant to sound dark, tortured and mysterious - I just found it mildly irritating, personally, like needing to scratch the sole of your foot in public. Religious iconography abounds in the graphics, which are a cute stylised black and white affair with the occasional red wash. The visuals are certainly the first element to jump out here, even if they're almost as painfully attempted-badass as the narration. By the end of the introductory cutscene, it's fairly clear that this is the ancestral prototype for gothic power metal ballads re-imagined in game form. The music, by the way, is an atmospheric little synth-soundscape which - while far from Mark Morgan - is pleasantly haunting enough.

So then, we play, glossing over the fact that the atmosphere the game is trying to build gets kinda shafted by the sudden appearance of a blue bar bearing the legend "Loading datablocks." We find ourselves in a black and white corridor, with yellow stuff splattered up the walls. The controls have a few reponse issues but are basically fine; left click moves you to a location, right click interacts with things. Let's walk over the yellow thing. Oh, it's a body. Dehon (who looks like a cross between Voldo and Bane) stands there with his arms spread and proclaims, "Ancient slave, I devoured your face. You dared to stand in my path. I, who had purified your lineage!"

I wish I was making this up. This is terrible dialogue. It's just vaguely religibadass words strung together. It's po-faced, incoherent and rapt with its own profundity. Oh, I'm sure it'll prove to be plot relevant or something later on, but as the first thing your character says in-game? And in that same hoarse voice, with that crazy fetish getup and borderline Jesus Christ pose? I repeat: power metal album in game form, or what? And I hate power metal.

Exploring a bit shows us some nice stylised architecture, a bureau we can't interact with and then there's... an altar, but it's... oh my god, it's randomly floating up into the air and then coming down again. That shit is whack. Let's have a look.

There's a body on the altar. We talk to him and he seems disappointed with us. But he's not bouncing into the air anymore and that's a plus, right? More wandering. There's a door in the other room - of the two rooms available to us - which we can't open. At this point frustration might set in, but the stylised monochrome graphics, camera angles and general paucity of decoration all make it pretty clear that there's only a handful of things which can be interacted with. That cuts down the frustration one can feel in some games when the next step isn't clear.

In this particular case, the solution is to pray on the four large symbols in the main hall. This makes the altar descend into the dais (no, really) allowing access to the bigger symbol hanging over the room. A word on the praying - it's the same chant soundbite in that same voice repeated twice, and you pray four times which means yes, you hear the same thing eight times in rapid succession. For some reason that means that you can now go and open the door in the other room by praying in front of the same symbol again. One door closes behind you like an airlock, and after a moment, the other opens. Pleasingly, you can run around during this... spiritual decompression, or whatever, rather than the game removing control from you. The doors still take a bloody age to open, though. You walk through the door, and then another door.

And then, "You have successfully completed the Vigil: Blood Bitterness demo."

Y'what? I looked at a corpse, talked to another corpse, prayed a bit, and opened some doors. And that's the game demo. That's the entirety of the game demo. But what am I supposed to actually do in this game? Is there combat? Do I solve puzzles? Pick stuff up? What's this 'clues' business in the menu about? Answers are not forthcoming.

There's almost no gameplay to the demo, so the style surely must be the selling point. It's certainly atmospheric but personally I found it overbearing, pretentious and obtuse - and I have a higher tolerance than most for overbearing, pretentious and obtuse. I feel like maybe if I was a younger man, more into things like high fantasy and heavy metal, and thought that mixing religious and fetishistic imagery was inherently super epic, then perhaps I'd be fairer to Vigil. I'm not any of those things, though. Like Winter Voices, Vigil is a game I wish I could like for trying something different and injecting a little more art into the medium. I also wish I could have a pet leopard and a pile of gold bullion the size of a Ford Transit. Vigil isn't appallingly bad in a Deer Avenger or E.T. sense, but I still can't recommend it.