Tuesday, March 25, 2014

Smite's Official Release!



Today, Smite is officially out of its beta testing phase! This game is one which I have posted about multiple times in the past, and a game which I play almost every day. Most of the changes the game has seen over the last few months have brought it closer to a League of Legends clone, and yet, while that's not typically a compliment, I believe it has helped guide this game. Even their new cinematic teaser (below) is reminiscent of LoL's trailers in style and mood.



Recent changes to the item store in particular have made this game feel even more like League of Legends. LoL's popularity has been growing and the realm of e-sports has been growing around it, so hitching their wagon to LoL's train isn't a bad strategy. Still, it is becoming more difficult to describe Smite in its own terms. If the abilities become known by their LoL counterpart, and gods which should feel unique become amalgamations of LoL's champions (who are themselves amalgamations of DotA characters), then it becomes difficult to bring new players into the game--something I dearly hope for.


They're newest addition to their roster of gods, Ullr, doesn't add much to the game creatively. While I'm interested to explore his strengths and weaknesses, I would hope that future god releases include characters with a little more imagination in their abilities. It does compensate, somewhat, that his skin, "Strider", makes reference to  J.R.R. Tolkien's "The Lord of the Rings", but I would prefer that the skin itself was more than just a change of color. The other skin they added recently, Dark Lord Sun Wukong, is clearly "inspired" by Star Wars, and if they're willing to run the risk of copyright infringement, why not an Assassin's Creed "inspired" skin for Ullr?

Now, before Hi-Rez has a chance to make major changes to their game again, I would like to share a quick gameplay video I recorded a few days ago. This match was over after only about 10 minutes, but most matches are between 15 and 25. The gametype is Assault (ARAM) and I play as Ra, a relatively basic god and one of the several available to new players for free. More than anything, though, my goal here was to give you some idea of what this game is like and, at the very least, this video can accomplish that.


If you haven't heard of Smite before or would like to give the game a try, check out it's page here



Friday, March 21, 2014

The Feel of the Game: War of the Roses vs. Chivalry: Medieval Warfare



Last night, I got to thinking about how "feeling" makes a game into what it is moreso than the mere facts of its description. To illustrate this, I present the examples of War of the Roses and Chivalry: Medieval Warfare. These are two games which look very similar on the outside, but feel quite different to the player playing them. While WotR feels rooted in history, Chivalry is really all about the action.

On it's Steam store page, Chivalry is described as "a fast-paced medieval first-person slasher with a focus on multiplayer battles" and it's most popular user-defined tags are "Medieval", "Multiplayer", "Action", "Melee" and "Gore".

User-defined tags for War of the Roses are very similar: "Action", "Free to Play", "Medieval", and "Multiplayer". But the game's description is less focused on describing the gameplay than it is on the historical aspects: "Battle online with up to 64 players through 7 historically inspired war zones as you experience the conflict between Lancaster & York first hand!"



But trying to describe their differences is inherently difficult. In both games you take on the role of a soldier. In both you choose between a variety of weapons, whether long-ranged or close, heavy or light. And in both games your ultimate goal is to slaughter the other team with superior skill and tactics. Getting more specific, both games ask the player to rely heavily on timing blocks and attacks, both try to inspire the player to see the match as a battle in a much larger war and world, and both use similar control and camera schemes. But the games become different as soon as you actually play them--once you actually feel them.

So, let me show you what I'm talking about.  Below are two videos of me playing each game. In Chivalry, there is a sense that buffoonery and ridiculous ideas have a place. It is more light-hearted than WotR, wherein a serious sense of historical accuracy is made dominant. Both games feature a wider variety of game types and weapons than I can demonstrate here, so my goal is to focus on what it is like to play an average match rather than explore the potential depth of the experiences.






What cannot be imparted through video or words is the way a game responds to the players inputs. This is an important part of the feel of a game, but short of putting the game in your hands it is not something I can show you. How well you are able to control a game makes a significant contribution to how you feel while playing it--are you in control or out of control?

What you are able to see in these videos is how pace and style develop the atmosphere, community, and sensations of these games. While WotR is slow and serious, Chivalry is fast and frenetic, and yet both games are trying to accomplish the same thing--an enjoyable, medieval experience.

In parting, I would be remiss not to mention "War of the Vikings", the next game from Fatshark and spiritual successor to WotR. I had a chance to play the game in its alpha-stage and, while avoiding saying anything specific, the game does a better job of accomplishing what it sets out to do. It has more in common with Chivalry in ways that don't make it unlike WotR and I feel that it will represent a step forward.

Saturday, March 8, 2014

Twitch, eSports, and Orion: Dino Horde



Twitch.tv, an internet streaming service, isn't the only site on the net for streaming games, but it is quickly becoming the most popular. Through a Twitch account, users can stream live video onto the site for anyone to see. Streams can also be recorded and re-watched later. Similar to the "Let's Play..." style videos on YouTube, Twitch's service is providing a platform for players to connect, communicate, and learn from one another. But beyond this, the service enables gamers to watch their favorite e-sports in much the same way as they watch more traditional sports. In short, gaming livestreams are making e-sports more accessible and that enables them to grow.

Previously, Major League Gaming (www.majorleaguegaming.com) was the place for watching live streams of big-money gaming tournaments. But this limited fans to only popular franchises like Halo, Call of Duty, and Starcraft, while less popular gaming communities were left out. The rise of Twitch and similar services is an opportunity for the gaming industry in many ways, and I'm hopeful for the changes that are coming.

Currently, Twitch is streaming content from League of Legends, Dota 2, Starcraft 2, which are games you could have found elsewhere, but they are also streaming games like Diablo 3, Minecraft, DayZ, Hearthstone, World of Warcraft, and Super Smash Bros. which would have been much harder to find in the past.

In my own experience, streaming to Twitch has been difficult for online games. I wanted to stream some Smite, but the lag I experience while doing so makes the game unplayable. In concession, I went to find another game I could stream and share my thoughts on. So, here it is, in all of its anachronistic glory, Orion: Dino Horde!



Watch live video from zzSandman on TwitchTV

Wednesday, February 19, 2014

Loadout



Loadout is a new free-to-play, over-the-top, third-person action shooter. In addition to being a magnet for compound adjectives, Loadout is being touted on the virtues of its in-game customizablity. The game's developers, a company called Edge of Reality, have been in the game industry for over a decade, but this game isn't like most of the work they have done in the past.

Gameplay: Loadout doesn't innovate. You've played it's gametypes, you've fired it's weapons, and you've traversed it's maps. If I was going to forgive that, I'd say so about now, but I'm not. The biggest problem with Loadout is that it fails to stand out and try new ideas. When I think about the gameplay I'm reminded of another F2P game from last year called Renaissance Heroes that closed down last December. The games had a lot in common in terms of how they feel to play, and that was enough to keep me entertained for at least a few weeks. What sank Renaissance Heroes, in my opinion, was the exorbitant costs of the "micro" transactions. Loadout shouldn't have this same problem, but the fact remains that the gameplay has been tried and has failed.



If the customization options were truly deep, or if there was really much of an option at all, there would be more to say for this game. While the options are there for higher level or premium players, for most the game doesn't live up to its promise. Between a tech tree for new weapon options and experience points to spend upgrading and customizing your loadouts, the game has a capacity for depth that isn't realized until days and hours have already been sunk into playing it. The customization options should bemore readily accessible to new players if that's what this game is going to seel itself on. Without something special, without something to tell your friends about, Loadout doesn't stand a chance against the superior gameplay of its competitors. 7/10

Graphics: The graphical style of the game (reminiscent of Borderlands' "concept art style") is supposed contribute to that "over-the-top" sensation. Effectively, I've seen few players with the premium items and so much of the game looks repetitive. The maps are nice, but nothing special, and, while the projectiles are okay, the explosions don't make much of a visual impact. The animations are good and the way that damage shows on your character is downright admirable--easily one of the best parts of the game. 7/10



Sound: Loadout doesn't fail to utilize sound, but it does fall short of gaining anything form it. The clips of music and the beeping response you hear when you get a hit are effective at giving feedback, but they fail to add much to the experience. Sound hasn't been ignored in this game, but it has again failed to innovate in any way. 7/10

Value: As a free-to-play game, value is usually an easy win. Something for nothing is always worth it, and in Loadout you won't be overwhelmed by pay-to-win players (there just aren't very many of them). The premium currency reasonably priced, unlike it was in Renaissance Heroes, the F2P game I mentioned above, where a new weapon cost around $20. Moreover, daily rewards offer a chance at unlocking some of those premium items for free which is great. 8/10



Playing Time: Daily rewards area  great way to get players into a game day after day, but once you've gotten it there is little reason to stick around. For me, Loadout is a game I'll play for two or three matches (fifteen or twenty minutes) before I move on to something I enjoy more. I play a couple of matches, spend my experience, and move on. This is a game I'll play for a few weeks, and when I find something else I'll move on. While a game like SolForge has kept me playing with it's dailies, Loadout doesn't lend itself to quick sessions quite as well. All in all, I'll be done with this game before I really get a chance to enjoy it's customization options. 5/10

Overall: I'm not impressed with Loadout. The game is fun, but lacks anything to keep me hooked or to tell my friends about. There are no cool gimmicks or refined systems. It is too easily put down and too easily forgotten. I'm disappointed that I didn't have more customization options available to me at the start, and I feel that to be the first and foremost failure of the game. 68/100 F

Monday, February 17, 2014

Titanfall Beta Impressions



I was lucky enough to have the chance to play in Titanfall's multiplayer beta test this past weekend. The game's developers, Respawn Entertainment,are up against high expectations with their first game. The game studio formed in 2010 after Infinity Ward (makers of Call of Duty) fired Jason West and Vince Zampella (one of the Infinity's co-founders) for "breach of contract and insubordination".  Following the age-old playground tradition, Zampella and West started their own game--that's Titanfall, a game with a chip on its shoulder.

If you were doin' the Duty before it was just "cod", you know that the folks at Infinity Ward have had some pretty great ideas over the years. Besides being the "The Spiritual Successor to Call of Duty", Respawn Entertainment's Titanfall is an FPS made of equal parts speed and high-explosive. That's a recipe for disaster if the game isn't balanced, but, from what I've played, Titanfall is expertly balanced.

I had a great time playing the game. Multiplayer was exciting, challenging, and everything else a triple-A FPS title should be.  6v6 matches were just right for the maps and kept spawning players away from danger but never too far from action. AI-controlled "grunts" are absolutely a revelation to a genre which has stagnated as big names like Call of Duty and Battlefield begin to feel like are being manufactured on an assembly line. The constant presence of enemy targets keeps snipers sniping and CQB ninjas checking their corners.Their impact in the game has less to do with points and more to do with the experience of playing the game. Pointjockeys will still be better off hunting Titans than peppering the cannon fodder, but a players won't be able to ignore them, either.

Whether on foot or in a Titan, the matches maintained a sense of pace. Messages popping in from tacticians as well as chatter from the grunts filled the environments with a sense of purpose and kept up the pressure. Beyond filling the maps with action, AI grunts provide a thrilling contrast to real players, who in turn feel more like formidable opponents in a single-player mission. And, overall, the battles can feel like they are  on a large scale like in Battlefield 4 or Planetside 2 but with fewer players and on much smaller maps.

Besides the AI component, Titanfall's matches feel more like real battles because they have an ending. An epilogue sequence after the final points are scored brings closure to each match in addition to providing the opportunity to finish that last kill or rack some extra experience points. The effect that these additions have on making the multiplayer feel more like a narrative is astonishing. Titanfall is the best game I have played at making me feel like both  the single and multiplayer components belong in the story.


But there are still things keeping me from buying this game. For one thing, it's published by EA and will be played (on PC) through Origin. I really do not like the way EA behaves in the gaming industry, so giving them more of my money is something I try to avoid whenever I can. Still, the game looks and feels like a $60 game and I will have a hard time not buying it. 

Personal grudges aside, Titanfall is something of a fusion between Star Wars Battlefront and Call of Duty, but with much more from Call of Duty. Calling in Titans makes you tough and a tough-target for everyone on the battlefield, and I was reminded of spawning as a Jedi in Star Wars Battlefront, but the game looks like Call of Duty in so many ways. The menus, the challenges,  and the loadouts are all distinctly reminiscent of CoD, and I spent a good deal of time with them as there was more than a minute of waiting time between each match. I do feel that having a lengthy break after each match contributed to longer playing sessions, but it also gave me plenty of time to get distracted. 

There are still two things I want to hear about this game before I'm sold on it. One, that the single-player story is significant and worthwhile and, two, that the game has a powerful soundtrack. I realize that soundtracks aren't usually selling points on games in this generation, but, from what I've played so far, I feel it would be an unjustified shame if Titanfall didn't have some incredible music to accompany its stunning visuals--there's just something so evocative about a huge, flaming mech...

Finally, here's a great video from Rev3Games including Adam Sessler, Vince Zampella, and some gameplay video. It gets particularly good around 10 minutes in.

Saturday, February 8, 2014

Diablo 3 Expansion

Last August, Activision/Blizzard announced an expansion for Diablo 3, as expected, at Gamescom in Germany. Closed beta tests for "Reaper of Souls" started this past December, and the release date is currently set for March 25th.

 I found Diablo 3 to be an underwhelming experience. Without an abiding love for Diablo 1 or 2, there was not much to enjoy in 3. One playthrough of the campaign was not enough to lift a character very high in level, and the prospect of replaying levels over and over again seemed pointless to me. Maybe it was my predilection for fully exploring each map on my first time through, but I just did not feel compelled to try any of those levels again. And, really, what would have been my reward? The same enemies taking longer to kill? No thanks. I was promised a loot-fest, and I got a gear grind.

 It was seeing the Cinematic trailer which got me thinking about this post. I find everything about this trailer enticing: the characters, the narrative, the swords, the angels and the demons. It's everything I love in the fantastic and, yet, I will not be buying what it is trying to sell me.



 Because when I watch the Blizzcon trailer, I see that the new expansion will be nothing more than I have come to expect. Let me be clear, I don't prefer isometric views or click-to-run control schemes and that, more than anything else, saps the fun from Diablo 3. With this in mind, I could hardly expect to see something inviting in a gameplay trailer. Now, with that being said, the expansion looks like it would disappoint me in much the same way that the vanilla game has. I do not see the story, which I find compelling and interesting, taking on a more prominent role or playing any important part in the gameplay narrative. I was underwhelmed to play a game of trash-trash-boss before, and I won't pay for the privilege of doing it again.



Games like Mass Effect have spoiled me. When I play a game that's about a story, I want to see my actions having consequences. I want to talk to other gamers about what they found, how they made their decisions, and where their story took them. From a game design perspective, that makes a game excruciatingly complex and difficult to build on--which ought to be the hallmark of a triple-A title. It is in this respect that Diablo 3 fails most profoundly in my eyes. There is an illusion of false choice (class, skillset, etc.) coupled with an expectation to feel challenged to complete higher difficulty settings. Difficulty settings are for bragging rights, which I don't care to have, and a game selling itself on its narrative ought to better engage the player with it.

Thursday, February 6, 2014

My Favorite Game Soundtracks

Lately, I've been listening to a lot of music from Fallout 3 and Fallout: New Vegas. In addition to it being genuinely fun music, it also draws me back to the joy of exploring the wasteland.

I wrote in an earlier post that sound is both a vital part of the gaming experience and something too often overlooked. Some of the biggest offenders in this area, in my opinion, have been free-to-play MMOs whereas indie games by one or two developers can be among the best. In order for a game to become an experience, quality sounds are vital.

Moreover, great music in a game can also inspire great music made by fans. When a theme is evocative in the right way, it can be reinterpreted again and again. Some of the most enjoyable game music comes from fans of the originals who reinspire the songs with their own energy.

But, I digress. After hours of big bands and crooners I decided that I would like to put together a few playlists of my own favorites and so, without further ado, here it is:

Fallout Franchise: A Sense of the Past

In addition to being just about the only country music I can enjoy, the music from Fallout takes the player back in time and into a world where art has stagnated in the wake of an apocalyptic war and a lasting strife. It both develops the world and draws the player into it. Some of the music is only vaguely familiar the first time you hear it, but as it becomes your soundtrack to the wasteland the two become undeniably linked.

While the game's original soundtrack is good, it's the radio playlists that really make Post-Apocalyptia special.




Legend of Zelda Franchise: The Power of Themes

It's hard to know for sure what it is about The Legend of Zelda that makes it's impact last for so long. I loved The Ocarina of Time, but since then none of the games have grabbed me in the same way. Even Wind Waker. And yet, the music is something which I have always deeply enjoyed.

This playlist includes a variety of ways to listen to this music. Symphonies, ensembles and dubstep remixes all founded on the same several themes and, like a jarred fairy, all possessing some of the magic of Hyrule4.




The Elder Scrolls Franchise: A Sense of Setting

I am a huge fan of The Elder Scrolls, so it is no surprise to find it here. I remember hearing the Skyrim theme before the game was released and listening to it endlessly. Too, the themes from Morrowind and Oblivion call me back to vicarious hours spent in another world. More so than in other games, the soundtracks of the Elder Scrolls put you back in a mood and in a place. Close your eyes, and the grassy valleys stretch out before you. The distant, cloudy mountains rise up and cradle you. The wildlife dances its natural dance through the shaded woods and across the sun-soaked plains.




Assassin's Creed 4: Black Flag: A Sense of Character

I admit that I'd enjoyed a few shanties before I ever played Assassin's Creed 4, but ever since I sailed out on the Jackdaw they've held a new place in my heart. AC4 is another fine example of sound being used to draw the player into a world. While repetitive cut-scenes are a shortcoming of the game in many ways, the consoling presence of the crew's shanties makes up for a great deal. The songs allow your crew to feel like people rather than resources and I, for one, love to sing along.

Here is a playlist of all the shanties your crew knows so that you can learn them, too.




Tony Hawk's Pro Skater: The Power of Community

When I was growing up, Tony Hawk's Pro Skater was a franchise to rival Madden NFL for popularity. I had it, my friends had it, and we all thought we knew the best trick. Beyond simply being a fun game, I still find today that the songs from the first three game's soundtracks hold a special nostalgia for me. Moreover, at the time and as a gamer, Tony Hawk's Pro Skater was introducing and inviting me into a community. In those days, "skaters" were a clique unto themselves and this was especially true in their music. Punky, indie rock was a staple of their genre, usually sounding off on an anti-establishment theme of one kind or another. While I never would have identified myself as a "skater kid", the franchise and the playlists introduced me to the community and helped me to understand it.

Today, many of these songs still hold a special place in my memory and altogether they make for a pretty great playlist.





Assorted Others: The Sense and Power of Nostalgia

Throughout this post I have discussed how certain games and franchises can make effective and consistent use of music to strengthen the experience of their game. In LoZ, we see that musical themes can tie worlds together and, in the same way, THPS demonstrates how ideological themes can bring a greater depth of experience. In Fallout, The Elder Scrolls, and Assassin's Creed 4, sound is used to give the player a greater breadth of feeling all throughout their vicarious explorations. While these examples are favorites of mine, there are a plethora of games and franchises which have done and continue to do this same thing. Because I can, here is another list of some assorted video game songs that I really love, but which are not included in the above playlists.